45 lines
2.1 KiB
Java
45 lines
2.1 KiB
Java
/*
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* Copyright (c) 2002-2011 LWJGL Project
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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*
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* * Neither the name of 'LWJGL' nor the names of
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* its contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package org.lwjgl.opengles;
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public interface EXT_Cg_shader {
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/**
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* You can pass GL_CG_VERTEX_SHADER_EXT to glCreateShader instead of GL_VERTEX_SHADER to create a vertex shader
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* that will parse and compile its shader source with the Cg compiler front-end rather than the GLSL front-end. Likewise, you
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* can pass GL_CG_FRAGMENT_SHADER_EXT to glCreateShader instead of GL_FRAGMENT_SHADER to create a fragment shader object
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* that will parse and compile its shader source with the Cg front-end rather than the GLSL front-end.
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*/
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int GL_CG_VERTEX_SHADER_EXT = 0x890E,
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GL_CG_FRAGMENT_SHADER_EXT = 0x890F;
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} |