#define CASE_TEXMOD(var_name) \ if(!stricmp(#var_name,szParamName))\ {\ var_name = fValue;\ return true;\ }\
IShader.h
#define CASE_TEXMODANGLE(var_name) \ if(!stricmp(#var_name,szParamName))\ {\ var_name = Degr2Word(fValue);\ return true;\ }\
IShader.h
#define CASE_TEXMODBOOL(var_name) \ if(!stricmp(#var_name,szParamName))\ {\ var_name = (fValue==1.f);\ return true;\ }\
IShader.h
#define CASE_TEXMODBYTE(var_name) \ if(!stricmp(#var_name,szParamName))\ {\ var_name = (byte)fValue;\ return true;\ }\
IShader.h
#define DECAL_HAS_NORMAL_MAP (1<<0)
IShader.h
#define DECAL_HAS_SPECULAR_MAP (1<<2)
IShader.h
#define DECAL_STATIC (1<<1)
IShader.h
#define DEF_TEXARG0 (eCA_Texture|(eCA_Diffuse<<3))
IShader.h
#define DEF_TEXARG1 (eCA_Texture|(eCA_Previous<<3))
IShader.h
#define DL_SHADOW_UPDATE_SHIFT 8
IShader.h
#define DLAT_POINT 0x4
IShader.h
#define DLAT_RECTANGLE 0x2
IShader.h
#define DLAT_SPHERE 0x1
IShader.h
Area light types
#define EF_ALLOW3DC 0x100000
IShader.h
#define EF_BUILD_TREE 0x400
IShader.h
#define EF_CLIENTEFFECT 0x10000000
IShader.h
#define EF_DECAL 0x80
IShader.h
#define EF_DEFAULT 0x20000
IShader.h
#define EF_FAILED_IMPORT 0x400000 // Currently just for debug, can be removed if necessary
IShader.h
Currently just for debug, can be removed if necessary
#define EF_FOGSHADER 0x200000
IShader.h
#define EF_FORCE_RELOAD 2
IShader.h
#define EF_FORCEREFRACTIONUPDATE 0x1000000
IShader.h
#define EF_HASCULL 0x10
IShader.h
#define EF_LIGHTSTYLE 0x800
IShader.h
#define EF_LOADED 0x100
IShader.h
#define EF_LOCALCONSTANTS 0x200
IShader.h
#define EF_NEEDNORMALS 0x4000 // Need normals operations.
IShader.h
Need normals operations.
#define EF_NOCHUNKMERGING 0x1000
IShader.h
#define EF_NODRAW 8
IShader.h
#define EF_NOPREVIEW 0x80000000
IShader.h
#define EF_NOTFOUND 0x10000
IShader.h
#define EF_OFFSETBUMP 0x8000
IShader.h
#define EF_PARSE_MASK (EF_SUPPORTSINSTANCING | EF_SKY | EF_HASCULL | EF_USELIGHTS | EF_REFRACTIVE)
IShader.h
#define EF_PRECACHESHADER 0x800000
IShader.h
#define EF_REFRACTIVE 0x40000000
IShader.h
#define EF_RELOAD 1 // Shader needs tangent vectors array.
IShader.h
Shader needs tangent vectors array.
