597 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			597 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
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|  * This program is free software; you can redistribute it and/or
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|  * modify it under the terms of the GNU General Public License
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|  * as published by the Free Software Foundation; either version 2
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|  * of the License, or (at your option) any later version.
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|  *
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|  * This program is distributed in the hope that it will be useful,
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|  * but WITHOUT ANY WARRANTY; without even the implied warranty of
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|  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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|  * GNU General Public License for more details.
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|  *
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|  * You should have received a copy of the GNU General Public License
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|  * along with this program; if not, write to the Free Software Foundation,
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|  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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|  *
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|  * The Original Code is Copyright (C) 2005 Blender Foundation.
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|  * All rights reserved.
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|  */
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| 
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| /** \file
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|  * \ingroup gpu
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|  */
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| 
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| #include "MEM_guardedalloc.h"
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| 
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| #include "BLI_math_base.h"
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| #include "BLI_math_vector.h"
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| #include "BLI_path_util.h"
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| #include "BLI_string.h"
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| #include "BLI_string_utils.h"
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| #include "BLI_utildefines.h"
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| 
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| #include "BKE_appdir.h"
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| #include "BKE_global.h"
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| 
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| #include "DNA_space_types.h"
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| 
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| #include "GPU_matrix.h"
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| #include "GPU_platform.h"
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| #include "GPU_shader.h"
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| #include "GPU_texture.h"
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| #include "GPU_uniform_buffer.h"
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| 
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| /* Adjust these constants as needed. */
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| #define MAX_DEFINE_LENGTH 256
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| #define MAX_EXT_DEFINE_LENGTH 512
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| 
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| /* Non-generated shaders */
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| extern char datatoc_gpu_shader_depth_only_frag_glsl[];
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| extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
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| extern char datatoc_gpu_shader_checker_frag_glsl[];
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| extern char datatoc_gpu_shader_diag_stripes_frag_glsl[];
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| extern char datatoc_gpu_shader_simple_lighting_frag_glsl[];
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| extern char datatoc_gpu_shader_flat_color_frag_glsl[];
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| extern char datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl[];
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| extern char datatoc_gpu_shader_flat_id_frag_glsl[];
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| extern char datatoc_gpu_shader_2D_area_borders_vert_glsl[];
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| extern char datatoc_gpu_shader_2D_area_borders_frag_glsl[];
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| extern char datatoc_gpu_shader_2D_vert_glsl[];
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| extern char datatoc_gpu_shader_2D_flat_color_vert_glsl[];
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| extern char datatoc_gpu_shader_2D_smooth_color_uniform_alpha_vert_glsl[];
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| extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[];
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| extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
