2 * Mesa 3-D graphics library
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
26 #ifndef SHADER_ENUMS_H
27 #define SHADER_ENUMS_H
36 * The order must match how shaders are ordered in the pipeline.
37 * The GLSL linker assumes that if i<j, then the j-th shader is
38 * executed later than the i-th shader.
42 MESA_SHADER_VERTEX
= 0,
43 MESA_SHADER_TESS_CTRL
= 1,
44 MESA_SHADER_TESS_EVAL
= 2,
45 MESA_SHADER_GEOMETRY
= 3,
46 MESA_SHADER_FRAGMENT
= 4,
47 MESA_SHADER_COMPUTE
= 5,
50 const char *gl_shader_stage_name(gl_shader_stage stage
);
53 * Translate a gl_shader_stage to a short shader stage name for debug
54 * printouts and error messages.
56 const char *_mesa_shader_stage_to_string(unsigned stage
);
59 * Translate a gl_shader_stage to a shader stage abbreviation (VS, GS, FS)
60 * for debug printouts and error messages.
62 const char *_mesa_shader_stage_to_abbrev(unsigned stage
);
64 #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
68 * Indexes for vertex program attributes.
69 * GL_NV_vertex_program aliases generic attributes over the conventional
70 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
71 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
72 * generic attributes are distinct/separate).
77 VERT_ATTRIB_WEIGHT
= 1,
78 VERT_ATTRIB_NORMAL
= 2,
79 VERT_ATTRIB_COLOR0
= 3,
80 VERT_ATTRIB_COLOR1
= 4,
82 VERT_ATTRIB_COLOR_INDEX
= 6,
83 VERT_ATTRIB_EDGEFLAG
= 7,
86 VERT_ATTRIB_TEX2
= 10,
87 VERT_ATTRIB_TEX3
= 11,
88 VERT_ATTRIB_TEX4
= 12,
89 VERT_ATTRIB_TEX5
= 13,
90 VERT_ATTRIB_TEX6
= 14,
91 VERT_ATTRIB_TEX7
= 15,
92 VERT_ATTRIB_POINT_SIZE
= 16,
93 VERT_ATTRIB_GENERIC0
= 17,
94 VERT_ATTRIB_GENERIC1
= 18,
95 VERT_ATTRIB_GENERIC2
= 19,
96 VERT_ATTRIB_GENERIC3
= 20,
97 VERT_ATTRIB_GENERIC4
= 21,
98 VERT_ATTRIB_GENERIC5
= 22,
99 VERT_ATTRIB_GENERIC6
= 23,
100 VERT_ATTRIB_GENERIC7
= 24,
101 VERT_ATTRIB_GENERIC8
= 25,
102 VERT_ATTRIB_GENERIC9
= 26,
103 VERT_ATTRIB_GENERIC10
= 27,
104 VERT_ATTRIB_GENERIC11
= 28,
105 VERT_ATTRIB_GENERIC12
= 29,
106 VERT_ATTRIB_GENERIC13
= 30,
107 VERT_ATTRIB_GENERIC14
= 31,
108 VERT_ATTRIB_GENERIC15
= 32,
112 const char *gl_vert_attrib_name(gl_vert_attrib attrib
);
115 * Symbolic constats to help iterating over
116 * specific blocks of vertex attributes.
119 * includes all fixed function attributes as well as
120 * the aliased GL_NV_vertex_program shader attributes.
122 * include the classic texture coordinate attributes.
123 * Is a subset of VERT_ATTRIB_FF.
124 * VERT_ATTRIB_GENERIC
125 * include the OpenGL 2.0+ GLSL generic shader attributes.
126 * These alias the generic GL_ARB_vertex_shader attributes.
128 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
129 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
131 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
132 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
134 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
135 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
138 * Bitflags for vertex attributes.
139 * These are used in bitfields in many places.
142 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
143 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
144 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
145 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
146 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
147 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
148 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
149 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
150 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
151 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
152 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
153 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
154 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
155 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
156 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
157 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
158 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
159 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
161 #define VERT_BIT(i) BITFIELD64_BIT(i)
162 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
164 #define VERT_BIT_FF(i) VERT_BIT(i)
165 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
166 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
167 #define VERT_BIT_TEX_ALL \
168 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
170 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
171 #define VERT_BIT_GENERIC_ALL \
172 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
177 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
178 * fragment shader inputs.
