SHADERPERMUTATION_TRIPPY = 1<<27, ///< use trippy vertex shader effect
SHADERPERMUTATION_DEPTHRGB = 1<<28, ///< read/write depth values in RGB color coded format for older hardware without depth samplers
SHADERPERMUTATION_ALPHAGEN_VERTEX = 1<<29, ///< alphaGen vertex
- SHADERPERMUTATION_COUNT = 30 ///< size of shaderpermutationinfo array
+ SHADERPERMUTATION_SKELETAL = 1<<30, ///< (skeletal models) use skeletal matrices to deform vertices (gpu-skinning)
+ SHADERPERMUTATION_COUNT = 31 ///< size of shaderpermutationinfo array
}
shaderpermutation_t;