depthGLSL.h

Engine/source/shaderGen/GLSL/depthGLSL.h

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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