2023-12-04 03:13:39 +01:00
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const uint FLW_MAT_DEPTH_TEST_OFF = 0u;
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const uint FLW_MAT_DEPTH_TEST_NEVER = 1u;
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const uint FLW_MAT_DEPTH_TEST_LESS = 2u;
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const uint FLW_MAT_DEPTH_TEST_EQUAL = 3u;
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const uint FLW_MAT_DEPTH_TEST_LEQUAL = 4u;
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const uint FLW_MAT_DEPTH_TEST_GREATER = 5u;
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const uint FLW_MAT_DEPTH_TEST_NOTEQUAL = 6u;
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const uint FLW_MAT_DEPTH_TEST_GEQUAL = 7u;
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const uint FLW_MAT_DEPTH_TEST_ALWAYS = 8u;
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2023-12-01 22:51:34 +01:00
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2023-12-04 03:13:39 +01:00
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const uint FLW_MAT_TRANSPARENCY_OPAQUE = 0u;
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const uint FLW_MAT_TRANSPARENCY_ADDITIVE = 1u;
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2023-12-07 07:00:31 +01:00
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const uint FLW_MAT_TRANSPARENCY_LIGHTNING = 2u;
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2023-12-04 03:13:39 +01:00
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const uint FLW_MAT_TRANSPARENCY_GLINT = 3u;
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const uint FLW_MAT_TRANSPARENCY_CRUMBLING = 4u;
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const uint FLW_MAT_TRANSPARENCY_TRANSLUCENT = 5u;
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2023-12-07 07:00:31 +01:00
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const uint FLW_MAT_WRITE_MASK_COLOR_DEPTH = 0u;
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2023-12-04 03:13:39 +01:00
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const uint FLW_MAT_WRITE_MASK_COLOR = 1u;
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const uint FLW_MAT_WRITE_MASK_DEPTH = 2u;
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2023-12-01 22:51:34 +01:00
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struct FlwMaterial {
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bool blur;
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2023-12-04 03:13:39 +01:00
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bool mipmap;
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bool backfaceCulling;
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2023-12-01 22:51:34 +01:00
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bool polygonOffset;
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2023-12-04 03:13:39 +01:00
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uint depthTest;
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2023-12-02 10:49:25 +01:00
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uint transparency;
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2023-12-04 03:13:39 +01:00
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uint writeMask;
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bool useOverlay;
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bool useLight;
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bool diffuse;
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2023-12-01 22:51:34 +01:00
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};
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