diff --git a/src/java/org/lwjgl/opengl/EXTCgShader.java b/src/java/org/lwjgl/opengl/EXTCgShader.java new file mode 100644 index 00000000..eb426fda --- /dev/null +++ b/src/java/org/lwjgl/opengl/EXTCgShader.java @@ -0,0 +1,48 @@ +/* + * Copyright (c) 2002-2004 LWJGL Project + * All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are + * met: + * + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * + * * Neither the name of 'LWJGL' nor the names of + * its contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS + * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED + * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF + * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING + * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ +package org.lwjgl.opengl; + +public final class EXTCgShader { + + /** + * You can pass GL_CG_VERTEX_SHADER_EXT to glCreateShaderARB instead of GL_VERTEX_SHADER_ARB to create a vertex shader object + * that will parse and compile its shader source with the Cg compiler front-end rather than the GLSL front-end. Likewise, you + * can pass GL_CG_FRAGMENT_SHADER_EXT to glCreateShaderARB instead of GL_FRAGMENT_SHADER_ARB to create a fragment shader object + * that will parse and compile its shader source with the Cg front-end rather than the GLSL front-end. + */ + public static final int GL_CG_VERTEX_SHADER_EXT = 0x890E; + public static final int GL_CG_FRAGMENT_SHADER_EXT = 0x890F; + + private EXTCgShader() { + } + +} \ No newline at end of file