-shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
-{
- {"glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
- {"glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
- {"glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
- {"glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
- {"glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
- {"glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
- {"glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
- {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
- {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
- {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
- {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
- {"glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
- {"glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
- {"glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
- {"glsl/default.glsl", "#define MODE_WATER\n", " water"},
- {"glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
- {"glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
-};
-
-shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
-{
- {"hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
- {"hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
- {"hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
- {"hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
- {"hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
- {"hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
- {"hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
- {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
- {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
- {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
- {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
- {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
- {"hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
- {"hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
- {"hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
- {"hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
- {"hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
+shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
+{
+ // SHADERLANGUAGE_GLSL
+ {
+ {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
+ {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
+ {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
+ {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
+ {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
+ {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
+ {"combined", "glsl", builtinshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"},
+ {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
+ {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
+ {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
+ {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
+ {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
+ {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
+ {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
+ {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
+ {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
+ {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
+ },
+ // SHADERLANGUAGE_HLSL
+ {
+ {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_GENERIC\n", " generic"},
+ {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
+ {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
+ {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
+ {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
+ {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
+ {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"},
+ {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
+ {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
+ {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
+ {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
+ {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
+ {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
+ {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
+ {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_WATER\n", " water"},
+ {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
+ {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
+ },