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| extern char datatoc_gpu_shader_2D_image_vert_glsl[];
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| extern char datatoc_gpu_shader_2D_image_rect_vert_glsl[];
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| extern char datatoc_gpu_shader_2D_image_multi_rect_vert_glsl[];
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| extern char datatoc_gpu_shader_2D_widget_base_vert_glsl[];
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| extern char datatoc_gpu_shader_2D_widget_base_frag_glsl[];
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| extern char datatoc_gpu_shader_2D_widget_shadow_vert_glsl[];
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| extern char datatoc_gpu_shader_2D_widget_shadow_frag_glsl[];
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| extern char datatoc_gpu_shader_2D_nodelink_frag_glsl[];
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| extern char datatoc_gpu_shader_2D_nodelink_vert_glsl[];
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| 
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| extern char datatoc_gpu_shader_3D_image_vert_glsl[];
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| extern char datatoc_gpu_shader_image_frag_glsl[];
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| extern char datatoc_gpu_shader_image_overlays_merge_frag_glsl[];
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| extern char datatoc_gpu_shader_image_overlays_stereo_merge_frag_glsl[];
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| extern char datatoc_gpu_shader_image_color_frag_glsl[];
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| extern char datatoc_gpu_shader_image_desaturate_frag_glsl[];
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| extern char datatoc_gpu_shader_image_varying_color_frag_glsl[];
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| extern char datatoc_gpu_shader_image_shuffle_color_frag_glsl[];
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| extern char datatoc_gpu_shader_3D_vert_glsl[];
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| extern char datatoc_gpu_shader_3D_normal_vert_glsl[];
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| extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
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| extern char datatoc_gpu_shader_3D_polyline_frag_glsl[];
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| extern char datatoc_gpu_shader_3D_polyline_geom_glsl[];
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| extern char datatoc_gpu_shader_3D_polyline_vert_glsl[];
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| extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
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| extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
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| extern char datatoc_gpu_shader_3D_passthrough_vert_glsl[];
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| extern char datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl[];
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| 
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| extern char datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl[];
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| 
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| extern char datatoc_gpu_shader_point_uniform_color_frag_glsl[];
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| extern char datatoc_gpu_shader_point_uniform_color_aa_frag_glsl[];
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| extern char datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl[];
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| extern char datatoc_gpu_shader_point_varying_color_outline_aa_frag_glsl[];
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| extern char datatoc_gpu_shader_point_varying_color_varying_outline_aa_frag_glsl[];
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| extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
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| extern char datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl[];
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| extern char datatoc_gpu_shader_3D_point_varying_size_vert_glsl[];
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| extern char datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl[];
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| extern char datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl[];
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| extern char datatoc_gpu_shader_3D_point_uniform_size_outline_aa_vert_glsl[];
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| extern char datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl[];
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| extern char datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl[];
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| extern char datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl[];
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| extern char datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl[];
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| 
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| extern char datatoc_gpu_shader_2D_edituvs_points_vert_glsl[];
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| extern char datatoc_gpu_shader_2D_edituvs_facedots_vert_glsl[];
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| extern char datatoc_gpu_shader_2D_edituvs_edges_vert_glsl[];
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| extern char datatoc_gpu_shader_2D_edituvs_edges_frag_glsl[];
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| extern char datatoc_gpu_shader_2D_edituvs_faces_vert_glsl[];
