<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <html><head><meta http-equiv="Content-Type" content="text/html;charset=iso-8859-1"> <title>Irrlicht Engine: EShaderTypes.h File Reference</title> <link href="doxygen.css" rel="stylesheet" type="text/css"> </head><body> <table class="irrlicht" > <tr valign="middle"> <td><font size="2"><a class="qindex" href="index.html"><font color="#FFFFFF">Home</font></a> | <a class="qindex" href="namespaces.html"><font color="#FFFFFF">Namespaces</font></a> | <a class="qindex" href="hierarchy.html"><font color="#FFFFFF">Hierarchy</font></a> | <a class="qindex" href="classes.html"><font color="#FFFFFF">Alphabetical List</font></a> | <a class="qindex" href="annotated.html"><font color="#FFFFFF"> Class list</font></a> | <a class="qindex" href="files.html"><font color="#FFFFFF">Files</font></a> | <a class="qindex" href="namespacemembers.html"><font color="#FFFFFF"> Namespace Members</font></a> | <a class="qindex" href="functions.html"><font color="#FFFFFF">Class members</font></a> | <a class="qindex" href="globals.html"><font color="#FFFFFF">File members</font></a> | <a class="qindex" href="pages.html"><font color="#FFFFFF">Tutorials</font></a></font> </td> </tr> </table> <!-- Generated by Doxygen 1.6.2 --> <div class="contents"> <h1>EShaderTypes.h File Reference</h1><code>#include "<a class="el" href="irr_types_8h_source.html">irrTypes.h</a>"</code><br/> <p><a href="_e_shader_types_8h_source.html">Go to the source code of this file.</a></p> <table border="0" cellpadding="0" cellspacing="0"> <tr><td colspan="2"><h2>Namespaces</h2></td></tr> <tr><td class="memItemLeft" align="right" valign="top">namespace </td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr.html">irr</a></td></tr> <p><tr><td class="mdescLeft"> </td><td class="mdescRight"><p>Everything in the Irrlicht Engine can be found in this namespace. </p> <br/></td></tr> </p> <tr><td class="memItemLeft" align="right" valign="top">namespace </td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1video.html">irr::video</a></td></tr> <p><tr><td class="mdescLeft"> </td><td class="mdescRight"><p>The video namespace contains classes for accessing the video driver. All 2d and 3d rendering is done here. </p> <br/></td></tr> </p> <tr><td colspan="2"><h2>Enumerations</h2></td></tr> <tr><td class="memItemLeft" align="right" valign="top">enum </td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1video.html#a3aad41cbdf894faaeeadf465592af18f">irr::video::E_GEOMETRY_SHADER_TYPE</a> { <a class="el" href="namespaceirr_1_1video.html#a3aad41cbdf894faaeeadf465592af18fa12b261340852755273888e2243c46c82">irr::video::EGST_GS_4_0</a> = 0, <a class="el" href="namespaceirr_1_1video.html#a3aad41cbdf894faaeeadf465592af18fa8671e215f014583cfffa1020f97a179b">irr::video::EGST_COUNT</a> }</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight"><p>Enum for supported geometry shader types. </p> <a href="namespaceirr_1_1video.html#a3aad41cbdf894faaeeadf465592af18f">More...</a><br/></td></tr> <tr><td class="memItemLeft" align="right" valign="top">enum </td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724c">irr::video::E_PIXEL_SHADER_TYPE</a> { <br/> <a class="el" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724ca600133dcb93a6cbdddaed1e09cc8a2cc">irr::video::EPST_PS_1_1</a> = 0, <a class="el" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724cab6168a7aab7c52023cab580ab314c309">irr::video::EPST_PS_1_2</a>, <a class="el" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724cac700f3b032b621fc6c91c3a30692be20">irr::video::EPST_PS_1_3</a>, <a class="el" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724caf627e49cb854f7b26756001a6cb63573">irr::video::EPST_PS_1_4</a>, <br/> <a class="el" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724ca9dd5850a16a865d2301c57da354f098d">irr::video::EPST_PS_2_0</a>, <a class="el" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724ca2cee5e5a3ccba6db303099111aac6b4e">irr::video::EPST_PS_2_a</a>, <a class="el" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724cabd9f312049621b7ebb13ddb03623285d">irr::video::EPST_PS_2_b</a>, <a class="el" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724ca75a082b35171528b115fd9c4361d0b51">irr::video::EPST_PS_3_0</a>, <br/> <a class="el" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724ca2729969d45e5c8a50903657a2d04abf0">irr::video::EPST_PS_4_0</a>, <a