//! This file was auto-generated. Do not modify manually. #pragma once namespace Generated { namespace ShaderPermutations { #ifndef FETCH_GBUFFER_NORMAL_DEFINED #define FETCH_GBUFFER_NORMAL_DEFINED enum FETCH_GBUFFER_NORMAL { FETCH_GBUFFER_NORMAL_0, FETCH_GBUFFER_NORMAL_1, FETCH_GBUFFER_NORMAL_2, FETCH_GBUFFER_NORMAL_COUNT, }; #endif }; struct DebugNormals_PS { void Create(DevicePointer Device); void Release(DevicePointer Device); GLSLPrograms::DebugNormals_PS& Get(ShaderPermutations::FETCH_GBUFFER_NORMAL A) { return m_Shader[A]; } private: GLSLPrograms::DebugNormals_PS m_Shader[ShaderPermutations::FETCH_GBUFFER_NORMAL_COUNT]; #if _WIN32 static_assert(ShaderPermutations::FETCH_GBUFFER_NORMAL_COUNT == 3, ""); #endif }; };