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| extern char datatoc_gpu_shader_2D_edituvs_stretch_vert_glsl[];
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| 
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| extern char datatoc_gpu_shader_2D_line_dashed_uniform_color_vert_glsl[];
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| extern char datatoc_gpu_shader_2D_line_dashed_frag_glsl[];
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| extern char datatoc_gpu_shader_3D_line_dashed_uniform_color_vert_glsl[];
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| 
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| extern char datatoc_gpu_shader_text_vert_glsl[];
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| extern char datatoc_gpu_shader_text_frag_glsl[];
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| extern char datatoc_gpu_shader_keyframe_diamond_vert_glsl[];
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| extern char datatoc_gpu_shader_keyframe_diamond_frag_glsl[];
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| 
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| extern char datatoc_gpu_shader_gpencil_stroke_vert_glsl[];
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| extern char datatoc_gpu_shader_gpencil_stroke_frag_glsl[];
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| extern char datatoc_gpu_shader_gpencil_stroke_geom_glsl[];
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| 
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| extern char datatoc_gpu_shader_cfg_world_clip_lib_glsl[];
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| 
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| extern char datatoc_gpu_shader_colorspace_lib_glsl[];
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| 
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| const struct GPUShaderConfigData GPU_shader_cfg_data[GPU_SHADER_CFG_LEN] = {
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|     [GPU_SHADER_CFG_DEFAULT] =
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|         {
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|             .lib = "",
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|             .def = "#define blender_srgb_to_framebuffer_space(a) a\n",
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|         },
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|     [GPU_SHADER_CFG_CLIPPED] =
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|         {
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|             .lib = datatoc_gpu_shader_cfg_world_clip_lib_glsl,
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|             .def = "#define USE_WORLD_CLIP_PLANES\n"
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|                    "#define blender_srgb_to_framebuffer_space(a) a\n",
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|         },
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| };
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| 
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| /* cache of built-in shaders (each is created on first use) */
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| static GPUShader *builtin_shaders[GPU_SHADER_CFG_LEN][GPU_SHADER_BUILTIN_LEN] = {{NULL}};
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| 
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| typedef struct {
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|   const char *name;
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|   const char *vert;
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|   /** Optional. */
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|   const char *geom;
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|   const char *frag;
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|   /** Optional. */
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|   const char *defs;
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| } GPUShaderStages;
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| 
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| static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
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|     [GPU_SHADER_TEXT] =
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|         {
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|             .name = "GPU_SHADER_TEXT",
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|             .vert = datatoc_gpu_shader_text_vert_glsl,
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|             .frag = datatoc_gpu_shader_text_frag_glsl,
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|         },
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|     [GPU_SHADER_KEYFRAME_DIAMOND] =
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|         {
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|             .name = "GPU_SHADER_KEYFRAME_DIAMOND",
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|             .vert = datatoc_gpu_shader_keyframe_diamond_vert_glsl,
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|             .frag = datatoc_gpu_shader_keyframe_diamond_frag_glsl,
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|         },
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|     [GPU_SHADER_SIMPLE_LIGHTING] =
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|         {
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|             .name = "GPU_SHADER_SIMPLE_LIGHTING",
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|             .vert = datatoc_gpu_shader_3D_normal_vert_glsl,
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|             .frag = datatoc_gpu_shader_simple_lighting_frag_glsl,
