Cleanup: DRW: Added overlay_ prefix to all *.glsl files in overlay/shaders

This is needed to avoid potential naming collision with other engines
This commit is contained in:
2022-06-02 21:08:05 +02:00
parent 7f47f187c1
commit c15e913df8
110 changed files with 208 additions and 208 deletions

View File

@@ -457,103 +457,103 @@ set(GLSL_SRC
engines/basic/shaders/depth_pointcloud_vert.glsl
engines/basic/shaders/depth_frag.glsl
engines/overlay/shaders/common_overlay_lib.glsl
engines/overlay/shaders/antialiasing_frag.glsl
engines/overlay/shaders/armature_dof_vert.glsl
engines/overlay/shaders/armature_dof_solid_frag.glsl
engines/overlay/shaders/armature_envelope_outline_vert.glsl
engines/overlay/shaders/armature_envelope_solid_frag.glsl
engines/overlay/shaders/armature_envelope_solid_vert.glsl
engines/overlay/shaders/armature_shape_outline_geom.glsl
engines/overlay/shaders/armature_shape_outline_vert.glsl
engines/overlay/shaders/armature_shape_solid_frag.glsl
engines/overlay/shaders/armature_shape_solid_vert.glsl
engines/overlay/shaders/armature_shape_wire_vert.glsl
engines/overlay/shaders/armature_sphere_outline_vert.glsl
engines/overlay/shaders/armature_sphere_solid_frag.glsl
engines/overlay/shaders/armature_sphere_solid_vert.glsl
engines/overlay/shaders/armature_stick_frag.glsl
engines/overlay/shaders/armature_stick_vert.glsl
engines/overlay/shaders/armature_wire_frag.glsl
engines/overlay/shaders/armature_wire_vert.glsl
engines/overlay/shaders/background_frag.glsl
engines/overlay/shaders/clipbound_vert.glsl
engines/overlay/shaders/depth_only_vert.glsl
engines/overlay/shaders/edit_curve_handle_geom.glsl
engines/overlay/shaders/edit_curve_handle_vert.glsl
engines/overlay/shaders/edit_curve_point_vert.glsl
engines/overlay/shaders/edit_curve_wire_vert.glsl
engines/overlay/shaders/edit_gpencil_canvas_vert.glsl
engines/overlay/shaders/edit_gpencil_guide_vert.glsl
engines/overlay/shaders/edit_gpencil_vert.glsl
engines/overlay/shaders/edit_lattice_point_vert.glsl
engines/overlay/shaders/edit_lattice_wire_vert.glsl
engines/overlay/shaders/edit_mesh_common_lib.glsl
engines/overlay/shaders/edit_mesh_frag.glsl
engines/overlay/shaders/edit_mesh_geom.glsl
engines/overlay/shaders/edit_mesh_normal_vert.glsl
engines/overlay/shaders/edit_mesh_analysis_frag.glsl
engines/overlay/shaders/edit_mesh_analysis_vert.glsl
engines/overlay/shaders/edit_mesh_skin_root_vert.glsl
engines/overlay/shaders/edit_mesh_vert.glsl
engines/overlay/shaders/edit_particle_strand_vert.glsl
engines/overlay/shaders/edit_particle_point_vert.glsl
engines/overlay/shaders/edit_uv_edges_vert.glsl
engines/overlay/shaders/edit_uv_edges_geom.glsl
engines/overlay/shaders/edit_uv_edges_frag.glsl
engines/overlay/shaders/edit_uv_verts_vert.glsl
engines/overlay/shaders/edit_uv_verts_frag.glsl
engines/overlay/shaders/edit_uv_faces_vert.glsl
engines/overlay/shaders/edit_uv_face_dots_vert.glsl
engines/overlay/shaders/edit_uv_image_vert.glsl
engines/overlay/shaders/edit_uv_image_mask_frag.glsl
engines/overlay/shaders/edit_uv_stretching_vert.glsl
engines/overlay/shaders/edit_uv_tiled_image_borders_vert.glsl
engines/overlay/shaders/extra_frag.glsl
engines/overlay/shaders/extra_vert.glsl
engines/overlay/shaders/extra_groundline_vert.glsl
engines/overlay/shaders/extra_lightprobe_grid_vert.glsl
engines/overlay/shaders/extra_loose_point_frag.glsl
engines/overlay/shaders/extra_loose_point_vert.glsl
engines/overlay/shaders/extra_point_vert.glsl
engines/overlay/shaders/extra_wire_frag.glsl
engines/overlay/shaders/extra_wire_vert.glsl
engines/overlay/shaders/facing_frag.glsl
engines/overlay/shaders/facing_vert.glsl
engines/overlay/shaders/grid_background_frag.glsl
engines/overlay/shaders/grid_frag.glsl
engines/overlay/shaders/grid_vert.glsl
engines/overlay/shaders/image_vert.glsl
engines/overlay/shaders/image_frag.glsl
engines/overlay/shaders/motion_path_line_frag.glsl
engines/overlay/shaders/motion_path_line_geom.glsl
engines/overlay/shaders/motion_path_line_vert.glsl
engines/overlay/shaders/motion_path_point_vert.glsl
engines/overlay/shaders/outline_detect_frag.glsl
engines/overlay/shaders/outline_prepass_frag.glsl
engines/overlay/shaders/outline_prepass_gpencil_frag.glsl
engines/overlay/shaders/outline_prepass_geom.glsl
engines/overlay/shaders/outline_prepass_gpencil_vert.glsl
engines/overlay/shaders/outline_prepass_pointcloud_vert.glsl
engines/overlay/shaders/outline_prepass_vert.glsl
engines/overlay/shaders/paint_face_vert.glsl
engines/overlay/shaders/paint_point_vert.glsl
engines/overlay/shaders/paint_texture_frag.glsl
engines/overlay/shaders/paint_texture_vert.glsl
engines/overlay/shaders/paint_vertcol_frag.glsl
engines/overlay/shaders/paint_vertcol_vert.glsl
engines/overlay/shaders/paint_weight_frag.glsl
engines/overlay/shaders/paint_weight_vert.glsl
engines/overlay/shaders/paint_wire_vert.glsl
engines/overlay/shaders/particle_vert.glsl
engines/overlay/shaders/particle_frag.glsl
engines/overlay/shaders/sculpt_mask_vert.glsl
engines/overlay/shaders/sculpt_mask_frag.glsl
engines/overlay/shaders/volume_velocity_vert.glsl
engines/overlay/shaders/volume_gridlines_vert.glsl
engines/overlay/shaders/wireframe_vert.glsl
engines/overlay/shaders/wireframe_frag.glsl
engines/overlay/shaders/xray_fade_frag.glsl
engines/overlay/shaders/overlay_common_lib.glsl
engines/overlay/shaders/overlay_antialiasing_frag.glsl
engines/overlay/shaders/overlay_armature_dof_vert.glsl
engines/overlay/shaders/overlay_armature_dof_solid_frag.glsl
