//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: NOTE: This file is for backward compat!
// We'll get rid of it soon. Most of the contents of this file were moved
// into shaderpi/ishadershadow.h, shaderapi/ishaderdynamic.h, or
// shaderapi/shareddefs.h
//
// $NoKeywords: $
//
//===========================================================================//

#ifndef SHADERAPI_SHAREDDEFS_H
#define SHADERAPI_SHAREDDEFS_H

#ifdef _WIN32
#pragma once
#endif


//-----------------------------------------------------------------------------
// Important enumerations
//-----------------------------------------------------------------------------
enum ShaderShadeMode_t
{
	SHADER_FLAT = 0,
	SHADER_SMOOTH
};

enum ShaderTexCoordComponent_t
{
	SHADER_TEXCOORD_S = 0,
	SHADER_TEXCOORD_T,
	SHADER_TEXCOORD_U
};

enum ShaderTexFilterMode_t
{
	SHADER_TEXFILTERMODE_NEAREST,
	SHADER_TEXFILTERMODE_LINEAR,
	SHADER_TEXFILTERMODE_NEAREST_MIPMAP_NEAREST,
	SHADER_TEXFILTERMODE_LINEAR_MIPMAP_NEAREST,
	SHADER_TEXFILTERMODE_NEAREST_MIPMAP_LINEAR,
	SHADER_TEXFILTERMODE_LINEAR_MIPMAP_LINEAR,
	SHADER_TEXFILTERMODE_ANISOTROPIC
};

enum ShaderTexWrapMode_t
{
	SHADER_TEXWRAPMODE_CLAMP,
	SHADER_TEXWRAPMODE_REPEAT,
	SHADER_TEXWRAPMODE_BORDER
	// MIRROR? - probably don't need it.
};


//-----------------------------------------------------------------------------
// Sampler + texture stage identifiers
// NOTE: Texture stages are used only by fixed function shading algorithms
// Samplers are used to enable and bind textures + by programmable shading algorithms
//-----------------------------------------------------------------------------
enum TextureStage_t
{
	SHADER_TEXTURE_STAGE0 = 0,
	SHADER_TEXTURE_STAGE1,
};

enum Sampler_t
{
	SHADER_SAMPLER0 = 0,
	SHADER_SAMPLER1,
	SHADER_SAMPLER2,
	SHADER_SAMPLER3,
	SHADER_SAMPLER4,
	SHADER_SAMPLER5,
	SHADER_SAMPLER6,
	SHADER_SAMPLER7,
	SHADER_SAMPLER8,
	SHADER_SAMPLER9,
	SHADER_SAMPLER10,
	SHADER_SAMPLER11,
	SHADER_SAMPLER12,
	SHADER_SAMPLER13,
	SHADER_SAMPLER14,
	SHADER_SAMPLER15,
};

//-----------------------------------------------------------------------------
// Vertex texture sampler identifiers
//-----------------------------------------------------------------------------
enum VertexTextureSampler_t
{
	SHADER_VERTEXTEXTURE_SAMPLER0 = 0,
	SHADER_VERTEXTEXTURE_SAMPLER1,
	SHADER_VERTEXTEXTURE_SAMPLER2,
	SHADER_VERTEXTEXTURE_SAMPLER3,
};


#if defined( _X360 )
#define REVERSE_DEPTH_ON_X360 //uncomment to use D3DFMT_D24FS8 with an inverted depth viewport for better performance. Keep this in sync with the same named #define in materialsystem/stdshaders/common_fxc.h
#endif

#if defined( REVERSE_DEPTH_ON_X360 )
#define ReverseDepthOnX360() true
#else
#define ReverseDepthOnX360() false
#endif



#endif // SHADERAPI_SHAREDDEFS_H