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|         },
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| 
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|     [GPU_SHADER_2D_CHECKER] =
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|         {
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|             .name = "GPU_SHADER_2D_CHECKER",
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|             .vert = datatoc_gpu_shader_2D_vert_glsl,
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|             .frag = datatoc_gpu_shader_checker_frag_glsl,
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|         },
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| 
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|     [GPU_SHADER_2D_DIAG_STRIPES] =
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|         {
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|             .name = "GPU_SHADER_2D_DIAG_STRIPES",
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|             .vert = datatoc_gpu_shader_2D_vert_glsl,
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|             .frag = datatoc_gpu_shader_diag_stripes_frag_glsl,
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|         },
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| 
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|     [GPU_SHADER_2D_UNIFORM_COLOR] =
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|         {
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|             .name = "GPU_SHADER_2D_UNIFORM_COLOR",
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|             .vert = datatoc_gpu_shader_2D_vert_glsl,
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|             .frag = datatoc_gpu_shader_uniform_color_frag_glsl,
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|         },
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|     [GPU_SHADER_2D_FLAT_COLOR] =
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|         {
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|             .name = "GPU_SHADER_2D_FLAT_COLOR",
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|             .vert = datatoc_gpu_shader_2D_flat_color_vert_glsl,
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|             .frag = datatoc_gpu_shader_flat_color_frag_glsl,
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|         },
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|     [GPU_SHADER_2D_SMOOTH_COLOR] =
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|         {
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|             .name = "GPU_SHADER_2D_SMOOTH_COLOR",
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|             .vert = datatoc_gpu_shader_2D_smooth_color_vert_glsl,
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|             .frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl,
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|         },
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|     [GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE] =
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|         {
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|             .name = "GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE",
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|             .vert = datatoc_gpu_shader_2D_image_vert_glsl,
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|             .frag = datatoc_gpu_shader_image_overlays_merge_frag_glsl,
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|         },
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|     [GPU_SHADER_2D_IMAGE_OVERLAYS_STEREO_MERGE] =
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|         {
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|             .name = "GPU_SHADER_2D_IMAGE_OVERLAYS_STEREO_MERGE",
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|             .vert = datatoc_gpu_shader_2D_vert_glsl,
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|             .frag = datatoc_gpu_shader_image_overlays_stereo_merge_frag_glsl,
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|         },
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|     [GPU_SHADER_2D_IMAGE] =
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|         {
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|             .name = "GPU_SHADER_2D_IMAGE",
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|             .vert = datatoc_gpu_shader_2D_image_vert_glsl,
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|             .frag = datatoc_gpu_shader_image_frag_glsl,
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|         },
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|     [GPU_SHADER_2D_IMAGE_COLOR] =
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|         {
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|             .name = "GPU_SHADER_2D_IMAGE_COLOR",
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|             .vert = datatoc_gpu_shader_2D_image_vert_glsl,
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|             .frag = datatoc_gpu_shader_image_color_frag_glsl,
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|         },
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|     [GPU_SHADER_2D_IMAGE_DESATURATE_COLOR] =
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|         {
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|             .name = "GPU_SHADER_2D_IMAGE_DESATURATE_COLOR",
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|             .vert = datatoc_gpu_shader_2D_image_vert_glsl,
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|             .frag = datatoc_gpu_shader_image_desaturate_frag_glsl,