engines/overlay/shaders/overlay_armature_envelope_outline_vert.glsl
engines/overlay/shaders/overlay_armature_envelope_solid_frag.glsl
engines/overlay/shaders/overlay_armature_envelope_solid_vert.glsl
engines/overlay/shaders/overlay_armature_shape_outline_geom.glsl
engines/overlay/shaders/overlay_armature_shape_outline_vert.glsl
engines/overlay/shaders/overlay_armature_shape_solid_frag.glsl
engines/overlay/shaders/overlay_armature_shape_solid_vert.glsl
engines/overlay/shaders/overlay_armature_shape_wire_vert.glsl
engines/overlay/shaders/overlay_armature_sphere_outline_vert.glsl
engines/overlay/shaders/overlay_armature_sphere_solid_frag.glsl
engines/overlay/shaders/overlay_armature_sphere_solid_vert.glsl
engines/overlay/shaders/overlay_armature_stick_frag.glsl
engines/overlay/shaders/overlay_armature_stick_vert.glsl
engines/overlay/shaders/overlay_armature_wire_frag.glsl
engines/overlay/shaders/overlay_armature_wire_vert.glsl
engines/overlay/shaders/overlay_background_frag.glsl
engines/overlay/shaders/overlay_clipbound_vert.glsl
engines/overlay/shaders/overlay_depth_only_vert.glsl
engines/overlay/shaders/overlay_edit_curve_handle_geom.glsl
engines/overlay/shaders/overlay_edit_curve_handle_vert.glsl
engines/overlay/shaders/overlay_edit_curve_point_vert.glsl
engines/overlay/shaders/overlay_edit_curve_wire_vert.glsl
engines/overlay/shaders/overlay_edit_gpencil_canvas_vert.glsl
engines/overlay/shaders/overlay_edit_gpencil_guide_vert.glsl
engines/overlay/shaders/overlay_edit_gpencil_vert.glsl
engines/overlay/shaders/overlay_edit_lattice_point_vert.glsl
engines/overlay/shaders/overlay_edit_lattice_wire_vert.glsl
engines/overlay/shaders/overlay_edit_mesh_common_lib.glsl
engines/overlay/shaders/overlay_edit_mesh_frag.glsl
engines/overlay/shaders/overlay_edit_mesh_geom.glsl
engines/overlay/shaders/overlay_edit_mesh_normal_vert.glsl
engines/overlay/shaders/overlay_edit_mesh_analysis_frag.glsl
engines/overlay/shaders/overlay_edit_mesh_analysis_vert.glsl
engines/overlay/shaders/overlay_edit_mesh_skin_root_vert.glsl
engines/overlay/shaders/overlay_edit_mesh_vert.glsl
engines/overlay/shaders/overlay_edit_particle_strand_vert.glsl
engines/overlay/shaders/overlay_edit_particle_point_vert.glsl
engines/overlay/shaders/overlay_edit_uv_edges_vert.glsl
engines/overlay/shaders/overlay_edit_uv_edges_geom.glsl
engines/overlay/shaders/overlay_edit_uv_edges_frag.glsl
engines/overlay/shaders/overlay_edit_uv_verts_vert.glsl
engines/overlay/shaders/overlay_edit_uv_verts_frag.glsl
engines/overlay/shaders/overlay_edit_uv_faces_vert.glsl
engines/overlay/shaders/overlay_edit_uv_face_dots_vert.glsl
engines/overlay/shaders/overlay_edit_uv_image_vert.glsl
engines/overlay/shaders/overlay_edit_uv_image_mask_frag.glsl
engines/overlay/shaders/overlay_edit_uv_stretching_vert.glsl
engines/overlay/shaders/overlay_edit_uv_tiled_image_borders_vert.glsl
engines/overlay/shaders/overlay_extra_frag.glsl
engines/overlay/shaders/overlay_extra_vert.glsl
engines/overlay/shaders/overlay_extra_groundline_vert.glsl
engines/overlay/shaders/overlay_extra_lightprobe_grid_vert.glsl
engines/overlay/shaders/overlay_extra_loose_point_frag.glsl
engines/overlay/shaders/overlay_extra_loose_point_vert.glsl
engines/overlay/shaders/overlay_extra_point_vert.glsl
engines/overlay/shaders/overlay_extra_wire_frag.glsl
engines/overlay/shaders/overlay_extra_wire_vert.glsl
engines/overlay/shaders/overlay_facing_frag.glsl
engines/overlay/shaders/overlay_facing_vert.glsl
engines/overlay/shaders/overlay_grid_background_frag.glsl
engines/overlay/shaders/overlay_grid_frag.glsl
engines/overlay/shaders/overlay_grid_vert.glsl
engines/overlay/shaders/overlay_image_vert.glsl
engines/overlay/shaders/overlay_image_frag.glsl
engines/overlay/shaders/overlay_motion_path_line_frag.glsl
engines/overlay/shaders/overlay_motion_path_line_geom.glsl
engines/overlay/shaders/overlay_motion_path_line_vert.glsl
engines/overlay/shaders/overlay_motion_path_point_vert.glsl
engines/overlay/shaders/overlay_outline_detect_frag.glsl
engines/overlay/shaders/overlay_outline_prepass_frag.glsl
engines/overlay/shaders/overlay_outline_prepass_gpencil_frag.glsl
engines/overlay/shaders/overlay_outline_prepass_geom.glsl
engines/overlay/shaders/overlay_outline_prepass_gpencil_vert.glsl
engines/overlay/shaders/overlay_outline_prepass_pointcloud_vert.glsl
engines/overlay/shaders/overlay_outline_prepass_vert.glsl
engines/overlay/shaders/overlay_paint_face_vert.glsl
engines/overlay/shaders/overlay_paint_point_vert.glsl
engines/overlay/shaders/overlay_paint_texture_frag.glsl
engines/overlay/shaders/overlay_paint_texture_vert.glsl
engines/overlay/shaders/overlay_paint_vertcol_frag.glsl
engines/overlay/shaders/overlay_paint_vertcol_vert.glsl
engines/overlay/shaders/overlay_paint_weight_frag.glsl
engines/overlay/shaders/overlay_paint_weight_vert.glsl
engines/overlay/shaders/overlay_paint_wire_vert.glsl
engines/overlay/shaders/overlay_particle_vert.glsl
engines/overlay/shaders/overlay_particle_frag.glsl
engines/overlay/shaders/overlay_sculpt_mask_vert.glsl
engines/overlay/shaders/overlay_sculpt_mask_frag.glsl
engines/overlay/shaders/overlay_volume_velocity_vert.glsl
engines/overlay/shaders/overlay_volume_gridlines_vert.glsl
engines/overlay/shaders/overlay_wireframe_vert.glsl
engines/overlay/shaders/overlay_wireframe_frag.glsl
engines/overlay/shaders/overlay_xray_fade_frag.glsl
engines/overlay/overlay_shader_shared.h