180 * Note that some of these values are not available to all pipeline stages.
182 * When this enum is updated, the following code must be updated too:
183 * - vertResults (in prog_print.c's arb_output_attrib_string())
184 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
185 * - _mesa_varying_slot_in_fs()
190 VARYING_SLOT_COL0
, /* COL0 and COL1 must be contiguous */
193 VARYING_SLOT_TEX0
, /* TEX0-TEX7 must be contiguous */
201 VARYING_SLOT_PSIZ
, /* Does not appear in FS */
202 VARYING_SLOT_BFC0
, /* Does not appear in FS */
203 VARYING_SLOT_BFC1
, /* Does not appear in FS */
204 VARYING_SLOT_EDGE
, /* Does not appear in FS */
205 VARYING_SLOT_CLIP_VERTEX
, /* Does not appear in FS */
206 VARYING_SLOT_CLIP_DIST0
,
207 VARYING_SLOT_CLIP_DIST1
,
208 VARYING_SLOT_CULL_DIST0
,
209 VARYING_SLOT_CULL_DIST1
,
210 VARYING_SLOT_PRIMITIVE_ID
, /* Does not appear in VS */
211 VARYING_SLOT_LAYER
, /* Appears as VS or GS output */
212 VARYING_SLOT_VIEWPORT
, /* Appears as VS or GS output */
213 VARYING_SLOT_FACE
, /* FS only */
214 VARYING_SLOT_PNTC
, /* FS only */
215 VARYING_SLOT_TESS_LEVEL_OUTER
, /* Only appears as TCS output. */
216 VARYING_SLOT_TESS_LEVEL_INNER
, /* Only appears as TCS output. */
217 VARYING_SLOT_BOUNDING_BOX0
, /* Only appears as TCS output. */
218 VARYING_SLOT_BOUNDING_BOX1
, /* Only appears as TCS output. */
219 VARYING_SLOT_VAR0
, /* First generic varying slot */
220 /* the remaining are simply for the benefit of gl_varying_slot_name()
221 * and not to be construed as an upper bound:
257 #define VARYING_SLOT_MAX (VARYING_SLOT_VAR0 + MAX_VARYING)
258 #define VARYING_SLOT_PATCH0 (VARYING_SLOT_MAX)
259 #define VARYING_SLOT_TESS_MAX (VARYING_SLOT_PATCH0 + MAX_VARYING)
260 #define MAX_VARYINGS_INCL_PATCH (VARYING_SLOT_TESS_MAX - VARYING_SLOT_VAR0)
262 const char *gl_varying_slot_name(gl_varying_slot slot
);
265 * Bitflags for varying slots.
268 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
269 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
270 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
271 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
272 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
273 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
274 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
275 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
276 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
277 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
278 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
279 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
280 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
281 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
282 MAX_TEXTURE_COORD_UNITS)
283 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
284 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
285 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
286 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
287 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
288 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
289 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
290 #define VARYING_BIT_CULL_DIST0 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST0)
291 #define VARYING_BIT_CULL_DIST1 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST1)
292 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
293 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
294 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
295 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
296 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
297 #define VARYING_BIT_TESS_LEVEL_OUTER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_OUTER)
298 #define VARYING_BIT_TESS_LEVEL_INNER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_INNER)
299 #define VARYING_BIT_BOUNDING_BOX0 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX0)
300 #define VARYING_BIT_BOUNDING_BOX1 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX1)
301 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
305 * Bitflags for system values.
307 #define SYSTEM_BIT_SAMPLE_ID ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_ID)
308 #define SYSTEM_BIT_SAMPLE_POS ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_POS)
309 #define SYSTEM_BIT_SAMPLE_MASK_IN ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_MASK_IN)
310 #define SYSTEM_BIT_LOCAL_INVOCATION_ID ((uint64_t)1 << SYSTEM_VALUE_LOCAL_INVOCATION_ID)
313 * If the gl_register_file is PROGRAM_SYSTEM_VALUE, the register index will be
314 * one of these values. If a NIR variable's mode is nir_var_system_value, it
315 * will be one of these values.
