depthGLSL.h
Engine/source/shaderGen/GLSL/depthGLSL.h
Classes:
class
class
Detailed Description
1 2//----------------------------------------------------------------------------- 3// Copyright (c) 2012 GarageGames, LLC 4// 5// Permission is hereby granted, free of charge, to any person obtaining a copy 6// of this software and associated documentation files (the "Software"), to 7// deal in the Software without restriction, including without limitation the 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 9// sell copies of the Software, and to permit persons to whom the Software is 10// furnished to do so, subject to the following conditions: 11// 12// The above copyright notice and this permission notice shall be included in 13// all copies or substantial portions of the Software. 14// 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21// IN THE SOFTWARE. 22//----------------------------------------------------------------------------- 23#ifndef _DEPTH_GLSL_H_ 24#define _DEPTH_GLSL_H_ 25 26#ifndef _SHADERGEN_GLSL_SHADERFEATUREGLSL_H_ 27#include "shaderGen/GLSL/shaderFeatureGLSL.h" 28#endif 29#ifndef _SHADEROP_H_ 30#include "shaderGen/shaderOp.h" 31#endif 32 33 34class EyeSpaceDepthOutGLSL : public ShaderFeatureGLSL 35{ 36public: 37 38 // ShaderFeature 39 virtual void processVert( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd ); 40 virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd ); 41 virtual Resources getResources( const MaterialFeatureData &fd ); 42 virtual String getName() { return "Eye Space Depth (Out)"; } 43 virtual Material::BlendOp getBlendOp() { return Material::None; } 44 virtual const char* getOutputVarName() const { return "eyeSpaceDepth"; } 45}; 46 47 48class DepthOutGLSL : public ShaderFeatureGLSL 49{ 50public: 51 52 // ShaderFeature 53 virtual void processVert( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd ); 54 virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd ); 55 virtual Resources getResources( const MaterialFeatureData &fd ); 56 virtual String getName() { return "Depth (Out)"; } 57 virtual Material::BlendOp getBlendOp() { return Material::None; } 58 virtual const char* getOutputVarName() const { return "IN_depth"; } 59}; 60 61#endif // _DEPTH_GLSL_H_ 62