View File

@@ -9,7 +9,7 @@ GPU_SHADER_CREATE_INFO(overlay_antialiasing)
.sampler(2, ImageType::FLOAT_2D, "lineTex")
.push_constant(Type::BOOL, "doSmoothLines")
.fragment_out(0, Type::VEC4, "fragColor")
.fragment_source("antialiasing_frag.glsl")
.fragment_source("overlay_antialiasing_frag.glsl")
.additional_info("draw_fullscreen", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_xray_fade)
@@ -18,5 +18,5 @@ GPU_SHADER_CREATE_INFO(overlay_xray_fade)
.sampler(1, ImageType::DEPTH_2D, "xrayDepthTex")
.push_constant(Type::FLOAT, "opacity")
.fragment_out(0, Type::VEC4, "fragColor")
.fragment_source("xray_fade_frag.glsl")
.fragment_source("overlay_xray_fade_frag.glsl")
.additional_info("draw_fullscreen");

View File

@@ -25,8 +25,8 @@ GPU_SHADER_CREATE_INFO(overlay_armature_sphere_outline)
/* Per instance. */
.vertex_in(1, Type::MAT4, "inst_obmat")
.vertex_out(overlay_armature_wire_iface)
.vertex_source("armature_sphere_outline_vert.glsl")
.fragment_source("armature_wire_frag.glsl")
.vertex_source("overlay_armature_sphere_outline_vert.glsl")
.fragment_source("overlay_armature_wire_frag.glsl")
.additional_info("overlay_frag_output", "overlay_armature_common", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_armature_sphere_outline_clipped)
@@ -47,8 +47,8 @@ GPU_SHADER_CREATE_INFO(overlay_armature_sphere_solid)
.vertex_in(2, Type::MAT4, "inst_obmat")
// .depth_layout(DepthLayout::GREATER) /* TODO */
.vertex_out(overlay_armature_sphere_solid_iface)
.vertex_source("armature_sphere_solid_vert.glsl")
.fragment_source("armature_sphere_solid_frag.glsl")
.vertex_source("overlay_armature_sphere_solid_vert.glsl")
.fragment_source("overlay_armature_sphere_solid_frag.glsl")
.additional_info("overlay_frag_output", "overlay_armature_common", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_armature_sphere_solid_clipped)
@@ -79,9 +79,9 @@ GPU_SHADER_CREATE_INFO(overlay_armature_shape_outline)
.vertex_out(overlay_armature_shape_outline_iface)
.geometry_layout(PrimitiveIn::LINES_ADJACENCY, PrimitiveOut::LINE_STRIP, 2)
.geometry_out(overlay_armature_wire_iface)
.vertex_source("armature_shape_outline_vert.glsl")
.geometry_source("armature_shape_outline_geom.glsl")
.fragment_source("armature_wire_frag.glsl")
.vertex_source("overlay_armature_shape_outline_vert.glsl")
.geometry_source("overlay_armature_shape_outline_geom.glsl")
.fragment_source("overlay_armature_wire_frag.glsl")
.additional_info("overlay_frag_output", "overlay_armature_common", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_armature_shape_outline_clipped)
@@ -100,8 +100,8 @@ GPU_SHADER_CREATE_INFO(overlay_armature_shape_solid)
.vertex_in(2, Type::MAT4, "inst_obmat")
.depth_write(DepthWrite::GREATER)
.vertex_out(overlay_armature_shape_solid_iface)
.vertex_source("armature_shape_solid_vert.glsl")
.fragment_source("armature_shape_solid_frag.glsl")
.vertex_source("overlay_armature_shape_solid_vert.glsl")
.fragment_source("overlay_armature_shape_solid_frag.glsl")
.additional_info("overlay_frag_output", "overlay_armature_common", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_armature_shape_solid_clipped)
@@ -115,8 +115,8 @@ GPU_SHADER_CREATE_INFO(overlay_armature_shape_wire)
/* Per instance. */
.vertex_in(2, Type::MAT4, "inst_obmat")
.vertex_out(overlay_armature_wire_iface)
.vertex_source("armature_shape_wire_vert.glsl")
.fragment_source("armature_wire_frag.glsl")
.vertex_source("overlay_armature_shape_wire_vert.glsl")
.fragment_source("overlay_armature_wire_frag.glsl")
.additional_info("overlay_frag_output", "overlay_armature_common", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_armature_shape_wire_clipped)
@@ -140,8 +140,8 @@ GPU_SHADER_CREATE_INFO(overlay_armature_envelope_outline)
.vertex_in(5, Type::VEC4, "outlineColorSize")
.vertex_in(6, Type::VEC3, "xAxis")
.vertex_out(overlay_armature_wire_iface)
.vertex_source("armature_envelope_outline_vert.glsl")
.fragment_source("armature_wire_frag.glsl")
.vertex_source("overlay_armature_envelope_outline_vert.glsl")
.fragment_source("overlay_armature_wire_frag.glsl")
.additional_info("overlay_frag_output", "overlay_armature_common", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_armature_envelope_outline_clipped)
@@ -164,8 +164,8 @@ GPU_SHADER_CREATE_INFO(overlay_armature_envelope_solid)
.vertex_in(5, Type::VEC3, "boneColor")
.vertex_out(overlay_armature_envelope_solid_iface)
.push_constant(Type::BOOL, "isDistance")
.vertex_source("armature_envelope_solid_vert.glsl")
.fragment_source("armature_envelope_solid_frag.glsl")
.vertex_source("overlay_armature_envelope_solid_vert.glsl")
.fragment_source("overlay_armature_envelope_solid_frag.glsl")
.additional_info("overlay_frag_output", "overlay_armature_common");
GPU_SHADER_CREATE_INFO(overlay_armature_envelope_solid_clipped)
@@ -198,8 +198,8 @@ GPU_SHADER_CREATE_INFO(overlay_armature_stick)
.vertex_in(7, Type::VEC4, "tailColor")
.define("do_wire", "(wireColor.a > 0.0)")
.vertex_out(overlay_armature_stick_iface)
.vertex_source("armature_stick_vert.glsl")
.fragment_source("armature_stick_frag.glsl")
.vertex_source("overlay_armature_stick_vert.glsl")
.fragment_source("overlay_armature_stick_frag.glsl")
.additional_info("overlay_frag_output", "overlay_armature_common", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_armature_stick_clipped)
@@ -218,12 +218,12 @@ GPU_SHADER_CREATE_INFO(overlay_armature_dof)
.vertex_in(1, Type::VEC4, "color")
.vertex_in(2, Type::MAT4, "inst_obmat")
.vertex_out(overlay_armature_wire_iface)
.vertex_source("armature_dof_vert.glsl")
.vertex_source("overlay_armature_dof_vert.glsl")
.additional_info("overlay_frag_output", "overlay_armature_common", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_armature_dof_wire)
.do_static_compilation(true)
.fragment_source("armature_dof_solid_frag.glsl")
.fragment_source("overlay_armature_dof_solid_frag.glsl")
.additional_info("overlay_armature_dof");
GPU_SHADER_CREATE_INFO(overlay_armature_dof_wire_clipped)
@@ -232,7 +232,7 @@ GPU_SHADER_CREATE_INFO(overlay_armature_dof_wire_clipped)
GPU_SHADER_CREATE_INFO(overlay_armature_dof_solid)
.do_static_compilation(true)
.fragment_source("armature_dof_solid_frag.glsl")
.fragment_source("overlay_armature_dof_solid_frag.glsl")
.additional_info("overlay_armature_dof");
GPU_SHADER_CREATE_INFO(overlay_armature_dof_solid_clipped)
@@ -251,8 +251,8 @@ GPU_SHADER_CREATE_INFO(overlay_armature_wire)
.vertex_in(1, Type::VEC4, "color")
.push_constant(Type::FLOAT, "alpha")
.vertex_out(overlay_armature_wire_iface)
.vertex_source("armature_wire_vert.glsl")
.fragment_source("armature_wire_frag.glsl")
.vertex_source("overlay_armature_wire_vert.glsl")
.fragment_source("overlay_armature_wire_frag.glsl")
.additional_info("overlay_frag_output", "draw_mesh", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_armature_wire_clipped)