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|         },
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|     [GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR] =
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|         {
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|             .name = "GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR",
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|             .vert = datatoc_gpu_shader_2D_image_vert_glsl,
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|             .frag = datatoc_gpu_shader_image_shuffle_color_frag_glsl,
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|         },
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|     [GPU_SHADER_2D_IMAGE_RECT_COLOR] =
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|         {
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|             .name = "GPU_SHADER_2D_IMAGE_RECT_COLOR",
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|             .vert = datatoc_gpu_shader_2D_image_rect_vert_glsl,
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|             .frag = datatoc_gpu_shader_image_color_frag_glsl,
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|         },
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|     [GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR] =
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|         {
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|             .name = "GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR",
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|             .vert = datatoc_gpu_shader_2D_image_multi_rect_vert_glsl,
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|             .frag = datatoc_gpu_shader_image_varying_color_frag_glsl,
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|         },
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| 
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|     [GPU_SHADER_3D_UNIFORM_COLOR] =
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|         {
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|             .name = "GPU_SHADER_3D_UNIFORM_COLOR",
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|             .vert = datatoc_gpu_shader_3D_vert_glsl,
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|             .frag = datatoc_gpu_shader_uniform_color_frag_glsl,
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|         },
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|     [GPU_SHADER_3D_FLAT_COLOR] =
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|         {
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|             .name = "GPU_SHADER_3D_FLAT_COLOR",
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|             .vert = datatoc_gpu_shader_3D_flat_color_vert_glsl,
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|             .frag = datatoc_gpu_shader_flat_color_frag_glsl,
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|         },
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|     [GPU_SHADER_3D_SMOOTH_COLOR] =
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|         {
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|             .name = "GPU_SHADER_3D_SMOOTH_COLOR",
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|             .vert = datatoc_gpu_shader_3D_smooth_color_vert_glsl,
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|             .frag = datatoc_gpu_shader_3D_smooth_color_frag_glsl,
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|         },
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|     [GPU_SHADER_3D_DEPTH_ONLY] =
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|         {
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|             .name = "GPU_SHADER_3D_DEPTH_ONLY",
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|             .vert = datatoc_gpu_shader_3D_vert_glsl,
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|             .frag = datatoc_gpu_shader_depth_only_frag_glsl,
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|         },
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|     [GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR] =
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|         {
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|             .name = "GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR",
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|             .vert = datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl,
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|             .frag = datatoc_gpu_shader_uniform_color_frag_glsl,
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|         },
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| 
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|     [GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR] =
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|         {
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|             .name = "GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR",
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|             .vert = datatoc_gpu_shader_3D_polyline_vert_glsl,
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|             .geom = datatoc_gpu_shader_3D_polyline_geom_glsl,
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|             .frag = datatoc_gpu_shader_3D_polyline_frag_glsl,
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|             .defs = "#define UNIFORM\n",
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|         },
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|     [GPU_SHADER_3D_POLYLINE_CLIPPED_UNIFORM_COLOR] =
