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The most widely adopted 2D and 3D graphics API in the industry, bringing thousands of applications to a wide variety of computer platforms.
/*
* Copyright LWJGL. All rights reserved.
* License terms: https://www.lwjgl.org/license
* MACHINE GENERATED FILE, DO NOT EDIT
*/
package org.lwjgl.opengl;
/**
* Native bindings to the NV_texture_shader3 extension.
*
* {@code NV_texture_shader3} extends the {@code NV_texture_shader} functionality by adding several new texture shader operations, extending several
* existing texture shader operations, adding a new {@code HILO8} internal format, and adding new and more flexible re-mapping modes for dot product and
* dependent texture shader operations.
*
* Requires {@link NVTextureShader NV_texture_shader} and {@link NVTextureShader2 NV_texture_shader2}.
*/
public final class NVTextureShader3 {
/**
* When the {@code target} and {@code pname} parameters of TexEnvf, TexEnvfv, TexEnvi, and TexEnviv are TEXTURE_SHADER_NV and SHADER_OPERATION_NV
* respectively, then the value of {@code param} or the value pointed to by {@code params} may be.
*/
public static final int
GL_OFFSET_PROJECTIVE_TEXTURE_2D_NV = 0x8850,
GL_OFFSET_PROJECTIVE_TEXTURE_2D_SCALE_NV = 0x8851,
GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_NV = 0x8852,
GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_SCALE_NV = 0x8853,
GL_OFFSET_HILO_TEXTURE_2D_NV = 0x8854,
GL_OFFSET_HILO_TEXTURE_RECTANGLE_NV = 0x8855,
GL_OFFSET_HILO_PROJECTIVE_TEXTURE_2D_NV = 0x8856,
GL_OFFSET_HILO_PROJECTIVE_TEXTURE_RECTANGLE_NV = 0x8857,
GL_DEPENDENT_HILO_TEXTURE_2D_NV = 0x8858,
GL_DEPENDENT_RGB_TEXTURE_3D_NV = 0x8859,
GL_DEPENDENT_RGB_TEXTURE_CUBE_MAP_NV = 0x885A,
GL_DOT_PRODUCT_PASS_THROUGH_NV = 0x885B,
GL_DOT_PRODUCT_TEXTURE_1D_NV = 0x885C,
GL_DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV = 0x885D;
/** Accepted by the {@code internalformat} parameter of TexImage1D, TexImage2D, and TexImage3D. */
public static final int
GL_HILO8_NV = 0x885E,
GL_SIGNED_HILO8_NV = 0x885F;
/**
* When the {@code target} and {@code pname} parameters of TexEnvf, TexEnvfv, TexEnvi, and TexEnviv are TEXTURE_SHADER_NV and
* RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV respectively, then the value of {@code param} or the value pointed to by {@code params} may be.
*/
public static final int GL_FORCE_BLUE_TO_ONE_NV = 0x8860;
private NVTextureShader3() {}
}