View File

@@ -9,7 +9,7 @@ GPU_SHADER_CREATE_INFO(overlay_background)
.sampler(1, ImageType::DEPTH_2D, "depthBuffer")
.push_constant(Type::INT, "bgType")
.push_constant(Type::VEC4, "colorOverride")
.fragment_source("background_frag.glsl")
.fragment_source("overlay_background_frag.glsl")
.fragment_out(0, Type::VEC4, "fragColor")
.additional_info("draw_fullscreen", "draw_globals");
@@ -19,7 +19,7 @@ GPU_SHADER_CREATE_INFO(overlay_clipbound)
.define("srgbTarget", "false")
.push_constant(Type::VEC4, "color")
.push_constant(Type::VEC3, "boundbox", 8)
.vertex_source("clipbound_vert.glsl")
.vertex_source("overlay_clipbound_vert.glsl")
.fragment_out(0, Type::VEC4, "fragColor")
.fragment_source("gpu_shader_uniform_color_frag.glsl")
.additional_info("draw_view");

View File

@@ -19,7 +19,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_mesh_common)
.push_constant(Type::BOOL, "selectEdges")
.push_constant(Type::FLOAT, "alpha")
.push_constant(Type::IVEC4, "dataMask")
.vertex_source("edit_mesh_vert.glsl")
.vertex_source("overlay_edit_mesh_vert.glsl")
.additional_info("draw_modelmat", "draw_globals");
GPU_SHADER_INTERFACE_INFO(overlay_edit_mesh_vert_iface, "")
@@ -58,8 +58,8 @@ GPU_SHADER_CREATE_INFO(overlay_edit_mesh_edge)
.vertex_out(overlay_edit_mesh_edge_iface)
.geometry_out(overlay_edit_mesh_edge_geom_iface)
.geometry_layout(PrimitiveIn::LINES, PrimitiveOut::TRIANGLE_STRIP, 4)
.geometry_source("edit_mesh_geom.glsl")
.fragment_source("edit_mesh_frag.glsl")
.geometry_source("overlay_edit_mesh_geom.glsl")
.fragment_source("overlay_edit_mesh_frag.glsl")
.additional_info("overlay_edit_mesh_common");
GPU_SHADER_CREATE_INFO(overlay_edit_mesh_edge_flat)
@@ -103,7 +103,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_mesh_normal)
.push_constant(Type::BOOL, "isConstantScreenSizeNormals")
.vertex_out(overlay_edit_flat_color_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("edit_mesh_normal_vert.glsl")
.vertex_source("overlay_edit_mesh_normal_vert.glsl")
.fragment_source("gpu_shader_flat_color_frag.glsl")
.additional_info("draw_modelmat_instanced_attr", "draw_globals");
@@ -116,8 +116,8 @@ GPU_SHADER_CREATE_INFO(overlay_edit_mesh_analysis)
.sampler(0, ImageType::FLOAT_1D, "weightTex")
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_out(overlay_edit_mesh_analysis_iface)
.vertex_source("edit_mesh_analysis_vert.glsl")
.fragment_source("edit_mesh_analysis_frag.glsl")
.vertex_source("overlay_edit_mesh_analysis_vert.glsl")
.fragment_source("overlay_edit_mesh_analysis_frag.glsl")
.additional_info("draw_modelmat");
GPU_SHADER_CREATE_INFO(overlay_edit_mesh_skin_root)
@@ -128,7 +128,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_mesh_skin_root)
.vertex_in(2, Type::VEC3, "local_pos")
.vertex_out(overlay_edit_flat_color_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("edit_mesh_skin_root_vert.glsl")
.vertex_source("overlay_edit_mesh_skin_root_vert.glsl")
.fragment_source("gpu_shader_flat_color_frag.glsl")
.additional_info("draw_modelmat_instanced_attr", "draw_globals");
@@ -193,9 +193,9 @@ GPU_SHADER_CREATE_INFO(overlay_edit_uv_edges)
.push_constant(Type::FLOAT, "alpha")
.push_constant(Type::FLOAT, "dashLength")
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("edit_uv_edges_vert.glsl")
.geometry_source("edit_uv_edges_geom.glsl")
.fragment_source("edit_uv_edges_frag.glsl")
.vertex_source("overlay_edit_uv_edges_vert.glsl")
.geometry_source("overlay_edit_uv_edges_geom.glsl")
.fragment_source("overlay_edit_uv_edges_frag.glsl")
.additional_info("draw_mesh", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_edit_uv_edges_select)
@@ -212,7 +212,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_uv_faces)
.push_constant(Type::FLOAT, "uvOpacity")
.vertex_out(overlay_edit_flat_color_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("edit_uv_faces_vert.glsl")
.vertex_source("overlay_edit_uv_faces_vert.glsl")
.fragment_source("gpu_shader_flat_color_frag.glsl")
.additional_info("draw_mesh", "draw_globals");
@@ -225,7 +225,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_uv_face_dots)
.push_constant(Type::FLOAT, "pointSize")
.vertex_out(overlay_edit_flat_color_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("edit_uv_face_dots_vert.glsl")
.vertex_source("overlay_edit_uv_face_dots_vert.glsl")
.fragment_source("gpu_shader_flat_color_frag.glsl")
.additional_info("draw_mesh", "draw_globals");
@@ -245,8 +245,8 @@ GPU_SHADER_CREATE_INFO(overlay_edit_uv_verts)
.push_constant(Type::VEC4, "color")
.vertex_out(overlay_edit_uv_vert_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("edit_uv_verts_vert.glsl")
.fragment_source("edit_uv_verts_frag.glsl")
.vertex_source("overlay_edit_uv_verts_vert.glsl")
.fragment_source("overlay_edit_uv_verts_frag.glsl")
.additional_info("draw_mesh", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_edit_uv_tiled_image_borders)
@@ -256,7 +256,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_uv_tiled_image_borders)
.vertex_in(0, Type::VEC3, "pos")
.push_constant(Type::VEC4, "color")
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("edit_uv_tiled_image_borders_vert.glsl")
.vertex_source("overlay_edit_uv_tiled_image_borders_vert.glsl")
.fragment_source("gpu_shader_uniform_color_frag.glsl")
.additional_info("draw_mesh");
@@ -266,13 +266,13 @@ GPU_SHADER_CREATE_INFO(overlay_edit_uv_stencil_image)
.do_static_compilation(true)
.vertex_in(0, Type::VEC3, "pos")
.vertex_out(edit_uv_image_iface)
.vertex_source("edit_uv_image_vert.glsl")
.vertex_source("overlay_edit_uv_image_vert.glsl")
.sampler(0, ImageType::FLOAT_2D, "imgTexture")
.push_constant(Type::BOOL, "imgPremultiplied")
