Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
30 lines
1000 B
C++
30 lines
1000 B
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2022 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup gpu
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*/
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#include "gpu_shader_create_info.hh"
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GPU_SHADER_INTERFACE_INFO(text_iface, "")
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.flat(Type::VEC4, "color_flat")
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.no_perspective(Type::VEC2, "texCoord_interp")
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.flat(Type::INT, "glyph_offset")
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.flat(Type::IVEC2, "glyph_dim")
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.flat(Type::INT, "interp_size");
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GPU_SHADER_CREATE_INFO(gpu_shader_text)
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.vertex_in(0, Type::VEC4, "pos")
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.vertex_in(1, Type::VEC4, "col")
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.vertex_in(2, Type ::IVEC2, "glyph_size")
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.vertex_in(3, Type ::INT, "offset")
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.vertex_out(text_iface)
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.fragment_out(0, Type::VEC4, "fragColor")
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.push_constant(Type::MAT4, "ModelViewProjectionMatrix")
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.sampler(0, ImageType::FLOAT_2D, "glyph", Frequency::PASS)
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.vertex_source("gpu_shader_text_vert.glsl")
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.fragment_source("gpu_shader_text_frag.glsl")
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.additional_info("gpu_srgb_to_framebuffer_space")
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.do_static_compilation(true);
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