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|         {
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|             .name = "GPU_SHADER_3D_POLYLINE_CLIPPED_UNIFORM_COLOR",
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|             .vert = datatoc_gpu_shader_3D_polyline_vert_glsl,
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|             .geom = datatoc_gpu_shader_3D_polyline_geom_glsl,
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|             .frag = datatoc_gpu_shader_3D_polyline_frag_glsl,
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|             .defs = "#define UNIFORM\n"
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|                     "#define CLIP\n",
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|         },
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|     [GPU_SHADER_3D_POLYLINE_FLAT_COLOR] =
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|         {
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|             .name = "GPU_SHADER_3D_POLYLINE_FLAT_COLOR",
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|             .vert = datatoc_gpu_shader_3D_polyline_vert_glsl,
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|             .geom = datatoc_gpu_shader_3D_polyline_geom_glsl,
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|             .frag = datatoc_gpu_shader_3D_polyline_frag_glsl,
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|             .defs = "#define FLAT\n",
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|         },
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|     [GPU_SHADER_3D_POLYLINE_SMOOTH_COLOR] =
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|         {
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|             .name = "GPU_SHADER_3D_POLYLINE_SMOOTH_COLOR",
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|             .vert = datatoc_gpu_shader_3D_polyline_vert_glsl,
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|             .geom = datatoc_gpu_shader_3D_polyline_geom_glsl,
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|             .frag = datatoc_gpu_shader_3D_polyline_frag_glsl,
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|             .defs = "#define SMOOTH\n",
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|         },
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| 
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|     [GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR] =
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|         {
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|             .name = "GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR",
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|             .vert = datatoc_gpu_shader_2D_line_dashed_uniform_color_vert_glsl,
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|             .frag = datatoc_gpu_shader_2D_line_dashed_frag_glsl,
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|         },
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|     [GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR] =
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|         {
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|             .name = "GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR",
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|             .vert = datatoc_gpu_shader_3D_line_dashed_uniform_color_vert_glsl,
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|             .frag = datatoc_gpu_shader_2D_line_dashed_frag_glsl,
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|         },
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| 
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|     [GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR] =
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|         {
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|             .name = "GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR",
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|             .vert = datatoc_gpu_shader_2D_vert_glsl,
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|             .frag = datatoc_gpu_shader_point_uniform_color_frag_glsl,
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|         },
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|     [GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR] =
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|         {
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|             .name = "GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR",
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|             .vert = datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl,
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|             .frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
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|         },
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|     [GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] =
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|         {
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|             .name = "GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA",
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|             .vert = datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl,
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|             .frag = datatoc_gpu_shader_point_uniform_color_aa_frag_glsl,
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|         },
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|     [GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] =
