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_SKELETAL = 1<<30, ///< (skeletal models) use skeletal matrices to deform vertices (gpu-skinning)
- SHADERPERMUTATION_COUNT = 31 ///< size of shaderpermutationinfo array
+ SHADERPERMUTATION_OCCLUDE = 1<<31, ///< use occlusion buffer for corona
+ SHADERPERMUTATION_COUNT = 32 ///< size of shaderpermutationinfo array
}
shaderpermutation_t;