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Common Shader API

Attributes

b_Vertex
b_Color
b_Normal
 
b_MultiTexCoord0
b_MultiTexCoord1
b_MultiTexCoord2
b_MultiTexCoord3
b_MultiTexCoord4
b_MultiTexCoord5
b_MultiTexCoord6
b_MultiTexCoord7
void gpu_enable_vertex_array(void);
void gpu_enable_normal_array(void);
void gpu_enable_color_array(void);
void gpu_enable_texcoord_array(void);
void gpu_disable_vertex_array(void);
 
void gpu_disable_normal_array(void);
void gpu_disable_color_array(void);
void gpu_disable_texcoord_array(void);
void gpu_vertex_pointer(GLint size, GLenum type, GLsizei stride, const GLvoid* pointer);
void gpu_normal_pointer(GLenum type, GLsizei stride, GLboolean normalized, const GLvoid* pointer);
 
void gpu_color_pointer(GLint size, GLenum type, GLsizei stride, const GLvoid* pointer);
void gpu_texcoord_pointer(GLint size, GLenum type, GLsizei stride, const GLvoid* pointer);
void  gpu_set_common_active_texture(GLint texture);
GLint gpu_get_common_active_texture(void);

Constants

const int b_MaxTextureCoords             = GPU_MAX_COMMON_TEXCOORDS; /* 1 */
const int b_MaxCombinedTextureImageUnits = GPU_MAX_COMMON_SAMPLERS;  /* 1 */
const int b_MaxLights                    = GPU_MAX_COMMON_LIGHTS;    /* 8 */

Samplers

uniform sampler2D b_Sampler2D[b_MaxCombinedTextureImageUnits];