forked from blender/blender
GPU: Shader Create Info GLSL-C++ stubs #3
@ -192,7 +192,7 @@ GPU_SHADER_CREATE_INFO(eevee_depth_of_field_filter)
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/** \name Scatter
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* \{ */
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GPU_SHADER_INTERFACE_INFO(eevee_depth_of_field_scatter_flat_iface, "interp_flat")
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GPU_SHADER_NAMED_INTERFACE_INFO(eevee_depth_of_field_scatter_flat_iface, interp_flat)
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/** Colors, weights, and Circle of confusion radii for the 4 pixels to scatter. */
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.flat(Type::VEC4, "color_and_coc1")
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.flat(Type::VEC4, "color_and_coc2")
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@ -200,7 +200,8 @@ GPU_SHADER_INTERFACE_INFO(eevee_depth_of_field_scatter_flat_iface, "interp_flat"
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.flat(Type::VEC4, "color_and_coc4")
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/** Scaling factor for the bokeh distance. */
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.flat(Type::FLOAT, "distance_scale");
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GPU_SHADER_INTERFACE_INFO(eevee_depth_of_field_scatter_noperspective_iface, "interp_noperspective")
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GPU_SHADER_NAMED_INTERFACE_INFO(eevee_depth_of_field_scatter_noperspective_iface,
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interp_noperspective)
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/** Sprite pixel position with origin at sprite center. In pixels. */
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.no_perspective(Type::VEC2, "rect_uv1")
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.no_perspective(Type::VEC2, "rect_uv2")
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@ -78,7 +78,7 @@ GPU_SHADER_CREATE_INFO(eevee_lightprobe_sphere_convolve)
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.compute_source("eevee_lightprobe_sphere_convolve_comp.glsl")
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.do_static_compilation(true);
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GPU_SHADER_INTERFACE_INFO(eevee_display_lightprobe_sphere_iface, "")
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GPU_SHADER_INTERFACE_INFO(eevee_display_lightprobe_sphere_iface)
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.smooth(Type::VEC3, "P")
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.smooth(Type::VEC2, "lP")
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.flat(Type::INT, "probe_index");
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@ -92,7 +92,7 @@ GPU_SHADER_CREATE_INFO(eevee_display_lightprobe_sphere)
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.fragment_out(0, Type::VEC4, "out_color")
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.do_static_compilation(true);
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GPU_SHADER_INTERFACE_INFO(eevee_display_lightprobe_planar_iface, "")
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GPU_SHADER_INTERFACE_INFO(eevee_display_lightprobe_planar_iface)
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.flat(Type::VEC3, "probe_normal")
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.flat(Type::INT, "probe_index");
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@ -9,7 +9,7 @@
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/** \name Display
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* \{ */
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GPU_SHADER_INTERFACE_INFO(eevee_debug_surfel_iface, "")
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GPU_SHADER_INTERFACE_INFO(eevee_debug_surfel_iface)
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.smooth(Type::VEC3, "P")
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.flat(Type::INT, "surfel_index");
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@ -24,8 +24,7 @@ GPU_SHADER_CREATE_INFO(eevee_debug_surfels)
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.push_constant(Type::INT, "debug_mode")
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.do_static_compilation(true);
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GPU_SHADER_INTERFACE_INFO(eevee_debug_irradiance_grid_iface, "")
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.smooth(Type::VEC4, "interp_color");
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GPU_SHADER_INTERFACE_INFO(eevee_debug_irradiance_grid_iface).smooth(Type::VEC4, "interp_color");
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GPU_SHADER_CREATE_INFO(eevee_debug_irradiance_grid)
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.additional_info("eevee_shared", "draw_view")
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@ -39,7 +38,7 @@ GPU_SHADER_CREATE_INFO(eevee_debug_irradiance_grid)
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.fragment_source("eevee_debug_irradiance_grid_frag.glsl")
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.do_static_compilation(true);
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GPU_SHADER_INTERFACE_INFO(eevee_display_lightprobe_volume_iface, "")
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GPU_SHADER_INTERFACE_INFO(eevee_display_lightprobe_volume_iface)
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.smooth(Type::VEC2, "lP")
