Atlas - SDL_shaders_gles2.h

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1/* 2 Simple DirectMedia Layer 3 Copyright (C) 1997-2025 Sam Lantinga <[email protected]> 4 5 This software is provided 'as-is', without any express or implied 6 warranty. In no event will the authors be held liable for any damages 7 arising from the use of this software. 8 9 Permission is granted to anyone to use this software for any purpose, 10 including commercial applications, and to alter it and redistribute it 11 freely, subject to the following restrictions: 12 13 1. The origin of this software must not be misrepresented; you must not 14 claim that you wrote the original software. If you use this software 15 in a product, an acknowledgment in the product documentation would be 16 appreciated but is not required. 17 2. Altered source versions must be plainly marked as such, and must not be 18 misrepresented as being the original software. 19 3. This notice may not be removed or altered from any source distribution. 20*/ 21#include "SDL_internal.h" 22 23#ifndef SDL_shaders_gles2_h_ 24#define SDL_shaders_gles2_h_ 25 26#ifdef SDL_VIDEO_RENDER_OGL_ES2 27 28typedef enum 29{ 30 GLES2_SHADER_FRAGMENT_INCLUDE_NONE = 0, 31 GLES2_SHADER_FRAGMENT_INCLUDE_BEST_TEXCOORD_PRECISION, 32 GLES2_SHADER_FRAGMENT_INCLUDE_MEDIUM_TEXCOORD_PRECISION, 33 GLES2_SHADER_FRAGMENT_INCLUDE_HIGH_TEXCOORD_PRECISION, 34 GLES2_SHADER_FRAGMENT_INCLUDE_UNDEF_PRECISION, 35 GLES2_SHADER_FRAGMENT_INCLUDE_COUNT 36} GLES2_ShaderIncludeType; 37 38typedef enum 39{ 40 GLES2_SHADER_VERTEX_DEFAULT = 0, 41 GLES2_SHADER_FRAGMENT_SOLID, 42 GLES2_SHADER_FRAGMENT_TEXTURE_PALETTE_NEAREST, 43 GLES2_SHADER_FRAGMENT_TEXTURE_PALETTE_LINEAR, 44 GLES2_SHADER_FRAGMENT_TEXTURE_PALETTE_PIXELART, 45 GLES2_SHADER_FRAGMENT_TEXTURE_PALETTE_NEAREST_COLORSWAP, 46 GLES2_SHADER_FRAGMENT_TEXTURE_PALETTE_LINEAR_COLORSWAP, 47 GLES2_SHADER_FRAGMENT_TEXTURE_PALETTE_PIXELART_COLORSWAP, 48 GLES2_SHADER_FRAGMENT_TEXTURE_RGB, 49 GLES2_SHADER_FRAGMENT_TEXTURE_RGB_PIXELART, 50 GLES2_SHADER_FRAGMENT_TEXTURE_BGR, 51 GLES2_SHADER_FRAGMENT_TEXTURE_BGR_PIXELART, 52 GLES2_SHADER_FRAGMENT_TEXTURE_ARGB, 53 GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_PIXELART, 54 GLES2_SHADER_FRAGMENT_TEXTURE_ABGR, 55 GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_PIXELART, 56#ifdef SDL_HAVE_YUV 57 GLES2_SHADER_FRAGMENT_TEXTURE_YUV, 58 GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA, 59 GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG, 60 GLES2_SHADER_FRAGMENT_TEXTURE_NV21_RA, 61 GLES2_SHADER_FRAGMENT_TEXTURE_NV21_RG, 62#endif 63 // Shaders beyond this point are optional and not cached at render creation 64 GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES, 65 GLES2_SHADER_COUNT 66} GLES2_ShaderType; 67 68extern const char *GLES2_GetShaderPrologue(GLES2_ShaderType type); 69extern const char *GLES2_GetShaderInclude(GLES2_ShaderIncludeType type); 70extern const char *GLES2_GetShader(GLES2_ShaderType type); 71extern GLES2_ShaderIncludeType GLES2_GetTexCoordPrecisionEnumFromHint(void); 72 73#endif // SDL_VIDEO_RENDER_OGL_ES2 74 75#endif // SDL_shaders_gles2_h_ 76
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