// INTERNAL INCLUDES
#include <dali-scene3d/public-api/loader/renderer-state.h>
+#include <dali-scene3d/public-api/loader/shader-option.h>
namespace Dali::Scene3D::Loader
{
std::string mShadowFragmentShaderSource;
};
- /*
- * @brief Apply the defines values to shader.
- */
- static void ApplyDefine(std::string& shaderCode, const std::string& definevar);
-
ShaderDefinition() = default;
ShaderDefinition(const ShaderDefinition& other);
ShaderDefinition& operator=(const ShaderDefinition& other);
- ShaderDefinition(ShaderDefinition&&) = default;
+ ShaderDefinition(ShaderDefinition&&) = default;
ShaderDefinition& operator=(ShaderDefinition&&) = default;
/*
std::shared_ptr<RawData> mRawData;
RendererState::Type mRendererState = RendererState::NONE;
- std::string mVertexShaderPath;
- std::string mFragmentShaderPath;
- std::vector<std::string> mDefines;
- std::vector<std::string> mHints;
- Property::Map mUniforms;
- bool mUseBuiltInShader{false};
+ std::string mVertexShaderPath;
+ std::string mFragmentShaderPath;
+ std::vector<std::string> mDefines;
+ std::vector<ShaderOption::MacroDefinition> mMacros;
+ std::vector<std::string> mHints;
+ Property::Map mUniforms;
+ bool mUseBuiltInShader{false};
};
} // namespace Dali::Scene3D::Loader