src/render/opengl/SDL_shaders_gl.h
author Sam Lantinga <slouken@libsdl.org>
Mon, 31 Oct 2011 05:56:58 -0400
changeset 6044 35448a5ea044
parent 5535 96594ac5fd1a
child 6138 4c64952a58fb
permissions -rw-r--r--
Lots of fixes importing SDL source wholesale into a new iOS project
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/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2011 Sam Lantinga <slouken@libsdl.org>
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  This software is provided 'as-is', without any express or implied
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  warranty.  In no event will the authors be held liable for any damages
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  arising from the use of this software.
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  Permission is granted to anyone to use this software for any purpose,
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  including commercial applications, and to alter it and redistribute it
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  freely, subject to the following restrictions:
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  1. The origin of this software must not be misrepresented; you must not
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     claim that you wrote the original software. If you use this software
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     in a product, an acknowledgment in the product documentation would be
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     appreciated but is not required.
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  2. Altered source versions must be plainly marked as such, and must not be
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     misrepresented as being the original software.
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  3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_config.h"
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/* OpenGL shader implementation */
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typedef enum {
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    SHADER_NONE,
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    SHADER_SOLID,
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    SHADER_RGB,
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    SHADER_YV12,
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    NUM_SHADERS
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} GL_Shader;
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typedef struct GL_ShaderContext GL_ShaderContext;
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extern GL_ShaderContext * GL_CreateShaderContext();
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extern void GL_SelectShader(GL_ShaderContext *ctx, GL_Shader shader);
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extern void GL_DestroyShaderContext(GL_ShaderContext *ctx);
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