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
21 lines
873 B
C++
21 lines
873 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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#pragma once
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#include "gpu_shader_create_info.hh"
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GPU_SHADER_INTERFACE_INFO(flat_color_iface, "").flat(Type::VEC4, "finalColor");
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GPU_SHADER_INTERFACE_INFO(no_perspective_color_iface, "").no_perspective(Type::VEC4, "finalColor");
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GPU_SHADER_INTERFACE_INFO(smooth_color_iface, "").smooth(Type::VEC4, "finalColor");
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GPU_SHADER_INTERFACE_INFO(smooth_tex_coord_interp_iface, "").smooth(Type::VEC2, "texCoord_interp");
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GPU_SHADER_INTERFACE_INFO(smooth_radii_iface, "").smooth(Type::VEC2, "radii");
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GPU_SHADER_INTERFACE_INFO(smooth_radii_outline_iface, "").smooth(Type::VEC4, "radii");
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GPU_SHADER_INTERFACE_INFO(flat_color_smooth_tex_coord_interp_iface, "")
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.flat(Type::VEC4, "finalColor")
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.smooth(Type::VEC2, "texCoord_interp");
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