1 option optimize_for = LITE_RUNTIME;
3 message ShaderInfoProto {
4 optional int32 type = 1;
5 optional int32 size = 2;
6 optional string name = 3;
7 optional string key = 4;
8 optional int32 precision = 5;
9 optional int32 static_use = 6;
13 optional bytes sha = 1;
14 repeated ShaderInfoProto attribs = 2;
15 repeated ShaderInfoProto uniforms = 3;
16 repeated ShaderInfoProto varyings = 4;
19 message GpuProgramProto {
20 optional bytes sha = 1;
21 optional int32 format = 2;
22 optional bytes program = 3;
24 optional ShaderProto vertex_shader = 4;
25 optional ShaderProto fragment_shader = 5;