%if USE_TIME_UNIFORM > 0 %define USE_UNIFORMS %else %undef USE_TIME_UNIFORM %endif %if USE_RESOLUTION_UNIFORM > 0 %define USE_UNIFORMS %else %undef USE_RESOLUTION_UNIFORM %endif %if USE_TEXTS = 0 %undef USE_TEXTS %endif %if USE_WIDECHAR_TEXTS = 0 %undef USE_WIDECHAR_TEXTS %endif %if USE_TEXTS_UNIFORM > 0 %define USE_UNIFORMS %define USE_TEXTURES %else %undef USE_TEXTS_UNIFORM %endif %if TWO_PASS_RENDERING > 0 %define USE_TEXTURES %define USE_COPY_FRAMEBUFFER_TO_TEXTURE %ifdef USE_TEXTS %define MORE_THAN_ONE_TEXTURE %endif %else %undef TWO_PASS_RENDERING %endif %if SECOND_PASS_NEGATIVE_TIME > 0 %else %undef SECOND_PASS_NEGATIVE_TIME %endif %if FRAME_TO_TEXTURE > 0 %define USE_TEXTURES %define USE_COPY_FRAMEBUFFER_TO_TEXTURE %ifdef USE_TEXTS %define MORE_THAN_ONE_TEXTURE %endif %else %undef FRAME_TO_TEXTURE %endif %if USE_MIPMAP = 0 %undef USE_MIPMAP %endif %ifndef USE_TEXTURES %undef USE_MIPMAP %endif ; if there's more than one texture, we have to use uniforms to set the texture names to the samplers, using uniforms %ifdef MORE_THAN_ONE_TEXTURE %define USE_UNIFORMS %define USE_TEXTS_UNIFORM %endif