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.flat(Type::IVEC3, "cell");
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@ -5,7 +5,7 @@
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#include "eevee_defines.hh"
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#include "gpu_shader_create_info.hh"
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GPU_SHADER_INTERFACE_INFO(eevee_lookdev_display_iface, "")
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GPU_SHADER_INTERFACE_INFO(eevee_lookdev_display_iface)
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.smooth(Type::VEC2, "uv_coord")
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.flat(Type::UINT, "sphere_id");
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@ -26,7 +26,7 @@ GPU_SHADER_CREATE_INFO(eevee_utility_texture)
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.define("EEVEE_UTILITY_TX")
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.sampler(RBUFS_UTILITY_TEX_SLOT, ImageType::FLOAT_2D_ARRAY, "utility_tx");
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GPU_SHADER_INTERFACE_INFO(eevee_clip_plane_iface, "clip_interp")
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GPU_SHADER_NAMED_INTERFACE_INFO(eevee_clip_plane_iface, clip_interp)
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.smooth(Type::FLOAT, "clip_distance");
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GPU_SHADER_CREATE_INFO(eevee_clip_plane)
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@ -41,7 +41,7 @@ GPU_SHADER_CREATE_INFO(eevee_clip_plane)
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* \{ */
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/* Common interface */
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GPU_SHADER_INTERFACE_INFO(eevee_surf_iface, "interp")
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GPU_SHADER_NAMED_INTERFACE_INFO(eevee_surf_iface, interp)
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/* World Position. */
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.smooth(Type::VEC3, "P")
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/* World Normal. */
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@ -59,10 +59,10 @@ GPU_SHADER_CREATE_INFO(eevee_geom_mesh)
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"draw_resource_id_varying",
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"draw_view");
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GPU_SHADER_INTERFACE_INFO(eevee_surf_point_cloud_iface, "point_cloud_interp")
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GPU_SHADER_NAMED_INTERFACE_INFO(eevee_surf_point_cloud_iface, point_cloud_interp)
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.smooth(Type::FLOAT, "radius")
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.smooth(Type::VEC3, "position");
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GPU_SHADER_INTERFACE_INFO(eevee_surf_point_cloud_flat_iface, "point_cloud_interp_flat")
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GPU_SHADER_NAMED_INTERFACE_INFO(eevee_surf_point_cloud_flat_iface, point_cloud_interp_flat)
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.flat(Type::INT, "id");
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GPU_SHADER_CREATE_INFO(eevee_geom_point_cloud)
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@ -101,14 +101,14 @@ GPU_SHADER_CREATE_INFO(eevee_geom_gpencil)
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"draw_resource_id_varying",
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"draw_resource_id_new");
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GPU_SHADER_INTERFACE_INFO(eevee_surf_curve_iface, "curve_interp")
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GPU_SHADER_NAMED_INTERFACE_INFO(eevee_surf_curve_iface, curve_interp)
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.smooth(Type::VEC2, "barycentric_coords")
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.smooth(Type::VEC3, "tangent")
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.smooth(Type::VEC3, "binormal")
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.smooth(Type::FLOAT, "time")
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.smooth(Type::FLOAT, "time_width")
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.smooth(Type::FLOAT, "thickness");
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GPU_SHADER_INTERFACE_INFO(eevee_surf_curve_flat_iface, "curve_interp_flat")
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GPU_SHADER_NAMED_INTERFACE_INFO(eevee_surf_curve_flat_iface, curve_interp_flat)
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.flat(Type::INT, "strand_id");
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GPU_SHADER_CREATE_INFO(eevee_geom_curves)
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@ -251,10 +251,10 @@ GPU_SHADER_CREATE_INFO(eevee_renderpass_clear)
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"eevee_shared")
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.do_static_compilation(true);
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GPU_SHADER_INTERFACE_INFO(eevee_surf_shadow_atomic_iface, "shadow_iface")
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GPU_SHADER_NAMED_INTERFACE_INFO(eevee_surf_shadow_atomic_iface, shadow_iface)
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.flat(Type::INT, "shadow_view_id");
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GPU_SHADER_INTERFACE_INFO(eevee_surf_shadow_clipping_iface, "shadow_clip")
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GPU_SHADER_NAMED_INTERFACE_INFO(eevee_surf_shadow_clipping_iface, shadow_clip)
