# variants.list - every program render3d builds: vertex|fragment|defines (one line; newlines # in the defines are written as ";"). A backend that cannot compile shaders at run time # (Vulkan: SPIR-V is built ahead) must cover all of them. Regenerate by running the game and # its self-tests with R3D_PROGRAMS_LOG= and sorting the result. fullscreen.vert|adapt.frag| fullscreen.vert|bloom_down.frag| fullscreen.vert|bloom_up.frag| fullscreen.vert|dof.frag| fullscreen.vert|heightgen.frag| fullscreen.vert|heightgen.frag|#define DEM; fullscreen.vert|heightgen.frag|#define SMOOTH; fullscreen.vert|ibl_brdf.frag| fullscreen.vert|ibl_irradiance.frag| fullscreen.vert|ibl_prefilter.frag| fullscreen.vert|sharpen.frag| fullscreen.vert|sky.frag| fullscreen.vert|ssao_blur.frag| fullscreen.vert|ssgi.frag| fullscreen.vert|ternormal.frag| fullscreen.vert|tershadow.frag|#define NOISE_ONLY; fullscreen.vert|tershadow.frag|#define NOISE_ONLY;#define TS_AUX; fullscreen.vert|tonemap.frag| fullscreen.vert|tonemap.frag|#define HDR10; fullscreen.vert|volumetric.frag| grass.mesh|model.frag|#define FOLIAGE;#define BLADE;#define MESH; grass.vert|model.frag|#define FOLIAGE;#define BLADE;#define GBLADE; grass.vert|model.frag|#define FOLIAGE;#define BLADE;#define GBLADE;#define TILES; impostor.vert|impostor.frag| impostor.vert|impostor.frag|#define SHADOW_PASS; model.vert|bake.frag| model.vert|bake.frag|#define CARD; model.vert|bake.frag|#define FLOWER; model.vert|depth.frag|#define FOLIAGE;#define WIND;#define ALPHA_TEST; model.vert|depth.frag|#define FOLIAGE;#define WIND;#define ALPHA_TEST;#define NEAR_FADE; model.vert|model.frag| model.vert|model.frag|#define CARD;#define CHEAP; model.vert|model.frag|#define FOLIAGE;#define WIND;#define ALPHA_TEST; model.vert|model.frag|#define FOLIAGE;#define WIND;#define ALPHA_TEST;#define NEAR_FADE; model.vert|model.frag|#define FOLIAGE;#define WIND;#define BLADE; model.vert|model.frag|#define FOLIAGE;#define WIND;#define CARD; model.vert|model.frag|#define FOLIAGE;#define WIND;#define EQ_PASS; model.vert|model.frag|#define FOLIAGE;#define WIND;#define EQ_PASS;#define NEAR_FADE; model.vert|model.frag|#define FOLIAGE;#define WIND;#define FLOWER; model.vert|model.frag|#define SHADOW_PASS;#define WIND;#define CARD; model.vert|model.frag|#define WIND; model.vert|shadow.frag|#define SHADOW_PASS; model.vert|shadow.frag|#define SHADOW_PASS;#define WIND; model.vert|shadow.frag|#define SHADOW_PASS;#define WIND;#define ALPHA_TEST; overlay.vert|overlay.frag| overlay.vert|overlay.frag|#define HDR10; skin.vert|model.frag| skin.vert|model.frag|#define ALPHA_TEST; skin.vert|outline.frag|#define OUTLINE; skin.vert|outline.frag|#define OUTLINE;#define ALPHA_TEST; skin.vert|shadow.frag|#define SHADOW_PASS; skin.vert|shadow.frag|#define SHADOW_PASS;#define ALPHA_TEST; terrain.vert|terrain.frag| terrain.vert|terrain.frag|#define FAR_ONLY; terrain.vert|terrain.frag|#define NEAR_ONLY; terrain.vert|terrain.frag|#define SUN_INLINE; terrain.vert|terrain.frag|#define SUN_INLINE;#define FAR_ONLY; terrain.vert|terrain.frag|#define SUN_INLINE;#define NEAR_ONLY; terrain.vert|tersun.frag| water.vert|water.frag| grass_inst.vert|model.frag|#define FOLIAGE;#define BLADE;#define GBLADE;#define GINST;