/* * shaders.h * * Copyright (c) 2003-2012, NVIDIA CORPORATION. All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. */ // // Bubble demo shader access // #ifndef __SHADERS_H #define __SHADERS_H #include #ifdef ANDROID #define BUBBLE_PREFIX "bubble/" #else #define BUBBLE_PREFIX "" #endif // Reflective bubble shader extern GLint prog_bubble; extern GLint uloc_bubbleViewMat; extern GLint uloc_bubbleNormMat; extern GLint uloc_bubbleProjMat; extern GLint uloc_bubbleTexUnit; extern GLint aloc_bubbleVertex; extern GLint aloc_bubbleNormal; // Wireframe/point mesh shader extern GLint prog_mesh; extern GLint uloc_meshViewMat; extern GLint uloc_meshProjMat; extern GLint aloc_meshVertex; // Env cube shader extern GLint prog_cube; extern GLint uloc_cubeProjMat; extern GLint uloc_cubeTexUnit; extern GLint aloc_cubeVertex; // Crosshair shader extern GLint prog_mouse; extern GLint uloc_mouseWindow; extern GLint uloc_mouseCenter; extern GLint aloc_mouseVertex; // Function to load all the shaders extern int LoadShaders(void); extern void FreeShaders(void); #endif // __SHADERS_H