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#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
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