147 lines
3.4 KiB
GLSL
147 lines
3.4 KiB
GLSL
#define COMMON_GLOBALS_LIB
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/* keep in sync with GlobalsUboStorage */
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layout(std140) uniform globalsBlock
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{
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vec4 colorWire;
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vec4 colorWireEdit;
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vec4 colorActive;
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vec4 colorSelect;
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vec4 colorDupliSelect;
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vec4 colorDupli;
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vec4 colorLibrarySelect;
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vec4 colorLibrary;
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vec4 colorTransform;
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vec4 colorLight;
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vec4 colorSpeaker;
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vec4 colorCamera;
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vec4 colorCameraPath;
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vec4 colorEmpty;
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vec4 colorVertex;
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vec4 colorVertexSelect;
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vec4 colorVertexUnreferenced;
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vec4 colorVertexMissingData;
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vec4 colorEditMeshActive;
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vec4 colorEdgeSelect;
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vec4 colorEdgeSeam;
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vec4 colorEdgeSharp;
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vec4 colorEdgeCrease;
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vec4 colorEdgeBWeight;
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vec4 colorEdgeFaceSelect;
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vec4 colorEdgeFreestyle;
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vec4 colorFace;
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vec4 colorFaceSelect;
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vec4 colorFaceFreestyle;
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vec4 colorGpencilVertex;
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vec4 colorGpencilVertexSelect;
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vec4 colorNormal;
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vec4 colorVNormal;
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vec4 colorLNormal;
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vec4 colorFaceDot;
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vec4 colorSkinRoot;
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vec4 colorDeselect;
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vec4 colorOutline;
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vec4 colorLightNoAlpha;
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vec4 colorBackground;
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vec4 colorBackgroundGradient;
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vec4 colorCheckerPrimary;
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vec4 colorCheckerSecondary;
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vec4 colorClippingBorder;
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vec4 colorEditMeshMiddle;
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vec4 colorHandleFree;
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vec4 colorHandleAuto;
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vec4 colorHandleVect;
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vec4 colorHandleAlign;
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vec4 colorHandleAutoclamp;
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vec4 colorHandleSelFree;
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vec4 colorHandleSelAuto;
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vec4 colorHandleSelVect;
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vec4 colorHandleSelAlign;
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vec4 colorHandleSelAutoclamp;
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vec4 colorNurbUline;
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vec4 colorNurbVline;
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vec4 colorNurbSelUline;
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vec4 colorNurbSelVline;
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vec4 colorActiveSpline;
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vec4 colorBonePose;
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vec4 colorBonePoseActive;
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vec4 colorBonePoseActiveUnsel;
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vec4 colorBonePoseConstraint;
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vec4 colorBonePoseIK;
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vec4 colorBonePoseSplineIK;
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vec4 colorBonePoseTarget;
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vec4 colorBoneSolid;
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vec4 colorBoneLocked;
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vec4 colorBoneActive;
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vec4 colorBoneActiveUnsel;
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vec4 colorBoneSelect;
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vec4 colorBoneIKLine;
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vec4 colorBoneIKLineNoTarget;
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vec4 colorBoneIKLineSpline;
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vec4 colorText;
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vec4 colorTextHi;
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vec4 colorBundleSolid;
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vec4 colorMballRadius;
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vec4 colorMballRadiusSelect;
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vec4 colorMballStiffness;
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vec4 colorMballStiffnessSelect;
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vec4 colorCurrentFrame;
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vec4 colorGrid;
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vec4 colorGridEmphasis;
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vec4 colorGridAxisX;
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vec4 colorGridAxisY;
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vec4 colorGridAxisZ;
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vec4 colorFaceBack;
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vec4 colorFaceFront;
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vec4 colorUVShadow;
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vec4 screenVecs[2];
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vec4 sizeViewport; /* Inverted size in zw. */
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float sizePixel; /* This one is for dpi scaling */
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float pixelFac; /* To use with mul_project_m4_v3_zfac() */
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float sizeObjectCenter;
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float sizeLightCenter;
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float sizeLightCircle;
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float sizeLightCircleShadow;
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float sizeVertex;
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float sizeEdge;
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float sizeEdgeFix;
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float sizeFaceDot;
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float sizeChecker;
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float sizeVertexGpencil;
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};
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#define sizeViewportInv (sizeViewport.zw)
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/* See: 'draw_cache_impl.h' for matching includes. */
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#define VERT_GPENCIL_BEZT_HANDLE (1 << 30)
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/* data[0] (1st byte flags) */
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#define FACE_ACTIVE (1 << 0)
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#define FACE_SELECTED (1 << 1)
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#define FACE_FREESTYLE (1 << 2)
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#define VERT_UV_SELECT (1 << 3)
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#define VERT_UV_PINNED (1 << 4)
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#define EDGE_UV_SELECT (1 << 5)
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#define FACE_UV_ACTIVE (1 << 6)
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#define FACE_UV_SELECT (1 << 7)
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/* data[1] (2st byte flags) */
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#define VERT_ACTIVE (1 << 0)
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#define VERT_SELECTED (1 << 1)
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#define VERT_SELECTED_BEZT_HANDLE (1 << 2)
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#define EDGE_ACTIVE (1 << 3)
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#define EDGE_SELECTED (1 << 4)
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#define EDGE_SEAM (1 << 5)
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#define EDGE_SHARP (1 << 6)
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#define EDGE_FREESTYLE (1 << 7)
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