const glsl_type glsl_type::_error_type =
glsl_type(GL_INVALID_ENUM, GLSL_TYPE_ERROR, 0, 0, "");
-const glsl_type glsl_type::void_type =
+const glsl_type glsl_type::_void_type =
glsl_type(GL_INVALID_ENUM, GLSL_TYPE_VOID, 0, 0, "void");
+const glsl_type glsl_type::_sampler3D_type =
+ glsl_type(GL_SAMPLER_3D, GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_FLOAT,
+ "sampler3D");
+
const glsl_type *const glsl_type::error_type = & glsl_type::_error_type;
+const glsl_type *const glsl_type::void_type = & glsl_type::_void_type;
/** \name Core built-in types
*
"sampler1DShadow"),
glsl_type(GL_SAMPLER_2D_SHADOW, GLSL_SAMPLER_DIM_2D, 1, 0, GLSL_TYPE_FLOAT,
"sampler2DShadow"),
- glsl_type(GL_SAMPLER_3D, GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_FLOAT,
- "sampler3D"),
};
/*@}*/
const glsl_type glsl_type::builtin_EXT_texture_array_types[] = {
glsl_type(GL_SAMPLER_1D_ARRAY,
GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_FLOAT, "sampler1DArray"),
- glsl_type(GL_SAMPLER_1D_ARRAY_SHADOW,
- GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_FLOAT, "sampler2DArray"),
glsl_type(GL_SAMPLER_2D_ARRAY,
+ GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_FLOAT, "sampler2DArray"),
+ glsl_type(GL_SAMPLER_1D_ARRAY_SHADOW,
GLSL_SAMPLER_DIM_1D, 1, 1, GLSL_TYPE_FLOAT, "sampler1DArrayShadow"),
glsl_type(GL_SAMPLER_2D_ARRAY_SHADOW,
GLSL_SAMPLER_DIM_2D, 1, 1, GLSL_TYPE_FLOAT, "sampler2DArrayShadow"),