/* * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * * Neither the name of 'LWJGL' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ package org.lwjgl.opengl; public final class NVTextureShader2 { public static final int GL_DOT_PRODUCT_TEXTURE_3D_NV = 0x86EF; public static final int GL_HILO_NV = 0x86F4; public static final int GL_DSDT_NV = 0x86F5; public static final int GL_DSDT_MAG_NV = 0x86F6; public static final int GL_DSDT_MAG_VIB_NV = 0x86F7; public static final int GL_UNSIGNED_INT_S8_S8_8_8_NV = 0x86DA; public static final int GL_UNSIGNED_INT_8_8_S8_S8_REV_NV = 0x86DB; public static final int GL_SIGNED_RGBA_NV = 0x86FB; public static final int GL_SIGNED_RGBA8_NV = 0x86FC; public static final int GL_SIGNED_RGB_NV = 0x86FE; public static final int GL_SIGNED_RGB8_NV = 0x86FF; public static final int GL_SIGNED_LUMINANCE_NV = 0x8701; public static final int GL_SIGNED_LUMINANCE8_NV = 0x8702; public static final int GL_SIGNED_LUMINANCE_ALPHA_NV = 0x8703; public static final int GL_SIGNED_LUMINANCE8_ALPHA8_NV = 0x8704; public static final int GL_SIGNED_ALPHA_NV = 0x8705; public static final int GL_SIGNED_ALPHA8_NV = 0x8706; public static final int GL_SIGNED_INTENSITY_NV = 0x8707; public static final int GL_SIGNED_INTENSITY8_NV = 0x8708; public static final int GL_SIGNED_RGB_UNSIGNED_ALPHA_NV = 0x870C; public static final int GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV = 0x870D; public static final int GL_HILO16_NV = 0x86F8; public static final int GL_SIGNED_HILO_NV = 0x86F9; public static final int GL_SIGNED_HILO16_NV = 0x86FA; public static final int GL_DSDT8_NV = 0x8709; public static final int GL_DSDT8_MAG8_NV = 0x870A; public static final int GL_DSDT_MAG_INTENSITY_NV = 0x86DC; public static final int GL_DSDT8_MAG8_INTENSITY8_NV = 0x870B; private NVTextureShader2() { } }