Instead of doing a lot of alpha blended drawing with jittering, use the fragment shader to do the masking using a circle mask. This is much simpler and requires much less resources. Hopefully this may solve the issue we have with the Intels UHD Graphics 620 on linux.
259 lines
10 KiB
CMake
259 lines
10 KiB
CMake
# ***** BEGIN GPL LICENSE BLOCK *****
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#
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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) 2006, Blender Foundation
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# All rights reserved.
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#
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# The Original Code is: all of this file.
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#
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# Contributor(s): Jacques Beaurain.
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#
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# ***** END GPL LICENSE BLOCK *****
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# WITH_OPENGL limits the visibility of the opengl headers to just GPU and bg_gpu,
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# to more easily highlight codepadths in other libraries that need to be refactored,
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# bf_gpu is allowed to have opengl regardless of this option.
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if(NOT WITH_OPENGL)
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add_definitions(-DWITH_OPENGL)
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endif()
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set(INC
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.
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../blenkernel
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../blenlib
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../bmesh
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../imbuf
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../makesdna
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../makesrna
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../draw
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../editors/include
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# For node muting stuff...
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../nodes
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../nodes/intern
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../../../intern/glew-mx
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../../../intern/guardedalloc
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../../../intern/smoke/extern
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)
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set(INC_SYS
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${GLEW_INCLUDE_PATH}
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)
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set(SRC
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intern/gpu_attr_binding.c
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intern/gpu_batch.c
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intern/gpu_batch_presets.c
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intern/gpu_batch_utils.c
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intern/gpu_buffers.c
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intern/gpu_codegen.c
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intern/gpu_context.cpp
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intern/gpu_debug.c
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intern/gpu_draw.c
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intern/gpu_element.c
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intern/gpu_extensions.c
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intern/gpu_framebuffer.c
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intern/gpu_immediate.c
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intern/gpu_immediate_util.c
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intern/gpu_init_exit.c
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intern/gpu_material.c
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intern/gpu_matrix.c
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intern/gpu_primitive.c
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intern/gpu_select.c
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intern/gpu_select_pick.c
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intern/gpu_select_sample_query.c
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intern/gpu_shader.c
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intern/gpu_shader_interface.c
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intern/gpu_state.c
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intern/gpu_texture.c
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intern/gpu_uniformbuffer.c
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intern/gpu_vertex_buffer.c
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intern/gpu_vertex_format.c
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intern/gpu_viewport.c
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GPU_attr_binding.h
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GPU_batch.h
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GPU_batch_presets.h
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GPU_batch_utils.h
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GPU_buffers.h
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GPU_common.h
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GPU_context.h
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GPU_debug.h
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GPU_draw.h
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GPU_element.h
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GPU_extensions.h
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GPU_framebuffer.h
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GPU_glew.h
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GPU_immediate.h
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GPU_immediate_util.h
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GPU_init_exit.h
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GPU_legacy_stubs.h
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GPU_material.h
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GPU_matrix.h
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GPU_primitive.h
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GPU_select.h
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GPU_shader.h
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GPU_shader_interface.h
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GPU_state.h
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GPU_texture.h
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GPU_uniformbuffer.h
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GPU_vertex_buffer.h
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GPU_vertex_format.h
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GPU_viewport.h
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intern/gpu_attr_binding_private.h
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intern/gpu_batch_private.h
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intern/gpu_codegen.h
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intern/gpu_context_private.h
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intern/gpu_primitive_private.h
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intern/gpu_private.h
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intern/gpu_select_private.h
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intern/gpu_shader_private.h
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intern/gpu_vertex_format_private.h
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)
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data_to_c_simple(shaders/gpu_shader_depth_only_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_uniform_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_checker_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_diag_stripes_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_simple_lighting_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_simple_lighting_smooth_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_simple_lighting_smooth_color_alpha_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_flat_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_flat_id_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_area_borders_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_area_borders_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_widget_base_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_widget_base_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_widget_shadow_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_widget_shadow_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_nodelink_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_nodelink_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_flat_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_line_dashed_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_line_dashed_geom.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_smooth_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_smooth_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_smooth_color_dithered_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_image_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_image_rect_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_image_multi_rect_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_desaturate_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_linear_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_shuffle_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_mask_uniform_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_modulate_alpha_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_alpha_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_varying_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_depth_linear_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_depth_copy_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_interlace_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_multisample_resolve_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_image_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_normal_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_line_dashed_uniform_color_legacy_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_line_dashed_uniform_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_smooth_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_normal_smooth_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_smooth_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_passthrough_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_instance_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_instance_variying_size_variying_id_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_instance_objectspace_variying_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_instance_screenspace_variying_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_instance_screen_aligned_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_instance_camera_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_instance_distance_line_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_instance_edges_variying_color_geom.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_instance_edges_variying_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_groundline_geom.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_groundpoint_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_point_uniform_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_point_uniform_color_aa_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_point_varying_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_edituvs_points_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_edituvs_facedots_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_edituvs_edges_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_edituvs_faces_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_edituvs_stretch_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_geom.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_legacy_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_edges_front_back_ortho_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_edges_overlay_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_edges_overlay_geom.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_edges_overlay_simple_geom.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_edges_overlay_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_text_simple_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_text_simple_geom.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_text_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_text_geom.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_text_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_keyframe_diamond_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_keyframe_diamond_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_geometry.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_material.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_gpencil_stroke_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_gpencil_stroke_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_gpencil_stroke_geom.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_gpencil_fill_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_gpencil_fill_frag.glsl SRC)
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if(WITH_MOD_SMOKE)
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add_definitions(-DWITH_SMOKE)
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endif()
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add_definitions(${GL_DEFINITIONS})
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if(WITH_IMAGE_DDS)
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add_definitions(-DWITH_DDS)
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endif()
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blender_add_lib(bf_gpu "${SRC}" "${INC}" "${INC_SYS}")
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