.push_constant(Type::BOOL, "imgAlphaBlend")
.push_constant(Type::VEC4, "color")
.fragment_out(0, Type::VEC4, "fragColor")
.fragment_source("image_frag.glsl")
.fragment_source("overlay_image_frag.glsl")
.additional_info("draw_mesh");
GPU_SHADER_CREATE_INFO(overlay_edit_uv_mask_image)
@@ -282,8 +282,8 @@ GPU_SHADER_CREATE_INFO(overlay_edit_uv_mask_image)
.sampler(0, ImageType::FLOAT_2D, "imgTexture")
.push_constant(Type::VEC4, "color")
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("edit_uv_image_vert.glsl")
.fragment_source("edit_uv_image_mask_frag.glsl")
.vertex_source("overlay_edit_uv_image_vert.glsl")
.fragment_source("overlay_edit_uv_image_mask_frag.glsl")
.additional_info("draw_mesh");
/** \} */
@@ -299,7 +299,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_uv_stretching)
.push_constant(Type::VEC2, "aspect")
.vertex_out(overlay_edit_nopersp_color_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("edit_uv_stretching_vert.glsl")
.vertex_source("overlay_edit_uv_stretching_vert.glsl")
.fragment_source("gpu_shader_2D_smooth_color_frag.glsl")
.additional_info("draw_mesh", "draw_globals");
@@ -338,8 +338,8 @@ GPU_SHADER_CREATE_INFO(overlay_edit_curve_handle)
.push_constant(Type::BOOL, "showCurveHandles")
.push_constant(Type::INT, "curveHandleDisplay")
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("edit_curve_handle_vert.glsl")
.geometry_source("edit_curve_handle_geom.glsl")
.vertex_source("overlay_edit_curve_handle_vert.glsl")
.geometry_source("overlay_edit_curve_handle_geom.glsl")
.fragment_source("gpu_shader_3D_smooth_color_frag.glsl")
.additional_info("draw_mesh", "draw_globals");
@@ -358,7 +358,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_curve_point)
.push_constant(Type::BOOL, "showCurveHandles")
.push_constant(Type::INT, "curveHandleDisplay")
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("edit_curve_point_vert.glsl")
.vertex_source("overlay_edit_curve_point_vert.glsl")
.fragment_source("gpu_shader_point_varying_color_frag.glsl")
.additional_info("draw_mesh", "draw_globals");
@@ -377,7 +377,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_curve_wire)
.push_constant(Type::FLOAT, "normalSize")
.vertex_out(overlay_edit_flat_color_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("edit_curve_wire_vert.glsl")
.vertex_source("overlay_edit_curve_wire_vert.glsl")
.fragment_source("gpu_shader_flat_color_frag.glsl")
.additional_info("draw_modelmat", "draw_resource_id_uniform", "draw_globals");
@@ -399,7 +399,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_lattice_point)
.vertex_in(1, Type::INT, "data")
.vertex_out(overlay_edit_flat_color_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("edit_lattice_point_vert.glsl")
.vertex_source("overlay_edit_lattice_point_vert.glsl")
.fragment_source("gpu_shader_point_varying_color_frag.glsl")
.additional_info("draw_mesh", "draw_globals");
@@ -416,7 +416,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_lattice_wire)
.sampler(0, ImageType::FLOAT_1D, "weightTex")
.vertex_out(overlay_edit_smooth_color_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("edit_lattice_wire_vert.glsl")
.vertex_source("overlay_edit_lattice_wire_vert.glsl")
.fragment_source("gpu_shader_3D_smooth_color_frag.glsl")
.additional_info("draw_mesh", "draw_globals");
@@ -440,7 +440,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_particle_strand)
.push_constant(Type::BOOL, "useWeight")
.vertex_out(overlay_edit_smooth_color_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("edit_particle_strand_vert.glsl")
.vertex_source("overlay_edit_particle_strand_vert.glsl")
.fragment_source("gpu_shader_3D_smooth_color_frag.glsl")
.additional_info("draw_mesh", "draw_globals");
@@ -456,7 +456,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_particle_point)
.vertex_in(1, Type::FLOAT, "color")
.vertex_out(overlay_edit_flat_color_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("edit_particle_point_vert.glsl")
.vertex_source("overlay_edit_particle_point_vert.glsl")
.fragment_source("gpu_shader_point_varying_color_frag.glsl")
.additional_info("draw_mesh", "draw_globals");
@@ -487,7 +487,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_gpencil)
.push_constant(Type::VEC4, "gpEditColor")
.sampler(0, ImageType::FLOAT_1D, "weightTex")
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("edit_gpencil_vert.glsl")
.vertex_source("overlay_edit_gpencil_vert.glsl")
.additional_info("draw_mesh", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_edit_gpencil_wire)
@@ -523,7 +523,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_gpencil_guide_point)
.push_constant(Type::FLOAT, "pSize")
.push_constant(Type::VEC4, "pColor")
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("edit_gpencil_guide_vert.glsl")
.vertex_source("overlay_edit_gpencil_guide_vert.glsl")
.fragment_source("gpu_shader_point_varying_color_frag.glsl")
.additional_info("draw_mesh", "draw_globals");
@@ -542,7 +542,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_gpencil_guide_point_clipped)
GPU_SHADER_CREATE_INFO(overlay_depth_only)
.do_static_compilation(true)
.vertex_in(0, Type::VEC3, "pos")
.vertex_source("depth_only_vert.glsl")
.vertex_source("overlay_depth_only_vert.glsl")
.fragment_source("gpu_shader_depth_only_frag.glsl")
.additional_info("draw_mesh");
@@ -563,7 +563,7 @@ GPU_SHADER_CREATE_INFO(overlay_uniform_color)
.vertex_in(0, Type::VEC3, "pos")
.push_constant(Type::VEC4, "color")
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("depth_only_vert.glsl")
.vertex_source("overlay_depth_only_vert.glsl")
.fragment_source("gpu_shader_uniform_color_frag.glsl")
.additional_info("draw_mesh");

