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