#define EF_RELOADED 4
IShader.h
#define EF_SKY 0x40000
IShader.h
#define EF_SUNFLARES 0x2000
IShader.h
#define EF_SUPPORTSDEFERREDSHADING ( EF_SUPPORTSDEFERREDSHADING_MIXED | EF_SUPPORTSDEFERREDSHADING_FULL )
IShader.h
#define EF_SUPPORTSDEFERREDSHADING_FULL 0x40
IShader.h
#define EF_SUPPORTSDEFERREDSHADING_MIXED 0x20
IShader.h
#define EF_SUPPORTSINSTANCING (EF_SUPPORTSINSTANCING_CONST | EF_SUPPORTSINSTANCING_ATTR)
IShader.h
#define EF_SUPPORTSINSTANCING_ATTR 0x4000000
IShader.h
#define EF_SUPPORTSINSTANCING_CONST 0x2000000
IShader.h
#define EF_SYSTEM 0x20000000
IShader.h
#define EF_USELIGHTS 0x80000
IShader.h
#define EF_WATERPARTICLE 0x8000000
IShader.h
#define EF2_AFTERHDRPOSTPROCESS 0x80
IShader.h
#define EF2_AFTERPOSTPROCESS 0x800
IShader.h
#define EF2_ALPHABLENDSHADOWS 0x80000000
IShader.h
#define EF2_DEFAULTVERTEXFORMAT 0x8000
IShader.h
#define EF2_DETAILBUMPMAPPING 0x1000000
IShader.h
#define EF2_DONTSORTBYDIST 0x100
IShader.h
#define EF2_FORCE_DRAWAFTERWATER 0x40000
IShader.h
#define EF2_FORCE_DRAWFIRST 0x400000
IShader.h
#define EF2_FORCE_DRAWLAST 0x20000
IShader.h
#define EF2_FORCE_GENERALPASS 0x400
IShader.h
#define EF2_FORCE_TRANSPASS 0x4000
IShader.h
#define EF2_FORCE_WATERPASS 0x200
IShader.h
#define EF2_FORCE_ZPASS 0x10000
IShader.h
#define EF2_HAIR 0x800000
IShader.h
#define EF2_HASALPHABLEND 0x4000000
IShader.h
#define EF2_HASALPHATEST 0x2000000
IShader.h
#define EF2_HASOPAQUE 0x40
IShader.h
#define EF2_HW_TESSELLATION 0x40000000
IShader.h
#define EF2_IGNORERESOURCESTATES 0x1000
IShader.h
#define EF2_NOCASTSHADOWS 0x8
IShader.h
#define EF2_NODRAW 0x10
IShader.h
#define EF2_PREPR_GENCLOUDS 0x2
IShader.h
#define EF2_PREPR_GENSPRITES 0x1
IShader.h
SShader::Flags2 Additional Different useful flags
#define EF2_PREPR_SCANWATER 0x4
IShader.h
#define EF2_SINGLELIGHTPASS 0x200000
IShader.h
#define EF2_SKINPASS 0x20000000
IShader.h
#define EF2_VERTEXCOLORS 0x10000000
IShader.h
#define EF2_ZPREPASS 0x8000000
IShader.h
#define FEF_DONTSETSTATES 2
IShader.h
#define FEF_DONTSETTEXTURES 1 // Set: explicit setting of samplers (e.g. tex->Apply(1,nTexStatePoint)), not set: set sampler by sematics (e.g. $ZTarget).
IShader.h
Set: explicit setting of samplers (e.g. tex->Apply(1,nTexStatePoint)), not set: set sampler by sematics (e.g. $ZTarget).
#define FRF_GLOW 2
IShader.h
#define FRF_HEAT 4
IShader.h
#define FRF_REFRACTIVE 1
IShader.h
#define FSAMP_BUMPPLANTS 2
IShader.h
#define FSAMP_GLOBAL FT_FROMIMAGE
IShader.h
#define FSAMP_NOMIPS 1
IShader.h
#define FSPR_CUSTOMTEXTURE (1<<SPRID_CUSTOMTEXTURE)
IShader.h
#define FSPR_GENCLOUDS (1<<SPRID_GENCLOUDS)
IShader.h
#define FSPR_GENSPRITES (1<<SPRID_GENSPRITES)
IShader.h
#define FSPR_MASK 0xfff00000
IShader.h
#define FSPR_MAX (1 << 31)
IShader.h
#define FSPR_SCANCM (1<<SPRID_SCANCM)
IShader.h
#define FSPR_SCANLCM (1<<SPRID_SCANLCM)
IShader.h
#define FSPR_SCANTEX (1<<SPRID_SCANTEX)
IShader.h
#define FSPR_SCANTEXWATER (1<<SPRID_SCANTEXWATER)
IShader.h
#define MATF_NOCLIP 1
IShader.h
Phys. material flags
#define MAX_HEATSCALE 4
IShader.h
Same as in the 3dEngine.
