1 option optimize_for = LITE_RUNTIME;
3 message ShaderVariableProto {
4 optional uint32 type = 1;
5 optional uint32 precision = 2;
6 optional string name = 3;
7 optional string mapped_name = 4;
8 optional uint32 array_size = 5;
9 optional bool static_use = 6;
10 repeated ShaderVariableProto fields = 7;
11 optional string struct_name = 8;
14 message ShaderAttributeProto {
15 optional ShaderVariableProto basic = 1;
16 optional int32 location = 2;
19 message ShaderUniformProto {
20 optional ShaderVariableProto basic = 1;
23 message ShaderVaryingProto {
24 optional ShaderVariableProto basic = 1;
25 optional int32 interpolation = 2;
26 optional bool is_invariant = 3;
30 optional bytes sha = 1;
31 repeated ShaderAttributeProto attribs = 2;
32 repeated ShaderUniformProto uniforms = 3;
33 repeated ShaderVaryingProto varyings = 4;
36 message GpuProgramProto {
37 optional bytes sha = 1;
38 optional uint32 format = 2;
39 optional bytes program = 3;
41 optional ShaderProto vertex_shader = 4;
42 optional ShaderProto fragment_shader = 5;