SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
+ SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
};
-#define SHADERSTATICPARMS_COUNT 13
+#define SHADERSTATICPARMS_COUNT 14
static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
static int shaderstaticparms_count = 0;
if (r_glsl_postprocess_uservec4_enable.integer)
R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
}
+ if (r_fxaa.integer)
+ R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
+ R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
}
/// information about each possible shader permutation