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blender-archive/source/blender/gpu/shaders/infos/gpu_shader_text_info.hh
Campbell Barton c434782e3a File headers: SPDX License migration
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
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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
2022-02-11 09:14:36 +11:00

30 lines
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C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2022 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#include "gpu_shader_create_info.hh"
GPU_SHADER_INTERFACE_INFO(text_iface, "")
.flat(Type::VEC4, "color_flat")
.no_perspective(Type::VEC2, "texCoord_interp")
.flat(Type::INT, "glyph_offset")
.flat(Type::IVEC2, "glyph_dim")
.flat(Type::INT, "interp_size");
GPU_SHADER_CREATE_INFO(gpu_shader_text)
.vertex_in(0, Type::VEC4, "pos")
.vertex_in(1, Type::VEC4, "col")
.vertex_in(2, Type ::IVEC2, "glyph_size")
.vertex_in(3, Type ::INT, "offset")
.vertex_out(text_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.push_constant(Type::MAT4, "ModelViewProjectionMatrix")
.sampler(0, ImageType::FLOAT_2D, "glyph", Frequency::PASS)
.vertex_source("gpu_shader_text_vert.glsl")
.fragment_source("gpu_shader_text_frag.glsl")
.additional_info("gpu_srgb_to_framebuffer_space")
.do_static_compilation(true);