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Fixed EXT_Cg_shader filename.
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Spasi committed Sep 21, 2014
1 parent e08c0fb commit 0529d46
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44 changes: 44 additions & 0 deletions src/templates/org/lwjgl/opengl/EXT_Cg_shader.java
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/*
* Copyright (c) 2002-2008 LWJGL Project
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'LWJGL' nor the names of
* its contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package org.lwjgl.opengl;

public interface EXT_Cg_shader {

/**
* You can pass GL_CG_VERTEX_SHADER_EXT to glCreateShaderARB instead of GL_VERTEX_SHADER_ARB to create a vertex shader object
* that will parse and compile its shader source with the Cg compiler front-end rather than the GLSL front-end. Likewise, you
* can pass GL_CG_FRAGMENT_SHADER_EXT to glCreateShaderARB instead of GL_FRAGMENT_SHADER_ARB to create a fragment shader object
* that will parse and compile its shader source with the Cg front-end rather than the GLSL front-end.
*/
int GL_CG_VERTEX_SHADER_EXT = 0x890E;
int GL_CG_FRAGMENT_SHADER_EXT = 0x890F;
}

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