class="el" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724caae1ba2be72c38b8e1cd77605c97680e2">irr::video::EPST_PS_4_1</a>, <a class="el" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724ca4be0c9fe9e526340ec6399d708859a19">irr::video::EPST_PS_5_0</a>, <a class="el" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724ca71cefcf360894a2585c76a525a83e144">irr::video::EPST_COUNT</a> <br/> }</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight"><p>Compile target enumeration for the addHighLevelShaderMaterial() method. </p> <a href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724c">More...</a><br/></td></tr> <tr><td class="memItemLeft" align="right" valign="top">enum </td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1video.html#a9decae50d4dc2455e7b009f5c71b24f9">irr::video::E_VERTEX_SHADER_TYPE</a> { <br/> <a class="el" href="namespaceirr_1_1video.html#a9decae50d4dc2455e7b009f5c71b24f9a60cc4ef72d14e7192dc721bde0f07461">irr::video::EVST_VS_1_1</a> = 0, <a class="el" href="namespaceirr_1_1video.html#a9decae50d4dc2455e7b009f5c71b24f9a01467b8490c77a00279d1f3f5a08dece">irr::video::EVST_VS_2_0</a>, <a class="el" href="namespaceirr_1_1video.html#a9decae50d4dc2455e7b009f5c71b24f9afd8a4576e5fa8093777af5e3eb68f356">irr::video::EVST_VS_2_a</a>, <a class="el" href="namespaceirr_1_1video.html#a9decae50d4dc2455e7b009f5c71b24f9ad10d2deba7c90cc8ea009a6b5f298270">irr::video::EVST_VS_3_0</a>, <br/> <a class="el" href="namespaceirr_1_1video.html#a9decae50d4dc2455e7b009f5c71b24f9aff8d3a458e5ce3e59615f62e91e7bd1b">irr::video::EVST_VS_4_0</a>, <a class="el" href="namespaceirr_1_1video.html#a9decae50d4dc2455e7b009f5c71b24f9aef43e41d386acab47349de3728a30e00">irr::video::EVST_VS_4_1</a>, <a class="el" href="namespaceirr_1_1video.html#a9decae50d4dc2455e7b009f5c71b24f9a23d9e312fbdb6f829ce4096c0f88184b">irr::video::EVST_VS_5_0</a>, <a class="el" href="namespaceirr_1_1video.html#a9decae50d4dc2455e7b009f5c71b24f9a7bcfbb56a27827b74d7490ac9b4c5805">irr::video::EVST_COUNT</a> <br/> }</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight"><p>Compile target enumeration for the addHighLevelShaderMaterial() method. </p> <a href="namespaceirr_1_1video.html#a9decae50d4dc2455e7b009f5c71b24f9">More...</a><br/></td></tr> <tr><td colspan="2"><h2>Variables</h2></td></tr> <tr><td class="memItemLeft" align="right" valign="top">const c8 *const </td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1video.html#ab077dcb9a1ac7cf2a0988fc3e29714da">irr::video::GEOMETRY_SHADER_TYPE_NAMES</a> []</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">String names for supported geometry shader types. <a href="#ab077dcb9a1ac7cf2a0988fc3e29714da"></a><br/></td></tr> <tr><td class="memItemLeft" align="right" valign="top">const c8 *const </td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1video.html#a4a0a5ebb62ca1b59a6bfb8e9fe81b250">irr::video::PIXEL_SHADER_TYPE_NAMES</a> []</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Names for all pixel shader types, each entry corresponds to a E_PIXEL_SHADER_TYPE entry. <a href="#a4a0a5ebb62ca1b59a6bfb8e9fe81b250"></a><br/></td></tr> <tr><td class="memItemLeft" align="right" valign="top">const c8 *const </td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1video.html#a296c30d8c7591c4e083f7b7e2d4b35ad">irr::video::VERTEX_SHADER_TYPE_NAMES</a> []</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Names for all vertex shader types, each entry corresponds to a E_VERTEX_SHADER_TYPE entry. <a href="#a296c30d8c7591c4e083f7b7e2d4b35ad"></a><br/></td></tr> </table> </div> <hr size="1"> <address style="align: right;"> <small> </small> </address> <table width="100%" border="0" cellspacing="0" cellpadding="2"> <tr> <td width="0"> <div align="left"><small><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="irrlicht.png" alt="The Irrlicht Engine" align="middle" border=0 width=88 height=31></a></small></div></td> <td> <div align="left"><small><em><font size="2">The <a href="http://irrlicht.sourceforge.net" target="_blank">Irrlicht Engine</a> Documentation © 2003-2010 by Nikolaus Gebhardt. Generated on Sun Oct 24 12:41:58 2010 by <a href="http://www.doxygen.org" target="_blank">Doxygen</a> (1.6.2)</font></em></small></div></td> </tr> </table> <address style="align: right;"> </address> </body> </html>