option optimize_for = LITE_RUNTIME; message ShaderInfoProto { optional int32 type = 1; optional int32 size = 2; optional string name = 3; optional string key = 4; optional int32 precision = 5; optional int32 static_use = 6; } message ShaderProto { optional bytes sha = 1; repeated ShaderInfoProto attribs = 2; repeated ShaderInfoProto uniforms = 3; repeated ShaderInfoProto varyings = 4; } message GpuProgramProto { optional bytes sha = 1; optional int32 format = 2; optional bytes program = 3; optional ShaderProto vertex_shader = 4; optional ShaderProto fragment_shader = 5; }