
This patch adds support for AOVs in EEVEE. AOV Outputs can be defined in the render pass tab and used in shader materials. Both Object and World based shaders are supported. The AOV can be previewed in the viewport using the renderpass selector in the shading popover. AOV names that conflict with other AOVs are automatically corrected. AOV conflicts with render passes get a warning icon. The reason behind this is that changing render engines/passes can change the conflict, but you might not notice it. Changing this automatically would also make the materials incorrect, so best to leave this to the user. **Implementation** The patch adds a copies the AOV structures of Cycles into Blender. The goal is that the Cycles will use Blenders AOV defintions. In the Blender kernel (`layer.c`) the logic of these structures are implemented. The GLSL shader of any GPUMaterial can hold multiple outputs (the main output and the AOV outputs) based on the renderPassUBO the right output is selected. This selection uses an hash that encodes the AOV structure. The full AOV needed to be encoded when actually drawing the material pass as the AOV type changes the behavior of the AOV. This isn't known yet when the GLSL is compiled. **Future Developments** * The AOV definitions in the render layer panel isn't shared with Cycles. Cycles should be migrated to use the same viewlayer aovs. During a previous attempt this failed as the AOV validation in cycles and in Blender have implementation differences what made it crash when an aov name was invalid. This could be fixed by extending the external render engine API. * Add support to Cycles to render AOVs in the 3d viewport. * Use a drop down list for selecting AOVs in the AOV Output node. * Give user feedback when multiple AOV output nodes with the same AOV name exists in the same shader. * Fix viewing single channel images in the image editor [T83314] * Reduce viewport render time by only render needed draw passes. [T83316] Reviewed By: Brecht van Lommel, Clément Foucault Differential Revision: https://developer.blender.org/D7010
401 lines
17 KiB
CMake
401 lines
17 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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# ***** 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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intern
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opengl
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../blenkernel
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../blenlib
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../bmesh
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../draw
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../imbuf
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../makesdna
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../makesrna
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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/clog
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../../../intern/ghost
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../../../intern/glew-mx
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../../../intern/guardedalloc
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../../../intern/mantaflow/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_batch.cc
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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_capabilities.cc
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intern/gpu_codegen.c
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intern/gpu_context.cc
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intern/gpu_debug.cc
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intern/gpu_drawlist.cc
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intern/gpu_framebuffer.cc
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intern/gpu_immediate.cc
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intern/gpu_immediate_util.c
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intern/gpu_index_buffer.cc
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intern/gpu_init_exit.c
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intern/gpu_material.c
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intern/gpu_material_library.c
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intern/gpu_matrix.cc
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intern/gpu_node_graph.c
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intern/gpu_platform.cc
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intern/gpu_query.cc
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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.cc
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intern/gpu_shader.cc
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intern/gpu_shader_builtin.c
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intern/gpu_shader_interface.cc
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intern/gpu_state.cc
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intern/gpu_texture.cc
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intern/gpu_uniform_buffer.cc
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intern/gpu_vertex_buffer.cc
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intern/gpu_vertex_format.cc
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intern/gpu_viewport.c
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opengl/gl_backend.cc
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opengl/gl_batch.cc
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opengl/gl_context.cc
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opengl/gl_debug.cc
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opengl/gl_debug_layer.cc
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opengl/gl_drawlist.cc
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opengl/gl_framebuffer.cc
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opengl/gl_immediate.cc
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opengl/gl_index_buffer.cc
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opengl/gl_query.cc
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opengl/gl_shader.cc
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opengl/gl_shader_interface.cc
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opengl/gl_state.cc
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opengl/gl_texture.cc
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opengl/gl_uniform_buffer.cc
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opengl/gl_vertex_array.cc
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opengl/gl_vertex_buffer.cc
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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_capabilities.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_drawlist.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_index_buffer.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_platform.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_state.h
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GPU_texture.h
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GPU_uniform_buffer.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_backend.hh
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intern/gpu_batch_private.hh
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intern/gpu_capabilities_private.hh
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intern/gpu_codegen.h
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intern/gpu_context_private.hh
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intern/gpu_debug_private.hh
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intern/gpu_drawlist_private.hh
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intern/gpu_framebuffer_private.hh
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intern/gpu_immediate_private.hh
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intern/gpu_index_buffer_private.hh
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intern/gpu_material_library.h
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intern/gpu_matrix_private.h
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intern/gpu_node_graph.h
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intern/gpu_platform_private.hh
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intern/gpu_private.h
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intern/gpu_query.hh
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intern/gpu_select_private.h
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intern/gpu_shader_interface.hh
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intern/gpu_shader_private.hh
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intern/gpu_state_private.hh
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intern/gpu_texture_private.hh
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intern/gpu_uniform_buffer_private.hh
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intern/gpu_vertex_buffer_private.hh
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intern/gpu_vertex_format_private.h
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opengl/gl_backend.hh
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opengl/gl_batch.hh
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opengl/gl_context.hh
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opengl/gl_debug.hh
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opengl/gl_drawlist.hh
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opengl/gl_framebuffer.hh
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opengl/gl_immediate.hh
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opengl/gl_index_buffer.hh
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opengl/gl_primitive.hh
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opengl/gl_query.hh
