// Copyright (C) 2009 The Android Open Source Project // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #pragma version(1) #pragma rs java_package_name(com.android.perftest) typedef struct VertexShaderConstants_s { rs_matrix4x4 model; rs_matrix4x4 proj; float4 light0_Posision; float light0_Diffuse; float light0_Specular; float light0_CosinePower; float4 light1_Posision; float light1_Diffuse; float light1_Specular; float light1_CosinePower; } VertexShaderConstants; typedef struct VertexShaderConstants2_s { rs_matrix4x4 model[2]; rs_matrix4x4 proj; float4 light_Posision[2]; float light_Diffuse[2]; float light_Specular[2]; float light_CosinePower[2]; } VertexShaderConstants2; typedef struct VertexShaderConstants3_s { rs_matrix4x4 model; rs_matrix4x4 proj; float time; } VertexShaderConstants3; typedef struct FragentShaderConstants_s { float4 light0_DiffuseColor; float4 light0_SpecularColor; float4 light1_DiffuseColor; float4 light1_SpecularColor; } FragentShaderConstants; typedef struct FragentShaderConstants2_s { float4 light_DiffuseColor[2]; float4 light_SpecularColor[2]; } FragentShaderConstants2; typedef struct FragentShaderConstants3_s { float4 light0_DiffuseColor; float4 light0_SpecularColor; float4 light0_Posision; float light0_Diffuse; float light0_Specular; float light0_CosinePower; float4 light1_DiffuseColor; float4 light1_SpecularColor; float4 light1_Posision; float light1_Diffuse; float light1_Specular; float light1_CosinePower; } FragentShaderConstants3; typedef struct VertexShaderInputs_s { float4 position; float3 normal; float2 texture0; } VertexShaderInputs;