320 * \name Vertex shader system values
324 * OpenGL-style vertex ID.
326 * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
327 * OpenGL 3.3 core profile spec says:
329 * "gl_VertexID holds the integer index i implicitly passed by
330 * DrawArrays or one of the other drawing commands defined in section
333 * Section 2.8.3 (Drawing Commands) of the same spec says:
335 * "The commands....are equivalent to the commands with the same base
336 * name (without the BaseVertex suffix), except that the ith element
337 * transferred by the corresponding draw call will be taken from
338 * element indices[i] + basevertex of each enabled array."
340 * Additionally, the overview in the GL_ARB_shader_draw_parameters spec
343 * "In unextended GL, vertex shaders have inputs named gl_VertexID and
344 * gl_InstanceID, which contain, respectively the index of the vertex
345 * and instance. The value of gl_VertexID is the implicitly passed
346 * index of the vertex being processed, which includes the value of
347 * baseVertex, for those commands that accept it."
349 * gl_VertexID gets basevertex added in. This differs from DirectX where
350 * SV_VertexID does \b not get basevertex added in.
353 * If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be
354 * equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus
355 * \c SYSTEM_VALUE_BASE_VERTEX.
357 * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
359 SYSTEM_VALUE_VERTEX_ID
,
362 * Instanced ID as supplied to gl_InstanceID
364 * Values assigned to gl_InstanceID always begin with zero, regardless of
365 * the value of baseinstance.
367 * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
370 * "gl_InstanceID holds the integer instance number of the current
371 * primitive in an instanced draw call (see section 10.5)."
373 * Through a big chain of pseudocode, section 10.5 describes that
374 * baseinstance is not counted by gl_InstanceID. In that section, notice
376 * "If an enabled vertex attribute array is instanced (it has a
377 * non-zero divisor as specified by VertexAttribDivisor), the element
378 * index that is transferred to the GL, for all vertices, is given by
380 * floor(instance/divisor) + baseinstance
382 * If an array corresponding to an attribute required by a vertex
383 * shader is not enabled, then the corresponding element is taken from
384 * the current attribute state (see section 10.2)."
386 * Note that baseinstance is \b not included in the value of instance.
388 SYSTEM_VALUE_INSTANCE_ID
,
391 * Vulkan InstanceIndex.
393 * InstanceIndex = gl_InstanceID + gl_BaseInstance
395 SYSTEM_VALUE_INSTANCE_INDEX
,
398 * DirectX-style vertex ID.
400 * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
401 * the value of basevertex.
403 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
405 SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
,
408 * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
411 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
413 SYSTEM_VALUE_BASE_VERTEX
,
416 * Value of \c baseinstance passed to instanced draw entry points
418 * \sa SYSTEM_VALUE_INSTANCE_ID
420 SYSTEM_VALUE_BASE_INSTANCE
,
423 * From _ARB_shader_draw_parameters:
425 * "Additionally, this extension adds a further built-in variable,
426 * gl_DrawID to the shading language. This variable contains the index
427 * of the draw currently being processed by a Multi* variant of a
428 * drawing command (such as MultiDrawElements or
429 * MultiDrawArraysIndirect)."
431 * If GL_ARB_multi_draw_indirect is not supported, this is always 0.