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.smooth(Type::VEC3, "position")
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.smooth(Type::VEC3, "vector");
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@ -82,10 +82,10 @@ GPU_SHADER_CREATE_INFO(eevee_shadow_tag_usage_surfels)
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"eevee_surfel_common")
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.compute_source("eevee_shadow_tag_usage_surfels_comp.glsl");
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GPU_SHADER_INTERFACE_INFO(eevee_shadow_tag_transparent_iface, "interp")
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GPU_SHADER_NAMED_INTERFACE_INFO(eevee_shadow_tag_transparent_iface, interp)
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.smooth(Type::VEC3, "P")
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.smooth(Type::VEC3, "vP");
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GPU_SHADER_INTERFACE_INFO(eevee_shadow_tag_transparent_flat_iface, "interp_flat")
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GPU_SHADER_NAMED_INTERFACE_INFO(eevee_shadow_tag_transparent_flat_iface, interp_flat)
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.flat(Type::VEC3, "ls_aabb_min")
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.flat(Type::VEC3, "ls_aabb_max");
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@ -244,9 +244,10 @@ GPU_SHADER_CREATE_INFO(eevee_shadow_page_tile_clear)
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#endif
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/* Interface for passing precalculated values in accumulation vertex to frag. */
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GPU_SHADER_INTERFACE_INFO(eevee_shadow_page_tile_store_noperspective_iface, "interp_noperspective")
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GPU_SHADER_NAMED_INTERFACE_INFO(eevee_shadow_page_tile_store_noperspective_iface,
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interp_noperspective)
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.no_perspective(Type::VEC2, "out_texel_xy");
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GPU_SHADER_INTERFACE_INFO(eevee_shadow_page_tile_store_flat_iface, "interp_flat")
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GPU_SHADER_NAMED_INTERFACE_INFO(eevee_shadow_page_tile_store_flat_iface, interp_flat)
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.flat(PAGE_Z_TYPE, "out_page_z");
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#undef PAGE_Z_TYPE
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@ -14,7 +14,7 @@
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/* Pass world space deltas to the fragment shader.
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* This is to make sure that the resulting motion vectors are valid even with displacement. */
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GPU_SHADER_INTERFACE_INFO(eevee_velocity_surface_iface, "motion")
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GPU_SHADER_NAMED_INTERFACE_INFO(eevee_velocity_surface_iface, motion)
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.smooth(Type::VEC3, "prev")
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.smooth(Type::VEC3, "next");
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@ -10,17 +10,17 @@
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/** \name GPencil Object rendering
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* \{ */
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GPU_SHADER_INTERFACE_INFO(gpencil_geometry_iface, "gp_interp")
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GPU_SHADER_NAMED_INTERFACE_INFO(gpencil_geometry_iface, gp_interp)
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.smooth(Type::VEC4, "color_mul")
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.smooth(Type::VEC4, "color_add")
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.smooth(Type::VEC3, "pos")
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.smooth(Type::VEC2, "uv");
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GPU_SHADER_INTERFACE_INFO(gpencil_geometry_flat_iface, "gp_interp_flat")
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GPU_SHADER_NAMED_INTERFACE_INFO(gpencil_geometry_flat_iface, gp_interp_flat)
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.flat(Type::VEC2, "aspect")
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.flat(Type::VEC4, "sspos")
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.flat(Type::UINT, "mat_flag")
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.flat(Type::FLOAT, "depth");
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GPU_SHADER_INTERFACE_INFO(gpencil_geometry_noperspective_iface, "gp_interp_noperspective")
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GPU_SHADER_NAMED_INTERFACE_INFO(gpencil_geometry_noperspective_iface, gp_interp_noperspective)
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.no_perspective(Type::VEC2, "thickness")
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.no_perspective(Type::FLOAT, "hardness");
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@ -97,7 +97,7 @@ GPU_SHADER_CREATE_INFO(gpencil_depth_merge)
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/** \name Anti-Aliasing
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* \{ */
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GPU_SHADER_INTERFACE_INFO(gpencil_antialiasing_iface, "")
