--- /dev/null
+// Created on: 2014-10-08
+// Created by: Kirill Gavrilov
+// Copyright (c) 2014 OPEN CASCADE SAS
+//
+// This file is part of Open CASCADE Technology software library.
+//
+// This library is free software; you can redistribute it and/or modify it under
+// the terms of the GNU Lesser General Public License version 2.1 as published
+// by the Free Software Foundation, with special exception defined in the file
+// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
+// distribution for complete text of the license and disclaimer of any warranty.
+//
+// Alternatively, this file may be used under the terms of Open CASCADE
+// commercial license or contractual agreement.
+
+#ifndef _Graphic3d_ShaderFlags_HeaderFile
+#define _Graphic3d_ShaderFlags_HeaderFile
+
+//! Standard GLSL program combination bits.
+enum Graphic3d_ShaderFlags
+{
+ Graphic3d_ShaderFlags_VertColor = 0x0001, //!< per-vertex color
+ Graphic3d_ShaderFlags_TextureRGB = 0x0002, //!< handle RGB texturing
+ Graphic3d_ShaderFlags_TextureEnv = 0x0004, //!< handle environment map (obsolete, to be removed)
+ Graphic3d_ShaderFlags_TextureNormal = Graphic3d_ShaderFlags_TextureRGB|Graphic3d_ShaderFlags_TextureEnv, //!< extended texture set (with normal map)
+ Graphic3d_ShaderFlags_PointSimple = 0x0008, //!< point marker without sprite
+ Graphic3d_ShaderFlags_PointSprite = 0x0010, //!< point sprite with RGB image
+ Graphic3d_ShaderFlags_PointSpriteA = Graphic3d_ShaderFlags_PointSimple|Graphic3d_ShaderFlags_PointSprite, //!< point sprite with Alpha image
+ Graphic3d_ShaderFlags_StippleLine = 0x0020, //!< stipple line
+ Graphic3d_ShaderFlags_ClipPlanes1 = 0x0040, //!< handle 1 clipping plane
+ Graphic3d_ShaderFlags_ClipPlanes2 = 0x0080, //!< handle 2 clipping planes
+ Graphic3d_ShaderFlags_ClipPlanesN = Graphic3d_ShaderFlags_ClipPlanes1|Graphic3d_ShaderFlags_ClipPlanes2, //!< handle N clipping planes
+ Graphic3d_ShaderFlags_ClipChains = 0x0100, //!< handle chains of clipping planes
+ Graphic3d_ShaderFlags_MeshEdges = 0x0200, //!< draw mesh edges (wireframe)
+ Graphic3d_ShaderFlags_AlphaTest = 0x0400, //!< discard fragment by alpha test (defined by cutoff value)
+ Graphic3d_ShaderFlags_WriteOit = 0x0800, //!< write coverage buffer for Blended Order-Independent Transparency
+ Graphic3d_ShaderFlags_OitDepthPeeling = 0x1000, //!< handle Depth Peeling OIT
+ //
+ Graphic3d_ShaderFlags_NB = 0x2000, //!< overall number of combinations
+ Graphic3d_ShaderFlags_IsPoint = Graphic3d_ShaderFlags_PointSimple|Graphic3d_ShaderFlags_PointSprite|Graphic3d_ShaderFlags_PointSpriteA,
+ Graphic3d_ShaderFlags_HasTextures = Graphic3d_ShaderFlags_TextureRGB|Graphic3d_ShaderFlags_TextureEnv,
+ Graphic3d_ShaderFlags_NeedsGeomShader = Graphic3d_ShaderFlags_MeshEdges,
+};
+
+#endif // _Graphic3d_ShaderFlags_HeaderFile