433 SYSTEM_VALUE_DRAW_ID
,
437 * \name Geometry shader system values
440 SYSTEM_VALUE_INVOCATION_ID
, /**< (Also in Tessellation Control shader) */
444 * \name Fragment shader system values
447 SYSTEM_VALUE_FRAG_COORD
,
448 SYSTEM_VALUE_FRONT_FACE
,
449 SYSTEM_VALUE_SAMPLE_ID
,
450 SYSTEM_VALUE_SAMPLE_POS
,
451 SYSTEM_VALUE_SAMPLE_MASK_IN
,
452 SYSTEM_VALUE_HELPER_INVOCATION
,
456 * \name Tessellation Evaluation shader system values
459 SYSTEM_VALUE_TESS_COORD
,
460 SYSTEM_VALUE_VERTICES_IN
, /**< Tessellation vertices in input patch */
461 SYSTEM_VALUE_PRIMITIVE_ID
,
462 SYSTEM_VALUE_TESS_LEVEL_OUTER
, /**< TES input */
463 SYSTEM_VALUE_TESS_LEVEL_INNER
, /**< TES input */
467 * \name Compute shader system values
470 SYSTEM_VALUE_LOCAL_INVOCATION_ID
,
471 SYSTEM_VALUE_LOCAL_INVOCATION_INDEX
,
472 SYSTEM_VALUE_GLOBAL_INVOCATION_ID
,
473 SYSTEM_VALUE_WORK_GROUP_ID
,
474 SYSTEM_VALUE_NUM_WORK_GROUPS
,
478 * Driver internal vertex-count, used (for example) for drivers to
479 * calculate stride for stream-out outputs. Not externally visible.
481 SYSTEM_VALUE_VERTEX_CNT
,
483 SYSTEM_VALUE_MAX
/**< Number of values */
486 const char *gl_system_value_name(gl_system_value sysval
);
489 * The possible interpolation qualifiers that can be applied to a fragment
490 * shader input in GLSL.
492 * Note: INTERP_MODE_NONE must be 0 so that memsetting the
493 * gl_fragment_program data structure to 0 causes the default behavior.
495 enum glsl_interp_mode
497 INTERP_MODE_NONE
= 0,
500 INTERP_MODE_NOPERSPECTIVE
,
501 INTERP_MODE_COUNT
/**< Number of interpolation qualifiers */
504 const char *glsl_interp_mode_name(enum glsl_interp_mode qual
);
507 * Fragment program results
511 FRAG_RESULT_DEPTH
= 0,
512 FRAG_RESULT_STENCIL
= 1,
513 /* If a single color should be written to all render targets, this
514 * register is written. No FRAG_RESULT_DATAn will be written.
516 FRAG_RESULT_COLOR
= 2,
517 FRAG_RESULT_SAMPLE_MASK
= 3,
519 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
520 * or ARB_fragment_program fragment.color[n]) color results. If
521 * any are written, FRAG_RESULT_COLOR will not be written.
522 * FRAG_RESULT_DATA1 and up are simply for the benefit of
523 * gl_frag_result_name() and not to be construed as an upper bound
525 FRAG_RESULT_DATA0
= 4,
535 const char *gl_frag_result_name(gl_frag_result result
);
537 #define FRAG_RESULT_MAX (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
540 * \brief Layout qualifiers for gl_FragDepth.
542 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
543 * a layout qualifier.
545 * \see enum ir_depth_layout
547 enum gl_frag_depth_layout
549 FRAG_DEPTH_LAYOUT_NONE
, /**< No layout is specified. */
550 FRAG_DEPTH_LAYOUT_ANY
,
551 FRAG_DEPTH_LAYOUT_GREATER
,
552 FRAG_DEPTH_LAYOUT_LESS
,
553 FRAG_DEPTH_LAYOUT_UNCHANGED
557 * \brief Buffer access qualifiers
559 enum gl_buffer_access_qualifier
567 * \brief Blend support qualifiers
569 enum gl_advanced_blend_mode
573 BLEND_MULTIPLY
= 0x0001,
574 BLEND_SCREEN
= 0x0002,
575 BLEND_OVERLAY
= 0x0004,
576 BLEND_DARKEN
= 0x0008,
577 BLEND_LIGHTEN
= 0x0010,
578 BLEND_COLORDODGE
= 0x0020,
579 BLEND_COLORBURN
= 0x0040,
580 BLEND_HARDLIGHT
= 0x0080,
581 BLEND_SOFTLIGHT
= 0x0100,
582 BLEND_DIFFERENCE
= 0x0200,
583 BLEND_EXCLUSION
= 0x0400,
584 BLEND_HSL_HUE
= 0x0800,
585 BLEND_HSL_SATURATION
= 0x1000,
586 BLEND_HSL_COLOR
= 0x2000,
587 BLEND_HSL_LUMINOSITY
= 0x4000,
596 #endif /* SHADER_ENUMS_H */