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GPU_SHADER_INTERFACE_INFO(gpencil_antialiasing_iface)
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.smooth(Type::VEC2, "uvs")
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.smooth(Type::VEC2, "pixcoord")
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.smooth(Type::VEC4, "offset[3]");
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@ -4,7 +4,7 @@
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#include "gpu_shader_create_info.hh"
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GPU_SHADER_INTERFACE_INFO(image_engine_color_iface, "").smooth(Type::VEC2, "uv_screen");
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GPU_SHADER_INTERFACE_INFO(image_engine_color_iface).smooth(Type::VEC2, "uv_screen");
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GPU_SHADER_CREATE_INFO(image_engine_color_shader)
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.vertex_in(0, Type::IVEC2, "pos")
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@ -22,7 +22,7 @@ GPU_SHADER_CREATE_INFO(image_engine_color_shader)
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.additional_info("draw_modelmat")
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.do_static_compilation(true);
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GPU_SHADER_INTERFACE_INFO(image_engine_depth_iface, "").smooth(Type::VEC2, "uv_image");
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GPU_SHADER_INTERFACE_INFO(image_engine_depth_iface).smooth(Type::VEC2, "uv_image");
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GPU_SHADER_CREATE_INFO(image_engine_depth_shader)
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.vertex_in(0, Type::IVEC2, "pos")
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@ -8,7 +8,7 @@ GPU_SHADER_CREATE_INFO(overlay_frag_output)
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.fragment_out(0, Type::VEC4, "fragColor")
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.fragment_out(1, Type::VEC4, "lineOutput");
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GPU_SHADER_INTERFACE_INFO(overlay_armature_wire_iface, "")
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GPU_SHADER_INTERFACE_INFO(overlay_armature_wire_iface)
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.flat(Type::VEC4, "finalColor")
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.flat(Type::VEC2, "edgeStart")
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.no_perspective(Type::VEC2, "edgePos");
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@ -35,7 +35,7 @@ GPU_SHADER_CREATE_INFO(overlay_armature_sphere_outline_clipped)
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.do_static_compilation(true)
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.additional_info("overlay_armature_sphere_outline", "drw_clipped");
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GPU_SHADER_INTERFACE_INFO(overlay_armature_sphere_solid_iface, "")
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GPU_SHADER_INTERFACE_INFO(overlay_armature_sphere_solid_iface)
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.flat(Type::VEC3, "finalStateColor")
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.flat(Type::VEC3, "finalBoneColor")
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.flat(Type::MAT4, "sphereMatrix")
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@ -64,15 +64,15 @@ GPU_SHADER_CREATE_INFO(overlay_armature_sphere_solid_clipped)
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/** \name Armature Shapes
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* \{ */
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GPU_SHADER_INTERFACE_INFO(overlay_armature_shape_outline_iface, "geom_in")
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GPU_SHADER_NAMED_INTERFACE_INFO(overlay_armature_shape_outline_iface, geom_in)
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.smooth(Type::VEC4, "pPos")
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.smooth(Type::VEC3, "vPos")
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.smooth(Type::VEC2, "ssPos")
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.smooth(Type::VEC4, "vColSize");
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GPU_SHADER_INTERFACE_INFO(overlay_armature_shape_outline_flat_iface, "geom_flat_in")
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GPU_SHADER_NAMED_INTERFACE_INFO(overlay_armature_shape_outline_flat_iface, geom_flat_in)
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.flat(Type::INT, "inverted");
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GPU_SHADER_INTERFACE_INFO(overlay_armature_shape_outline_no_geom_iface, "")
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GPU_SHADER_INTERFACE_INFO(overlay_armature_shape_outline_no_geom_iface)
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.flat(Type::VEC4, "finalColor")
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.flat(Type::VEC2, "edgeStart")
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.no_perspective(Type::VEC2, "edgePos");
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@ -124,7 +124,7 @@ GPU_SHADER_CREATE_INFO(overlay_armature_shape_outline_clipped_no_geom)
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.do_static_compilation(true)
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.additional_info("overlay_armature_shape_outline_no_geom", "drw_clipped");
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GPU_SHADER_INTERFACE_INFO(overlay_armature_shape_solid_iface, "")
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GPU_SHADER_INTERFACE_INFO(overlay_armature_shape_solid_iface)
