This patch converts GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR shader to use the GPUShaderCreateInfo pattern. It can be used as a reference when converting other shaders. In this special case the flat uniform vector cannot be used anymore as it doesn't fit as push constants. To solve this a uniform buffer is used.
37 lines
1.5 KiB
C++
37 lines
1.5 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) 2022 Blender Foundation.
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* All rights reserved.
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*/
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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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