OpenGL: manage built-in shaders better
[blender.git] / source / blender / gpu / GPU_shader.h
index cf7e00d682cada831ceb4de0946eb13a80781b31..91214c3e3dbbdbc514fd19f07e638ce098036c79 100644 (file)
@@ -85,11 +85,11 @@ int GPU_shader_get_attribute(GPUShader *shader, const char *name);
 
 /* Builtin/Non-generated shaders */
 typedef enum GPUBuiltinShader {
-       GPU_SHADER_VSM_STORE         = 0,
-       GPU_SHADER_SEP_GAUSSIAN_BLUR = 1,
-       GPU_SHADER_SMOKE             = 2,
-       GPU_SHADER_SMOKE_FIRE        = 3,
-       GPU_SHADER_SMOKE_COBA        = 4,
+       GPU_SHADER_VSM_STORE,
+       GPU_SHADER_SEP_GAUSSIAN_BLUR,
+       GPU_SHADER_SMOKE,
+       GPU_SHADER_SMOKE_FIRE,
+       GPU_SHADER_SMOKE_COBA,
 
        /* specialized drawing */
        GPU_SHADER_TEXT,
@@ -123,6 +123,8 @@ typedef enum GPUBuiltinShader {
        GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH,
        GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR,
        GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR,
+
+       GPU_NUM_BUILTIN_SHADERS /* (not an actual shader) */
 } GPUBuiltinShader;
 
 GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader);