#ifndef mgl_const_glsl #define mgl_const_glsl #include es_precision.glsl // will be defined at runtime: MAX_TEXTURE_UNITS [0|2|4|8] const LOWP int MAX_LIGHTS = 8; const float EPSILON = 0.0000001; // FIXME: determine proper hw-precision // discard freezes NV tegra2 compiler (STILL TRUE?) // #define DISCARD(c) (c.a = 0.0) #define DISCARD(c) discard // Texture Environment / Multi Texturing #define MGL_ADD 1 #define MGL_MODULATE 2 #define MGL_DECAL 3 #define MGL_BLEND 4 #define MGL_REPLACE 5 #define MGL_COMBINE 6 // Alpha Test #define MGL_NEVER 1 #define MGL_LESS 2 #define MGL_EQUAL 3 #define MGL_LEQUAL 4 #define MGL_GREATER 5 #define MGL_NOTEQUAL 6 #define MGL_GEQUAL 7 #define MGL_ALWAYS 8 // Cull Face #define MGL_FRONT 1 #define MGL_BACK 2 #define MGL_FRONT_AND_BACK 3 #endif // mgl_const_glsl