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Used for describing GL state referenced from inside ARB vertex and fragment programs. A string such as "state.light[0].ambient" gets translated into a sequence of tokens such as [ STATE_LIGHT, 0, STATE_AMBIENT ].
For state that's an array, like STATE_CLIPPLANE, the 2nd token [1] should always be the array index.
- Enumerator:
| STATE_MATERIAL |
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| STATE_LIGHT |
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| STATE_LIGHTMODEL_AMBIENT |
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| STATE_LIGHTMODEL_SCENECOLOR |
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| STATE_LIGHTPROD |
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| STATE_TEXGEN |
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| STATE_FOG_COLOR |
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| STATE_FOG_PARAMS |
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| STATE_CLIPPLANE |
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| STATE_POINT_SIZE |
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| STATE_POINT_ATTENUATION |
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| STATE_MODELVIEW_MATRIX |
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| STATE_PROJECTION_MATRIX |
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| STATE_MVP_MATRIX |
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| STATE_TEXTURE_MATRIX |
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| STATE_PROGRAM_MATRIX |
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| STATE_COLOR_MATRIX |
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| STATE_MATRIX_INVERSE |
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| STATE_MATRIX_TRANSPOSE |
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| STATE_MATRIX_INVTRANS |
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| STATE_AMBIENT |
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| STATE_DIFFUSE |
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| STATE_SPECULAR |
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| STATE_EMISSION |
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| STATE_SHININESS |
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| STATE_HALF_VECTOR |
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| STATE_POSITION |
xyzw = position
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| STATE_ATTENUATION |
xyz = attenuation, w = spot exponent
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| STATE_SPOT_DIRECTION |
xyz = direction, w = cos(cutoff)
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| STATE_SPOT_CUTOFF |
x = cutoff, yzw = undefined
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| STATE_TEXGEN_EYE_S |
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| STATE_TEXGEN_EYE_T |
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| STATE_TEXGEN_EYE_R |
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| STATE_TEXGEN_EYE_Q |
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| STATE_TEXGEN_OBJECT_S |
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| STATE_TEXGEN_OBJECT_T |
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| STATE_TEXGEN_OBJECT_R |
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| STATE_TEXGEN_OBJECT_Q |
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| STATE_TEXENV_COLOR |
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| STATE_DEPTH_RANGE |
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| STATE_VERTEX_PROGRAM |
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| STATE_FRAGMENT_PROGRAM |
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| STATE_ENV |
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| STATE_LOCAL |
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| STATE_INTERNAL |
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| STATE_NORMAL_SCALE |
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| STATE_TEXRECT_SCALE |
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| STATE_FOG_PARAMS_OPTIMIZED |
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| STATE_LIGHT_SPOT_DIR_NORMALIZED |
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| STATE_LIGHT_POSITION |
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| STATE_LIGHT_POSITION_NORMALIZED |
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| STATE_LIGHT_HALF_VECTOR |
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| STATE_PT_SCALE |
Pixel transfer RGBA scale
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| STATE_PT_BIAS |
Pixel transfer RGBA bias
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| STATE_PCM_SCALE |
Post color matrix RGBA scale
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| STATE_PCM_BIAS |
Post color matrix RGBA bias
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| STATE_SHADOW_AMBIENT |
ARB_shadow_ambient fail value; token[2] is texture unit index
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| STATE_INTERNAL_DRIVER |
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Definition at line 47 of file prog_statevars.h.
{
STATE_MATERIAL = 100,
STATE_LIGHT,
STATE_LIGHTMODEL_AMBIENT,
STATE_LIGHTMODEL_SCENECOLOR,
STATE_LIGHTPROD,
STATE_TEXGEN,
STATE_FOG_COLOR,
STATE_FOG_PARAMS,
STATE_CLIPPLANE,
STATE_POINT_SIZE,
STATE_POINT_ATTENUATION,
STATE_MODELVIEW_MATRIX,
STATE_PROJECTION_MATRIX,
STATE_MVP_MATRIX,
STATE_TEXTURE_MATRIX,
STATE_PROGRAM_MATRIX,
STATE_COLOR_MATRIX,
STATE_MATRIX_INVERSE,
STATE_MATRIX_TRANSPOSE,
STATE_MATRIX_INVTRANS,
STATE_AMBIENT,
STATE_DIFFUSE,
STATE_SPECULAR,
STATE_EMISSION,
STATE_SHININESS,
STATE_HALF_VECTOR,
STATE_POSITION,
STATE_ATTENUATION,
STATE_SPOT_DIRECTION,
STATE_SPOT_CUTOFF,
STATE_TEXGEN_EYE_S,
STATE_TEXGEN_EYE_T,
STATE_TEXGEN_EYE_R,
STATE_TEXGEN_EYE_Q,
STATE_TEXGEN_OBJECT_S,
STATE_TEXGEN_OBJECT_T,
STATE_TEXGEN_OBJECT_R,
STATE_TEXGEN_OBJECT_Q,
STATE_TEXENV_COLOR,
STATE_DEPTH_RANGE,
STATE_VERTEX_PROGRAM,
STATE_FRAGMENT_PROGRAM,
STATE_ENV,
STATE_LOCAL,
STATE_INTERNAL,
STATE_NORMAL_SCALE,
STATE_TEXRECT_SCALE,
STATE_FOG_PARAMS_OPTIMIZED,
STATE_LIGHT_SPOT_DIR_NORMALIZED,
STATE_LIGHT_POSITION,
STATE_LIGHT_POSITION_NORMALIZED,
STATE_LIGHT_HALF_VECTOR,
STATE_PT_SCALE,
STATE_PT_BIAS,
STATE_PCM_SCALE,
STATE_PCM_BIAS,
STATE_SHADOW_AMBIENT,
STATE_INTERNAL_DRIVER
} gl_state_index;
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