/******************************************************************************/ // Shader Bump Mapping Modes #define SBUMP_ZERO 0 // no vertex normal #define SBUMP_FLAT 1 #define SBUMP_NORMAL 2 #define SBUMP_PARALLAX0 2 // !! this is on purpose the same as SBUMP_NORMAL because it's never used anyway, it's used just for calculations #define SBUMP_PARALLAX1 3 #define SBUMP_PARALLAX2 4 #define SBUMP_PARALLAX3 5 #define SBUMP_PARALLAX4 6 #define SBUMP_RELIEF 7 #define SBUMP_PARALLAX_MIN SBUMP_PARALLAX2 // ignore SBUMP_PARALLAX1 because just 1 sample is not worth to keep as separate shader #define SBUMP_PARALLAX_MAX SBUMP_PARALLAX4 #define SBUMP_PARALLAX_MAX_MULTI SBUMP_PARALLAX2 // for multi-material shaders, limit to only SBUMP_PARALLAX2 // Effects #define FX_NONE 0 #define FX_GRASS 1 #define FX_LEAF 2 #define FX_LEAFS 3 #define FX_BONE 4 #define MAX_MOTION_BLUR_PIXEL_RANGE 24 #define MAX_MTRLS 4 // 3 or 4 (3 to make shaders smaller, 4 to support more materials per tri) #define LCScale 0.2f // must be in sync with GLSL // Buffer Indexes #define SBI_GLOBAL 0 #define SBI_OBJ_MATRIX 1 #define SBI_OBJ_VEL 2 #define SBI_MESH 3 #define SBI_MATERIAL 4 #define SBI_VIEWPORT 5 #define SBI_COLOR 6 #define SBI_NUM 7 // !! if any change is made here then all shaders need to be recompiled !! // Sampler Indexes #define SSI_DEFAULT 0 #define SSI_POINT 1 #define SSI_LINEAR_CLAMP 2 #define SSI_LINEAR_WRAP 3 #define SSI_SHADOW 4 #define SSI_FONT 5 #define SSI_LINEAR_CWW 6 /******************************************************************************/