SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
SHADERPERMUTATION_SHADOWMAP2D = 1<<18, ///< (lightsource) use shadowmap texture as light filter
- SHADERPERMUTATION_SHADOWMAPPCF = 1<<19, ///< (lightsource) use percentage closer filtering on shadowmap test results
- SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<20, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
- SHADERPERMUTATION_SHADOWSAMPLER = 1<<21, ///< (lightsource) use hardware shadowmap test
- SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<22, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
- SHADERPERMUTATION_SHADOWMAPORTHO = 1<<23, ///< (lightsource) use orthographic shadowmap projection
- SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
- SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
- SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe)
- SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<27, ///< (water) counter-direction normalmaps scrolling
- SHADERPERMUTATION_BOUNCEGRID = 1<<28, ///< (lightmap) use Texture_BounceGrid as an additional source of ambient light
- SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL = 1<<29, ///< (lightmap) use 16-component pixels in bouncegrid texture for directional lighting rather than standard 4-component
- SHADERPERMUTATION_TRIPPY = 1<<30, ///< use trippy vertex shader effect
- SHADERPERMUTATION_DEPTHRGB = 1<<31, ///< read/write depth values in RGB color coded format for older hardware without depth samplers
- SHADERPERMUTATION_COUNT = 32 ///< size of shaderpermutationinfo array
+ SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<19, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
+ SHADERPERMUTATION_SHADOWMAPORTHO = 1<<20, ///< (lightsource) use orthographic shadowmap projection
+ SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<21, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
+ SHADERPERMUTATION_ALPHAKILL = 1<<22, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5, (generic) apply global alpha
+ SHADERPERMUTATION_REFLECTCUBE = 1<<23, ///< fake reflections using global cubemap (not HDRI light probe)
+ SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<24, ///< (water) counter-direction normalmaps scrolling
+ SHADERPERMUTATION_BOUNCEGRID = 1<<25, ///< (lightmap) use Texture_BounceGrid as an additional source of ambient light
+ SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL = 1<<26, ///< (lightmap) use 16-component pixels in bouncegrid texture for directional lighting rather than standard 4-component
+ SHADERPERMUTATION_TRIPPY = 1<<27, ///< use trippy vertex shader effect
+ SHADERPERMUTATION_DEPTHRGB = 1<<28, ///< read/write depth values in RGB color coded format for older hardware without depth samplers
+ SHADERPERMUTATION_ALPHAGEN_VERTEX = 1<<29, ///< alphaGen vertex
+ SHADERPERMUTATION_COUNT = 30 ///< size of shaderpermutationinfo array
}
shaderpermutation_t;