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|         {
 | |
|             .name = "GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA",
 | |
|             .vert = datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl,
 | |
|             .frag = datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl,
 | |
|         },
 | |
|     [GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA] =
 | |
|         {
 | |
|             .name = "GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA",
 | |
|             .vert = datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl,
 | |
|             .frag = datatoc_gpu_shader_point_varying_color_outline_aa_frag_glsl,
 | |
|         },
 | |
|     [GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR] =
 | |
|         {
 | |
|             .name = "GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR",
 | |
|             .vert = datatoc_gpu_shader_3D_vert_glsl,
 | |
|             .frag = datatoc_gpu_shader_point_uniform_color_frag_glsl,
 | |
|         },
 | |
|     [GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR] =
 | |
|         {
 | |
|             .name = "GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR",
 | |
|             .vert = datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl,
 | |
|             .frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
 | |
|         },
 | |
|     [GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR] =
 | |
|         {
 | |
|             .name = "GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR",
 | |
|             .vert = datatoc_gpu_shader_3D_point_varying_size_vert_glsl,
 | |
|             .frag = datatoc_gpu_shader_point_uniform_color_frag_glsl,
 | |
|         },
 | |
|     [GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR] =
 | |
|         {
 | |
|             .name = "GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR",
 | |
|             .vert = datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl,
 | |
|             .frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
 | |
|         },
 | |
|     [GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] =
 | |
|         {
 | |
|             .name = "GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA",
 | |
|             .vert = datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl,
 | |
|             .frag = datatoc_gpu_shader_point_uniform_color_aa_frag_glsl,
 | |
|         },
 | |
|     [GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] =
 | |
|         {
 | |
|             .name = "GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA",
 | |
|             .vert = datatoc_gpu_shader_3D_point_uniform_size_outline_aa_vert_glsl,
 | |
|             .frag = datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl,
 | |
|         },
 | |
| 
 | |
|     [GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE] =
 | |
|         {
 | |
|             .name = "GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE",
 | |
|             .vert = datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl,
 | |
|             .frag = datatoc_gpu_shader_flat_color_frag_glsl,
 | |
|             .defs = "#define UNIFORM_SCALE\n",
 | |
|         },
 | |
| 
 | |
|     [GPU_SHADER_2D_AREA_EDGES] =
 | |
|         {
 | |
|             .name = "GPU_SHADER_2D_AREA_EDGES",
 | |
|             .vert = datatoc_gpu_shader_2D_area_borders_vert_glsl,
 | |
|             .frag = datatoc_gpu_shader_2D_area_borders_frag_glsl,
 | |
|         },
 | |
|     [GPU_SHADER_2D_WIDGET_BASE] =
 | |
|         {
 | |
|             .name = "GPU_SHADER_2D_WIDGET_BASE",
 | |
|             .vert = datatoc_gpu_shader_2D_widget_base_vert_glsl,
 | |
|             .frag = datatoc_gpu_shader_2D_widget_base_frag_glsl,
 | |
|         },
 | |
|     [GPU_SHADER_2D_WIDGET_BASE_INST] =
 | |
|         {
 | |
|             .name = "GPU_SHADER_2D_WIDGET_BASE_INST",
 | |
|             .vert = datatoc_gpu_shader_2D_widget_base_vert_glsl,
 | |
|             .frag = datatoc_gpu_shader_2D_widget_base_frag_glsl,
 | |
|             .defs = "#define USE_INSTANCE\n",
 | |
|         },
 | |
|     [GPU_SHADER_2D_WIDGET_SHADOW] =
 | |
|         {
 | |
|             .name = "GPU_SHADER_2D_WIDGET_SHADOW",
 | |
|             .vert = datatoc_gpu_shader_2D_widget_shadow_vert_glsl,
 | |
|             .frag = datatoc_gpu_shader_2D_widget_shadow_frag_glsl,
 | |
|         },
 | |
|     [GPU_SHADER_2D_NODELINK] =
 | |
|         {
 | |
|             .name = "GPU_SHADER_2D_NODELINK",
 | |
|             .vert = datatoc_gpu_shader_2D_nodelink_vert_glsl,
 | |
|             .frag = datatoc_gpu_shader_2D_nodelink_frag_glsl,
 | |
|         },
 | |
|     [GPU_SHADER_2D_NODELINK_INST] =
 | |
|         {
 | |
|             .name = "GPU_SHADER_2D_NODELINK_INST",
 | |
|             .vert = datatoc_gpu_shader_2D_nodelink_vert_glsl,
 | |
|             .frag = datatoc_gpu_shader_2D_nodelink_frag_glsl,
 | |
|             .defs = "#define USE_INSTANCE\n",
 | |
|         },
 | |
| 
 | |
|     [GPU_SHADER_2D_UV_UNIFORM_COLOR] =
 | |
|         {
 | |
|             .name = "GPU_SHADER_2D_UV_UNIFORM_COLOR",
 | |
|             .vert = datatoc_gpu_shader_2D_vert_glsl,
 | |
|             .frag = datatoc_gpu_shader_uniform_color_frag_glsl,
 | |
|             .defs = "#define UV_POS\n",
 | |
|         },
 | |
|     [GPU_SHADER_2D_UV_VERTS] =
 | |
|         {
 | |
|             .name = "GPU_SHADER_2D_UV_VERTS",
 | |
|             .vert = datatoc_gpu_shader_2D_edituvs_points_vert_glsl,
 | |
|             .frag = datatoc_gpu_shader_point_varying_color_varying_outline_aa_frag_glsl,
 | |
|         },
 | |
|     [GPU_SHADER_2D_UV_FACEDOTS] =
 | |
|         {
 | |
|             .name = "GPU_SHADER_2D_UV_FACEDOTS",
 | |
|             .vert = datatoc_gpu_shader_2D_edituvs_facedots_vert_glsl,