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opengl/gl_shader.hh
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opengl/gl_shader_interface.hh
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opengl/gl_state.hh
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opengl/gl_texture.hh
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opengl/gl_uniform_buffer.hh
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opengl/gl_vertex_array.hh
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opengl/gl_vertex_buffer.hh
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)
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set(LIB
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${BLENDER_GL_LIBRARIES}
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)
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if(NOT WITH_SYSTEM_GLEW)
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list(APPEND LIB
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${BLENDER_GLEW_LIBRARIES}
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)
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endif()
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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_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_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_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_overlays_merge_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_overlays_stereo_merge_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_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_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_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_polyline_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_polyline_geom.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_polyline_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_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_variying_size_variying_color_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_edges_frag.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_text_vert.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_codegen_lib.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/material/gpu_shader_material_add_shader.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_ambient_occlusion.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_anisotropic.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_attribute.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_background.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_bevel.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_blackbody.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_bright_contrast.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_bump.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_camera.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_clamp.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_color_ramp.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_color_util.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_combine_hsv.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_combine_rgb.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_combine_xyz.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_diffuse.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_displacement.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_eevee_specular.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_emission.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_fractal_noise.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_fresnel.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_gamma.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_geometry.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_glass.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_glossy.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_hair_info.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_hash.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_holdout.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_hue_sat_val.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_invert.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_layer_weight.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_light_falloff.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_light_path.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_mapping.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_map_range.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_math.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_math_util.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_mix_rgb.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_mix_shader.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_noise.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_normal.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_normal_map.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_object_info.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_output_aov.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_output_material.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_output_world.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_particle_info.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_principled.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_refraction.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_rgb_curves.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_rgb_to_bw.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_separate_hsv.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_separate_rgb.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_separate_xyz.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_set.glsl SRC)
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|
data_to_c_simple(shaders/material/gpu_shader_material_shader_to_rgba.glsl SRC)
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|
data_to_c_simple(shaders/material/gpu_shader_material_squeeze.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_subsurface_scattering.glsl SRC)
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|
data_to_c_simple(shaders/material/gpu_shader_material_tangent.glsl SRC)
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|
data_to_c_simple(shaders/material/gpu_shader_material_tex_brick.glsl SRC)
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|
data_to_c_simple(shaders/material/gpu_shader_material_tex_checker.glsl SRC)
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|
data_to_c_simple(shaders/material/gpu_shader_material_tex_environment.glsl SRC)
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|
data_to_c_simple(shaders/material/gpu_shader_material_tex_gradient.glsl SRC)
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|
data_to_c_simple(shaders/material/gpu_shader_material_tex_image.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_tex_magic.glsl SRC)
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|
data_to_c_simple(shaders/material/gpu_shader_material_tex_musgrave.glsl SRC)
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|
data_to_c_simple(shaders/material/gpu_shader_material_tex_noise.glsl SRC)
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|
data_to_c_simple(shaders/material/gpu_shader_material_tex_sky.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_texture_coordinates.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_tex_voronoi.glsl SRC)
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|
data_to_c_simple(shaders/material/gpu_shader_material_tex_wave.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_tex_white_noise.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_toon.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_translucent.glsl SRC)
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|
data_to_c_simple(shaders/material/gpu_shader_material_transparent.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_uv_map.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_vector_curves.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_vector_displacement.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_vector_math.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_vector_rotate.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_velvet.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_vertex_color.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_volume_absorption.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_volume_info.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_volume_principled.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_volume_scatter.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_wireframe.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_world_normals.glsl SRC)
|
|
|
|
data_to_c_simple(shaders/gpu_shader_gpencil_stroke_vert.glsl SRC)
|
|
data_to_c_simple(shaders/gpu_shader_gpencil_stroke_frag.glsl SRC)
|
|
data_to_c_simple(shaders/gpu_shader_gpencil_stroke_geom.glsl SRC)
|
|
|
|
data_to_c_simple(shaders/gpu_shader_cfg_world_clip_lib.glsl SRC)
|
|
data_to_c_simple(shaders/gpu_shader_colorspace_lib.glsl SRC)
|
|
|
|
data_to_c_simple(shaders/gpu_shader_common_obinfos_lib.glsl SRC)
|
|
|
|
|
|
if(WITH_MOD_FLUID)
|
|
add_definitions(-DWITH_FLUID)
|
|
endif()
|
|
|
|
add_definitions(${GL_DEFINITIONS})
|
|
|
|
if(WITH_IMAGE_DDS)
|
|
add_definitions(-DWITH_DDS)
|
|
endif()
|
|
|
|
blender_add_lib(bf_gpu "${SRC}" "${INC}" "${INC_SYS}" "${LIB}")
|
|
|
|
if(WITH_GTESTS)
|
|
if(WITH_OPENGL_DRAW_TESTS)
|
|
set(TEST_SRC
|
|
tests/gpu_testing.cc
|
|
|
|
tests/gpu_testing.hh
|
|
)
|
|
set(TEST_INC
|
|
"../../../intern/ghost/"
|
|
)
|
|
set(TEST_LIB
|
|
|
|
)
|
|
include(GTestTesting)
|
|
blender_add_test_lib(bf_gpu_tests "${TEST_SRC}" "${INC};${TEST_INC}" "${INC_SYS}" "${LIB};${TEST_LIB}")
|
|
endif()
|
|
endif()
|