text: /*
   * CC3OpenGLProgPipeline.h
   *
   * cocos3d 2.0.0
   * Author: Bill Hollings
   * Copyright (c) 2010-2013 The Brenwill Workshop Ltd. All rights reserved.
   * http://www.brenwill.com
   *
   * Permission is hereby granted, free of charge, to any person obtaining a copy
   * of this software and associated documentation files (the "Software"), to deal
   * in the Software without restriction, including without limitation the rights
   * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
   * copies of the Software, and to permit persons to whom the Software is
   * furnished to do so, subject to the following conditions:
   * 
   * The above copyright notice and this permission notice shall be included in
   * all copies or substantial portions of the Software.
   * 
   * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
   * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
   * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
   * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
   * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
   * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
   * THE SOFTWARE.
   *
   * http://en.wikipedia.org/wiki/MIT_License
   */
  
  /** @file */	// Doxygen marker
  
  #import "CC3OpenGL.h"
  
  #if CC3_GLSL
  
  /**
   * Maximum number of lights under when using GLSL.
   *
   * Although under GLSL, there is no explicit maximum number of lights available, this setting
   * defines the number of possible lights that will be allocated and tracked within cocos3d, and can
   * be set by the application to confirm the maximum number of lights programmed into the shaders.
   *
   * The default value is 8. This can be changed by either setting the value of this compiler
   * build setting, or by setting the value of the value_GL_MAX_LIGHTS public instance variable
   * of the CC3OpenGL instance.
   */
  #ifndef kCC3MaxGLSLLights
  #	define kCC3MaxGLSLLights				8
  #endif
  
  /**
   * Maximum number of user clip planes when using GLSL.
   *
   * Although under GLSL, there is no explicit maximum number of clip planes available, this
   * setting defines the number of possible user clip planes that will be allocated and tracked
   * within cocos3d, and can be set by the application to confirm the maximum number of user clip
   * planes programmed into the shaders.
   *
   * The default value is 6. This can be changed by either setting the value of this compiler
   * build setting, or by setting the value of the value_GL_MAX_CLIP_PLANES public instance
   * variable of the CC3OpenGL instance.
   */
  #ifndef kCC3MaxGLSLClipPlanes
  #	define kCC3MaxGLSLClipPlanes			6
  #endif
  
  /**
   * Maximum number of palette matrices used for vertex skinning when using GLSL.
   *
   * Although under GLSL, there is no explicit maximum number of palette matrices available,
   * this setting defines the number of possible matrices that will be allocated and tracked within
   * cocos3d, and can be set by the application to confirm the maximum number of palettes programmed
   * into the shaders.
   *
   * The default value is 12. This can be changed by either setting the value of this compiler
   * build setting, or by setting the value of the value_GL_MAX_PALETTE_MATRICES public instance
   * variable of the CC3OpenGL instance.
   */
  #ifndef kCC3MaxGLSLPaletteMatrices
  #	define kCC3MaxGLSLPaletteMatrices		12
  #endif
  
  /** 
   * Maximum number of vertex units used for vertex skinning when using GLSL. 
   *
   * The default value is 4. This can be changed by either setting the value of this compiler
   * build setting, or by setting the value of the value_GL_MAX_VERTEX_UNITS public instance
   * variable of the CC3OpenGL instance.
   */
  #ifndef kCC3MaxGLSLVertexUnits
  #	define kCC3MaxGLSLVertexUnits			4
  #endif
  
  /** 
   * CC3OpenGLProgPipeline is an abstract class that manages the OpenGL state for a single GL context
   * that supports a programmable pipeline running GLSL.
   */
  @interface CC3OpenGLProgPipeline : CC3OpenGL {
  	NSString* value_GL_SHADING_LANGUAGE_VERSION;
  }
  @end
  
  #endif	// CC3_GLSL