 | |
|             .frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
 | |
|         },
 | |
|     [GPU_SHADER_2D_UV_EDGES] =
 | |
|         {
 | |
|             .name = "GPU_SHADER_2D_UV_EDGES",
 | |
|             .vert = datatoc_gpu_shader_2D_edituvs_edges_vert_glsl,
 | |
|             .frag = datatoc_gpu_shader_2D_edituvs_edges_frag_glsl,
 | |
|         },
 | |
|     [GPU_SHADER_2D_UV_EDGES_SMOOTH] =
 | |
|         {
 | |
|             .name = "GPU_SHADER_2D_UV_EDGES_SMOOTH",
 | |
|             .vert = datatoc_gpu_shader_2D_edituvs_edges_vert_glsl,
 | |
|             .frag = datatoc_gpu_shader_2D_edituvs_edges_frag_glsl,
 | |
|             .defs = "#define SMOOTH_COLOR\n",
 | |
|         },
 | |
|     [GPU_SHADER_2D_UV_FACES] =
 | |
|         {
 | |
|             .name = "GPU_SHADER_2D_UV_FACES",
 | |
|             .vert = datatoc_gpu_shader_2D_edituvs_faces_vert_glsl,
 | |
|             .frag = datatoc_gpu_shader_flat_color_frag_glsl,
 | |
|         },
 | |
|     [GPU_SHADER_2D_UV_FACES_STRETCH_AREA] =
 | |
|         {
 | |
|             .name = "GPU_SHADER_2D_UV_FACES_STRETCH_AREA",
 | |
|             .vert = datatoc_gpu_shader_2D_edituvs_stretch_vert_glsl,
 | |
|             .frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl,
 | |
|         },
 | |
|     [GPU_SHADER_2D_UV_FACES_STRETCH_ANGLE] =
 | |
|         {
 | |
|             .name = "GPU_SHADER_2D_UV_FACES_STRETCH_ANGLE",
 | |
|             .vert = datatoc_gpu_shader_2D_edituvs_stretch_vert_glsl,
 | |
|             .frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl,
 | |
|             .defs = "#define STRETCH_ANGLE\n",
 | |
|         },
 | |
| 
 | |
|     [GPU_SHADER_GPENCIL_STROKE] =
 | |
|         {
 | |
|             .name = "GPU_SHADER_GPENCIL_STROKE",
 | |
|             .vert = datatoc_gpu_shader_gpencil_stroke_vert_glsl,
 | |
|             .geom = datatoc_gpu_shader_gpencil_stroke_geom_glsl,
 | |
|             .frag = datatoc_gpu_shader_gpencil_stroke_frag_glsl,
 | |
|         },
 | |
| };
 | |
| 
 | |
| GPUShader *GPU_shader_get_builtin_shader_with_config(eGPUBuiltinShader shader,
 | |
|                                                      eGPUShaderConfig sh_cfg)
 | |
| {
 | |
|   BLI_assert(shader < GPU_SHADER_BUILTIN_LEN);
 | |
|   BLI_assert(sh_cfg < GPU_SHADER_CFG_LEN);
 | |
|   GPUShader **sh_p = &builtin_shaders[sh_cfg][shader];
 | |
| 
 | |
|   if (*sh_p == NULL) {
 | |
|     const GPUShaderStages *stages = &builtin_shader_stages[shader];
 | |
| 
 | |
|     /* common case */
 | |
|     if (sh_cfg == GPU_SHADER_CFG_DEFAULT) {
 | |
|       *sh_p = GPU_shader_create_from_arrays_named(
 | |
|           stages->name,
 | |
|           {
 | |
|               .vert = (const char *[]){stages->vert, NULL},
 | |
|               .geom = (const char *[]){stages->geom, NULL},
 | |
|               .frag = (const char *[]){datatoc_gpu_shader_colorspace_lib_glsl, stages->frag, NULL},
 | |
|               .defs = (const char *[]){stages->defs, NULL},
 | |
|           });
 | |
|     }
 | |
|     else if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
 | |
|       /* Remove eventually, for now ensure support for each shader has been added. */
 | |
|       BLI_assert(ELEM(shader,
 | |
|                       GPU_SHADER_3D_UNIFORM_COLOR,
 | |
|                       GPU_SHADER_3D_SMOOTH_COLOR,
 | |
|                       GPU_SHADER_3D_DEPTH_ONLY,
 | |
|                       GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE,
 | |
|                       GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA,
 | |
|                       GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
 | |
|                       GPU_SHADER_3D_FLAT_COLOR,
 | |
|                       GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR));
 | |
|       const char *world_clip_lib = datatoc_gpu_shader_cfg_world_clip_lib_glsl;
 | |
|       const char *world_clip_def = "#define USE_WORLD_CLIP_PLANES\n";
 | |
|       /* In rare cases geometry shaders calculate clipping themselves. */
 | |
|       *sh_p = GPU_shader_create_from_arrays_named(
 | |
|           stages->name,
 | |
|           {
 | |
|               .vert = (const char *[]){world_clip_lib, stages->vert, NULL},
 | |
|               .geom = (const char *[]){stages->geom ? world_clip_lib : NULL, stages->geom, NULL},
 | |
|               .frag = (const char *[]){datatoc_gpu_shader_colorspace_lib_glsl, stages->frag, NULL},
 | |
|               .defs = (const char *[]){world_clip_def, stages->defs, NULL},
 | |
|           });
 | |
|     }
 | |
|     else {
 | |
|       BLI_assert(0);
 | |
|     }
 | |
|   }
 | |
| 
 | |
|   return *sh_p;
 | |
| }
 | |
| 
 | |
| GPUShader *GPU_shader_get_builtin_shader(eGPUBuiltinShader shader)
 | |
| {
 | |
|   return GPU_shader_get_builtin_shader_with_config(shader, GPU_SHADER_CFG_DEFAULT);
 | |
| }
 | |
| 
 | |
| void GPU_shader_get_builtin_shader_code(eGPUBuiltinShader shader,
 | |
|                                         const char **r_vert,
 | |
|                                         const char **r_frag,
 | |
|                                         const char **r_geom,
 | |
|                                         const char **r_defines)
 | |
| {
 | |
|   const GPUShaderStages *stages = &builtin_shader_stages[shader];
 | |
|   *r_vert = stages->vert;
 | |
|   *r_frag = stages->frag;
 | |
|   *r_geom = stages->geom;
 | |
|   *r_defines = stages->defs;
 | |
| }
 | |
| 
 | |
| void GPU_shader_free_builtin_shaders(void)
 | |
| {
 | |
|   for (int i = 0; i < GPU_SHADER_CFG_LEN; i++) {
 | |
|     for (int j = 0; j < GPU_SHADER_BUILTIN_LEN; j++) {
 | |
|       if (builtin_shaders[i][j]) {
 | |
|         GPU_shader_free(builtin_shaders[i][j]);
 | |
|         builtin_shaders[i][j] = NULL;
 | |
|       }
 | |
|     }
 | |
|   }
 | |
| }
 |