View File

@@ -21,8 +21,8 @@ GPU_SHADER_CREATE_INFO(overlay_extra)
.vertex_out(overlay_extra_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.fragment_out(1, Type::VEC4, "lineOutput")
.vertex_source("extra_vert.glsl")
.fragment_source("extra_frag.glsl")
.vertex_source("overlay_extra_vert.glsl")
.fragment_source("overlay_extra_frag.glsl")
.additional_info("draw_view", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_extra_select)
@@ -53,7 +53,7 @@ GPU_SHADER_CREATE_INFO(overlay_extra_grid)
.push_constant(Type::BOOL, "isTransform")
.vertex_out(overlay_extra_grid_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("extra_lightprobe_grid_vert.glsl")
.vertex_source("overlay_extra_lightprobe_grid_vert.glsl")
.fragment_source("gpu_shader_point_varying_color_frag.glsl")
.additional_info("draw_view", "draw_globals");
@@ -75,8 +75,8 @@ GPU_SHADER_CREATE_INFO(overlay_extra_groundline)
.vertex_out(overlay_extra_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.fragment_out(1, Type::VEC4, "lineOutput")
.vertex_source("extra_groundline_vert.glsl")
.fragment_source("extra_frag.glsl")
.vertex_source("overlay_extra_groundline_vert.glsl")
.fragment_source("overlay_extra_frag.glsl")
.additional_info("draw_view", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_extra_groundline_clipped)
@@ -103,8 +103,8 @@ GPU_SHADER_CREATE_INFO(overlay_extra_wire)
.vertex_out(overlay_extra_wire_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.fragment_out(1, Type::VEC4, "lineOutput")
.vertex_source("extra_wire_vert.glsl")
.fragment_source("extra_wire_frag.glsl")
.vertex_source("overlay_extra_wire_vert.glsl")
.fragment_source("overlay_extra_wire_frag.glsl")
.additional_info("draw_modelmat", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_extra_wire_select)
@@ -148,7 +148,7 @@ GPU_SHADER_CREATE_INFO(overlay_extra_point)
.push_constant(Type::VEC4, "color")
.vertex_out(overlay_extra_point_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("extra_point_vert.glsl")
.vertex_source("overlay_extra_point_vert.glsl")
.fragment_source("gpu_shader_point_varying_color_varying_outline_aa_frag.glsl")
.additional_info("draw_modelmat", "draw_globals");
@@ -165,8 +165,8 @@ GPU_SHADER_CREATE_INFO(overlay_extra_loose_point)
.vertex_out(overlay_extra_loose_point_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.fragment_out(1, Type::VEC4, "lineOutput")
.vertex_source("extra_loose_point_vert.glsl")
.fragment_source("extra_loose_point_frag.glsl")
.vertex_source("overlay_extra_loose_point_vert.glsl")
.fragment_source("overlay_extra_loose_point_frag.glsl")
.additional_info("draw_modelmat", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_extra_loose_point_clipped)
@@ -194,9 +194,9 @@ GPU_SHADER_CREATE_INFO(overlay_motion_path_line)
.geometry_out(overlay_motion_path_line_iface)
.geometry_layout(PrimitiveIn::LINES, PrimitiveOut::TRIANGLE_STRIP, 4)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("motion_path_line_vert.glsl")
.geometry_source("motion_path_line_geom.glsl")
.fragment_source("motion_path_line_frag.glsl")
.vertex_source("overlay_motion_path_line_vert.glsl")
.geometry_source("overlay_motion_path_line_geom.glsl")
.fragment_source("overlay_motion_path_line_frag.glsl")
.additional_info("draw_view", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_motion_path_line_clipped)
@@ -215,7 +215,7 @@ GPU_SHADER_CREATE_INFO(overlay_motion_path_point)
.push_constant(Type::VEC3, "customColor")
.vertex_out(overlay_motion_path_point_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("motion_path_point_vert.glsl")
.vertex_source("overlay_motion_path_point_vert.glsl")
.fragment_source("gpu_shader_point_varying_color_frag.glsl")
.additional_info("draw_view", "draw_globals");
@@ -242,8 +242,8 @@ GPU_SHADER_CREATE_INFO(overlay_image)
.vertex_out(overlay_image_iface)
.sampler(0, ImageType::FLOAT_2D, "imgTexture")
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("image_vert.glsl")
.fragment_source("image_frag.glsl")
.vertex_source("overlay_image_vert.glsl")
.fragment_source("overlay_image_frag.glsl")
.additional_info("draw_mesh");
GPU_SHADER_CREATE_INFO(overlay_image_clipped)
@@ -266,8 +266,8 @@ GPU_SHADER_CREATE_INFO(overlay_gpencil_canvas)
.push_constant(Type::INT, "halfLineCount")
.fragment_out(0, Type::VEC4, "fragColor")
.fragment_out(1, Type::VEC4, "lineOutput")
.vertex_source("edit_gpencil_canvas_vert.glsl")
.fragment_source("extra_frag.glsl")
.vertex_source("overlay_edit_gpencil_canvas_vert.glsl")
.fragment_source("overlay_extra_frag.glsl")
.additional_info("draw_mesh", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_gpencil_canvas_clipped)
@@ -289,7 +289,7 @@ GPU_SHADER_CREATE_INFO(overlay_particle)
.vertex_in(1, Type::VEC4, "part_rot")
.vertex_in(2, Type::FLOAT, "part_val")
.vertex_out(overlay_particle_iface)
.vertex_source("particle_vert.glsl")
.vertex_source("overlay_particle_vert.glsl")
.additional_info("draw_globals");
GPU_SHADER_CREATE_INFO(overlay_particle_dot)
@@ -299,7 +299,7 @@ GPU_SHADER_CREATE_INFO(overlay_particle_dot)
.define("pos", "vec3(0.0)")
.fragment_out(0, Type::VEC4, "fragColor")
.fragment_out(1, Type::VEC4, "lineOutput")
.fragment_source("particle_frag.glsl")
.fragment_source("overlay_particle_frag.glsl")
.additional_info("overlay_particle", "draw_mesh");
GPU_SHADER_CREATE_INFO(overlay_particle_dot_clipped)

