This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/draw/intern/draw_shader.h
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
- 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
2022-02-11 09:14:36 +11:00

32 lines
676 B
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2021 Blender Foundation. All rights reserved. */
/** \file
* \ingroup draw
*/
#pragma once
#include "draw_hair_private.h"
#ifdef __cplusplus
extern "C" {
#endif
struct GPUShader;
typedef enum eParticleRefineShaderType {
PART_REFINE_SHADER_TRANSFORM_FEEDBACK,
PART_REFINE_SHADER_TRANSFORM_FEEDBACK_WORKAROUND,
PART_REFINE_SHADER_COMPUTE,
} eParticleRefineShaderType;
/* draw_shader.c */
struct GPUShader *DRW_shader_hair_refine_get(ParticleRefineShader refinement,
eParticleRefineShaderType sh_type);
void DRW_shaders_free(void);
#ifdef __cplusplus
}
#endif