+constexpr int NATIVE_SHADER_TYPE_OFFSET = VisualFactoryCache::ShaderType::NATIVE_IMAGE_SHADER - VisualFactoryCache::ShaderType::IMAGE_SHADER;
+constexpr std::string_view Y_FLIP_MASK_TEXTURE = "uYFlipMaskTexture";
+constexpr float NOT_FLIP_MASK_TEXTURE = 0.0f;
+
+constexpr auto SHADER_TYPE_COUNT = 6u;
+
+constexpr std::string_view VertexPredefines[SHADER_TYPE_COUNT]{
+ "", // VisualFactoryCache::IMAGE_SHADER,
+ "#define IS_REQUIRED_ROUNDED_CORNER\n", // VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER,
+ "", // VisualFactoryCache::IMAGE_SHADER_YUV_TO_RGB,
+ "#define IS_REQUIRED_ROUNDED_CORNER\n", // VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_TO_RGB,
+ "", // VisualFactoryCache::IMAGE_SHADER_YUV_AND_RGB,
+ "#define IS_REQUIRED_ROUNDED_CORNER\n", // VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_AND_RGB,
+};
+constexpr std::string_view FragmentPredefines[SHADER_TYPE_COUNT]{
+ "", // VisualFactoryCache::IMAGE_SHADER,
+ "#define IS_REQUIRED_ROUNDED_CORNER\n", // VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER,
+ "#define IS_REQUIRED_YUV_TO_RGB\n", // VisualFactoryCache::IMAGE_SHADER_YUV_TO_RGB,
+ "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_YUV_TO_RGB\n", // VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_TO_RGB,
+ "#define IS_REQUIRED_UNIFIED_YUV_AND_RGB\n", // VisualFactoryCache::IMAGE_SHADER_YUV_AND_RGB,
+ "#define IS_REQUIRED_ROUNDED_CORNER\n#define IS_REQUIRED_UNIFIED_YUV_AND_RGB\n", // VisualFactoryCache::IMAGE_SHADER_ROUNDED_CORNER_YUV_AND_RGB,
+};
+constexpr VisualFactoryCache::ShaderType ShaderTypePredefines[SHADER_TYPE_COUNT]{
+ VisualFactoryCache::ShaderType::IMAGE_SHADER,
+ VisualFactoryCache::ShaderType::IMAGE_SHADER_ROUNDED_CORNER,
+ VisualFactoryCache::ShaderType::IMAGE_SHADER_YUV_TO_RGB,
+ VisualFactoryCache::ShaderType::IMAGE_SHADER_ROUNDED_CORNER_YUV_TO_RGB,
+ VisualFactoryCache::ShaderType::IMAGE_SHADER_YUV_AND_RGB,
+ VisualFactoryCache::ShaderType::IMAGE_SHADER_ROUNDED_CORNER_YUV_AND_RGB,
+};