#define MAX_LIGHTS_NUM 32
IShader.h
Vertex modificators definitions (must be 16 bit flag).
#define MDV_BENDING 0x100
IShader.h
#define MDV_DEPTH_OFFSET 0x2000
IShader.h
#define MDV_DET_BENDING 0x200
IShader.h
#define MDV_DET_BENDING_GRASS 0x400
IShader.h
#define MDV_WIND 0x800
IShader.h
#define SHGD_HW_BILINEARFP16 0x100
IShader.h
#define SHGD_HW_DURANGO 0x400
IShader.h
#define SHGD_HW_DX10 0x200000
IShader.h
#define SHGD_HW_DX11 0x400000
IShader.h
#define SHGD_HW_ORBIS 0x800
IShader.h
#define SHGD_HW_PS3 0x80000
IShader.h
#define SHGD_HW_SEPARATEFP16 0x200
IShader.h
#define SHGD_HW_SILHOUETTE_POM 0x2000000
IShader.h
#define SHGD_HW_WATER_TESSELLATION 0x1000000
IShader.h
#define SHGD_HW_X360 0x100000
IShader.h
#define SHGD_LM_DIFFUSE 1
IShader.h
#define SHGD_TEX_BUMP 4
IShader.h
#define SHGD_TEX_BUMPDIF 0x20
IShader.h
#define SHGD_TEX_CUSTOM 0x1000
IShader.h
#define SHGD_TEX_CUSTOM_SECONDARY 0x2000
IShader.h
#define SHGD_TEX_DECAL 0x4000
IShader.h
#define SHGD_TEX_DETAIL 2
IShader.h
#define SHGD_TEX_ENVCM 8
IShader.h
#define SHGD_TEX_GLOSS 0x10
IShader.h
#define SHGD_TEX_HEIGHTMAP 0x40
IShader.h
#define SHGD_TEX_MASK (SHGD_TEX_DETAIL | SHGD_TEX_BUMP | SHGD_TEX_ENVCM | SHGD_TEX_GLOSS | SHGD_TEX_BUMPDIF | SHGD_TEX_HEIGHTMAP | SHGD_TEX_SUBSURFACE | SHGD_TEX_CUSTOM | SHGD_TEX_CUSTOM_SECONDARY | SHGD_TEX_DECAL)
IShader.h
#define SHGD_TEX_SUBSURFACE 0x80
IShader.h
#define SHGD_USER_ENABLED 0x40000
IShader.h
#define SHGF_AUTO_PRECACHE 4
IShader.h
#define SHGF_HIDDEN 1
IShader.h
#define SHGF_LOWSPEC_AUTO_PRECACHE 8
IShader.h
#define SHGF_PRECACHE 2
IShader.h
#define SHGF_RUNTIME 0x10
IShader.h
Shader profile flags .
#define SPF_LOADNORMALALPHA 0x1
IShader.h
#define SPRID_CUSTOMTEXTURE 30
IShader.h
#define SPRID_FIRST 25
IShader.h
Different preprocess flags for shaders that require preprocessing (like recursive render to texture, screen effects, visibility check, ...) SShader->m_nPreprocess flags in priority order
#define SPRID_GENCLOUDS 31
IShader.h
#define SPRID_GENSPRITES 29
IShader.h
#define SPRID_SCANCM 25
IShader.h
#define SPRID_SCANLCM 28
IShader.h
#define SPRID_SCANTEX 27
IShader.h
#define SPRID_SCANTEXWATER 26
IShader.h
#define WFF_CLAMP 1
IShader.h
#define WFF_LERP 2
IShader.h
#define EF2_DEPTH_FIXUP 0x100000
IShader.h
free 0x80000
#define EF2_EYE_OVERLAY 0x2000
IShader.h
#define SHGD_HW_GL4 0x800000
IShader.h