View File

@@ -5,8 +5,8 @@
GPU_SHADER_CREATE_INFO(overlay_facing)
.do_static_compilation(true)
.vertex_in(0, Type::VEC3, "pos")
.vertex_source("facing_vert.glsl")
.fragment_source("facing_frag.glsl")
.vertex_source("overlay_facing_vert.glsl")
.fragment_source("overlay_facing_frag.glsl")
.fragment_out(0, Type::VEC4, "fragColor")
.additional_info("draw_mesh", "draw_globals");

View File

@@ -15,8 +15,8 @@ GPU_SHADER_CREATE_INFO(overlay_grid)
.uniform_buf(3, "OVERLAY_GridData", "grid_buf")
.push_constant(Type::VEC3, "plane_axes")
.push_constant(Type::INT, "grid_flag")
.vertex_source("grid_vert.glsl")
.fragment_source("grid_frag.glsl")
.vertex_source("overlay_grid_vert.glsl")
.fragment_source("overlay_grid_frag.glsl")
.additional_info("draw_view", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_grid_background)
@@ -25,8 +25,8 @@ GPU_SHADER_CREATE_INFO(overlay_grid_background)
.sampler(0, ImageType::DEPTH_2D, "depthBuffer")
.push_constant(Type::VEC4, "color")
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("edit_uv_tiled_image_borders_vert.glsl")
.fragment_source("grid_background_frag.glsl")
.vertex_source("overlay_edit_uv_tiled_image_borders_vert.glsl")
.fragment_source("overlay_grid_background_frag.glsl")
.additional_info("draw_modelmat");
GPU_SHADER_CREATE_INFO(overlay_grid_image)
@@ -36,6 +36,6 @@ GPU_SHADER_CREATE_INFO(overlay_grid_image)
.vertex_in(0, Type::VEC3, "pos")
.push_constant(Type::VEC4, "color")
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("edit_uv_tiled_image_borders_vert.glsl")
.vertex_source("overlay_edit_uv_tiled_image_borders_vert.glsl")
.fragment_source("gpu_shader_uniform_color_frag.glsl")
.additional_info("draw_modelmat");

View File

@@ -13,13 +13,13 @@ GPU_SHADER_CREATE_INFO(overlay_outline_prepass)
.vertex_out(overlay_outline_prepass_iface)
/* Using uint because 16bit uint can contain more ids than int. */
.fragment_out(0, Type::UINT, "out_object_id")
.fragment_source("outline_prepass_frag.glsl")
.fragment_source("overlay_outline_prepass_frag.glsl")
.additional_info("draw_resource_handle");
GPU_SHADER_CREATE_INFO(overlay_outline_prepass_mesh)
.do_static_compilation(true)
.vertex_in(0, Type::VEC3, "pos")
.vertex_source("outline_prepass_vert.glsl")
.vertex_source("overlay_outline_prepass_vert.glsl")
.additional_info("draw_mesh", "overlay_outline_prepass")
.additional_info("draw_object_infos");
@@ -36,8 +36,8 @@ GPU_SHADER_CREATE_INFO(overlay_outline_prepass_wire)
.vertex_out(overlay_outline_prepass_wire_iface)
.geometry_layout(PrimitiveIn::LINES_ADJACENCY, PrimitiveOut::LINE_STRIP, 2)
.geometry_out(overlay_outline_prepass_iface)
.vertex_source("outline_prepass_vert.glsl")
.geometry_source("outline_prepass_geom.glsl")
.vertex_source("overlay_outline_prepass_vert.glsl")
.geometry_source("overlay_outline_prepass_geom.glsl")
.additional_info("draw_mesh", "overlay_outline_prepass")
.additional_info("draw_object_infos");
@@ -56,12 +56,12 @@ GPU_SHADER_CREATE_INFO(overlay_outline_prepass_gpencil)
.push_constant(Type::BOOL, "isTransform")
.vertex_out(overlay_outline_prepass_iface)
.vertex_out(overlay_outline_prepass_gpencil_iface)
.vertex_source("outline_prepass_gpencil_vert.glsl")
.vertex_source("overlay_outline_prepass_gpencil_vert.glsl")
.push_constant(Type::BOOL, "gpStrokeOrder3d") /* TODO(fclem): Move to a GPencil object UBO. */
.push_constant(Type::VEC4, "gpDepthPlane") /* TODO(fclem): Move to a GPencil object UBO. */
/* Using uint because 16bit uint can contain more ids than int. */
.fragment_out(0, Type::UINT, "out_object_id")
.fragment_source("outline_prepass_gpencil_frag.glsl")
.fragment_source("overlay_outline_prepass_gpencil_frag.glsl")
.additional_info("draw_gpencil", "draw_resource_handle");
GPU_SHADER_CREATE_INFO(overlay_outline_prepass_gpencil_clipped)
@@ -70,7 +70,7 @@ GPU_SHADER_CREATE_INFO(overlay_outline_prepass_gpencil_clipped)
GPU_SHADER_CREATE_INFO(overlay_outline_prepass_pointcloud)
.do_static_compilation(true)
.vertex_source("outline_prepass_pointcloud_vert.glsl")
.vertex_source("overlay_outline_prepass_pointcloud_vert.glsl")
.additional_info("draw_pointcloud", "overlay_outline_prepass")
.additional_info("draw_object_infos");
@@ -95,7 +95,7 @@ GPU_SHADER_CREATE_INFO(overlay_outline_detect)
.sampler(2, ImageType::DEPTH_2D, "sceneDepth")
.fragment_out(0, Type::VEC4, "fragColor")
.fragment_out(1, Type::VEC4, "lineOutput")
.fragment_source("outline_detect_frag.glsl")
.fragment_source("overlay_outline_detect_frag.glsl")
.additional_info("draw_fullscreen", "draw_view", "draw_globals");
/** \} */

