#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD
#endif
+
+
/**
- * Special, internal token
+ * Internal token to represent a GLSL shader program (a collection of
+ * one or more shaders that get linked together). Note that GLSL
+ * shaders and shader programs share one name space (one hash table)
+ * so we need a value that's different from any of the
+ * GL_VERTEX/FRAGMENT/GEOMETRY_PROGRAM tokens.
*/
#define GL_SHADER_PROGRAM_MESA 0x9999
+/**
+ * Internal token for geometry programs.
+ * Use the value for GL_GEOMETRY_PROGRAM_NV for now.
+ */
+#define MESA_GEOMETRY_PROGRAM 0x8c26
+
+
+
#endif /* GLHEADER_H */
#define MESA_SHADER_TYPES 3
-/**
- * Internal token
- * Must be simply different than GL_VERTEX_PROGRAM
- * and GL_FRAGMENT_PROGRAM_ARB
- * FIXME: this will have to be a real GL extension
- */
-#define MESA_GEOMETRY_PROGRAM 0x9999
-
/**
* Color channel data type.
*/