View File

@@ -15,7 +15,7 @@ GPU_SHADER_CREATE_INFO(overlay_paint_face)
.vertex_in(1, Type::VEC4, "nor") /* Select flag on the 4th component. */
.push_constant(Type::VEC4, "color")
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("paint_face_vert.glsl")
.vertex_source("overlay_paint_face_vert.glsl")
.fragment_source("gpu_shader_uniform_color_frag.glsl")
.additional_info("draw_modelmat");
@@ -40,7 +40,7 @@ GPU_SHADER_CREATE_INFO(overlay_paint_point)
.vertex_in(1, Type::VEC4, "nor") /* Select flag on the 4th component. */
.vertex_out(overlay_overlay_paint_point_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("paint_point_vert.glsl")
.vertex_source("overlay_paint_point_vert.glsl")
.fragment_source("gpu_shader_point_varying_color_frag.glsl")
.additional_info("draw_modelmat", "draw_globals");
@@ -70,8 +70,8 @@ GPU_SHADER_CREATE_INFO(overlay_paint_texture)
.push_constant(Type::BOOL, "maskInvertStencil")
.push_constant(Type::BOOL, "maskImagePremultiplied")
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("paint_texture_vert.glsl")
.fragment_source("paint_texture_frag.glsl")
.vertex_source("overlay_paint_texture_vert.glsl")
.fragment_source("overlay_paint_texture_frag.glsl")
.additional_info("draw_modelmat");
GPU_SHADER_CREATE_INFO(overlay_paint_texture_clipped)
@@ -97,8 +97,8 @@ GPU_SHADER_CREATE_INFO(overlay_paint_vertcol)
.push_constant(Type::FLOAT, "opacity") /* `1.0` by default. */
.push_constant(Type::BOOL, "useAlphaBlend") /* `false` by default. */
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("paint_vertcol_vert.glsl")
.fragment_source("paint_vertcol_frag.glsl")
.vertex_source("overlay_paint_vertcol_vert.glsl")
.fragment_source("overlay_paint_vertcol_frag.glsl")
.additional_info("draw_modelmat");
GPU_SHADER_CREATE_INFO(overlay_paint_vertcol_clipped)
@@ -129,8 +129,8 @@ GPU_SHADER_CREATE_INFO(overlay_paint_weight)
.push_constant(Type::FLOAT, "opacity") /* `1.0` by default. */
.push_constant(Type::BOOL, "drawContours") /* `false` by default. */
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("paint_weight_vert.glsl")
.fragment_source("paint_weight_frag.glsl")
.vertex_source("overlay_paint_weight_vert.glsl")
.fragment_source("overlay_paint_weight_frag.glsl")
.additional_info("draw_modelmat", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_paint_weight_fake_shading)
@@ -168,7 +168,7 @@ GPU_SHADER_CREATE_INFO(overlay_paint_wire)
.vertex_out(overlay_paint_wire_iface)
.push_constant(Type::BOOL, "useSelect")
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("paint_wire_vert.glsl")
.vertex_source("overlay_paint_wire_vert.glsl")
.fragment_source("gpu_shader_flat_color_frag.glsl")
.additional_info("draw_modelmat", "draw_globals");

View File

@@ -15,8 +15,8 @@ GPU_SHADER_CREATE_INFO(overlay_sculpt_mask)
.vertex_in(1, Type::VEC3, "fset")
.vertex_in(2, Type::FLOAT, "msk")
.vertex_out(overlay_sculpt_mask_iface)
.vertex_source("sculpt_mask_vert.glsl")
.fragment_source("sculpt_mask_frag.glsl")
.vertex_source("overlay_sculpt_mask_vert.glsl")
.fragment_source("overlay_sculpt_mask_frag.glsl")
.fragment_out(0, Type::VEC4, "fragColor")
.additional_info("draw_mesh", "draw_object_infos", "draw_globals");

View File

@@ -28,7 +28,7 @@ GPU_SHADER_CREATE_INFO(overlay_volume_velocity)
.push_constant(Type::IVEC3, "adaptiveCellOffset")
.vertex_out(overlay_volume_velocity_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("volume_velocity_vert.glsl")
.vertex_source("overlay_volume_velocity_vert.glsl")
.fragment_source("gpu_shader_3D_smooth_color_frag.glsl")
.additional_info("draw_volume");
@@ -69,7 +69,7 @@ GPU_SHADER_CREATE_INFO(overlay_volume_gridlines)
.push_constant(Type::IVEC3, "adaptiveCellOffset")
.vertex_out(overlay_volume_gridlines_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("volume_gridlines_vert.glsl")
.vertex_source("overlay_volume_gridlines_vert.glsl")
.fragment_source("gpu_shader_flat_color_frag.glsl")
.additional_info("draw_volume");

View File

@@ -23,8 +23,8 @@ GPU_SHADER_CREATE_INFO(overlay_wireframe)
.vertex_in(1, Type::VEC3, "nor")
.vertex_in(2, Type::FLOAT, "wd") /* wire-data. */
.vertex_out(overlay_wireframe_iface)
.vertex_source("wireframe_vert.glsl")
.fragment_source("wireframe_frag.glsl")
.vertex_source("overlay_wireframe_vert.glsl")
.fragment_source("overlay_wireframe_frag.glsl")
.fragment_out(0, Type::VEC4, "fragColor")
.fragment_out(1, Type::VEC4, "lineOutput")
.additional_info("draw_mesh", "draw_object_infos", "draw_globals");

View File

@@ -1,7 +1,7 @@
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(edit_mesh_common_lib.glsl)
#pragma BLENDER_REQUIRE(overlay_edit_mesh_common_lib.glsl)
#ifdef EDGE
/* Ugly but needed to keep the same vertex shader code for other passes. */

View File

@@ -1,4 +1,4 @@
#pragma BLENDER_REQUIRE(common_overlay_lib.glsl)
#pragma BLENDER_REQUIRE(overlay_common_lib.glsl)
/**
* We want to know how much a pixel is covered by a line.

View File

@@ -1,4 +1,4 @@
#pragma BLENDER_REQUIRE(common_overlay_lib.glsl)
#pragma BLENDER_REQUIRE(overlay_common_lib.glsl)
void do_vertex(
vec4 pos, float selection_fac, vec2 stipple_start, vec2 stipple_pos, float coord, vec2 offset)

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