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.smooth(Type::VEC4, "finalColor")
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.flat(Type::INT, "inverted");
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@ -144,21 +144,21 @@ GPU_SHADER_CREATE_INFO(overlay_armature_shape_solid_clipped)
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.do_static_compilation(true)
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.additional_info("overlay_armature_shape_solid", "drw_clipped");
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GPU_SHADER_INTERFACE_INFO(overlay_armature_shape_wire_next_iface, "")
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GPU_SHADER_INTERFACE_INFO(overlay_armature_shape_wire_next_iface)
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.flat(Type::VEC4, "finalColor")
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.flat(Type::FLOAT, "wire_width")
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.no_perspective(Type::FLOAT, "edgeCoord");
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GPU_SHADER_INTERFACE_INFO(overlay_armature_shape_wire_iface, "geometry_in")
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GPU_SHADER_NAMED_INTERFACE_INFO(overlay_armature_shape_wire_iface, geometry_in)
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.flat(Type::VEC4, "finalColor")
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.flat(Type::FLOAT, "wire_width");
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GPU_SHADER_INTERFACE_INFO(overlay_armature_shape_wire_geom_iface, "geometry_out")
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GPU_SHADER_NAMED_INTERFACE_INFO(overlay_armature_shape_wire_geom_iface, geometry_out)
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.flat(Type::VEC4, "finalColor")
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.flat(Type::FLOAT, "wire_width");
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GPU_SHADER_INTERFACE_INFO(overlay_armature_shape_wire_geom_noperspective_iface,
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"geometry_noperspective_out")
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GPU_SHADER_NAMED_INTERFACE_INFO(overlay_armature_shape_wire_geom_noperspective_iface,
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geometry_noperspective_out)
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.no_perspective(Type::FLOAT, "edgeCoord");
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GPU_SHADER_CREATE_INFO(overlay_armature_shape_wire)
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@ -238,7 +238,7 @@ GPU_SHADER_CREATE_INFO(overlay_armature_envelope_outline_clipped)
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.do_static_compilation(true)
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.additional_info("overlay_armature_envelope_outline", "drw_clipped");
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GPU_SHADER_INTERFACE_INFO(overlay_armature_envelope_solid_iface, "")
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GPU_SHADER_INTERFACE_INFO(overlay_armature_envelope_solid_iface)
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.flat(Type::VEC3, "finalStateColor")
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.flat(Type::VEC3, "finalBoneColor")
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.smooth(Type::VEC3, "normalView");
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@ -269,7 +269,7 @@ GPU_SHADER_CREATE_INFO(overlay_armature_envelope_solid_clipped)
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/** \name Armature Stick
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* \{ */
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GPU_SHADER_INTERFACE_INFO(overlay_armature_stick_iface, "")
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GPU_SHADER_INTERFACE_INFO(overlay_armature_stick_iface)
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.no_perspective(Type::FLOAT, "colorFac")
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.flat(Type::VEC4, "finalWireColor")
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.flat(Type::VEC4, "finalInnerColor");
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@ -4,9 +4,9 @@
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#include "gpu_shader_create_info.hh"
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GPU_SHADER_INTERFACE_INFO(overlay_edit_flat_color_iface, "").flat(Type::VEC4, "finalColor");
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GPU_SHADER_INTERFACE_INFO(overlay_edit_smooth_color_iface, "").smooth(Type::VEC4, "finalColor");
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GPU_SHADER_INTERFACE_INFO(overlay_edit_nopersp_color_iface, "")
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GPU_SHADER_INTERFACE_INFO(overlay_edit_flat_color_iface).flat(Type::VEC4, "finalColor");
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GPU_SHADER_INTERFACE_INFO(overlay_edit_smooth_color_iface).smooth(Type::VEC4, "finalColor");
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GPU_SHADER_INTERFACE_INFO(overlay_edit_nopersp_color_iface)
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.no_perspective(Type::VEC4, "finalColor");
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/* -------------------------------------------------------------------- */
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@ -53,7 +53,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_mesh_depth_clipped)
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.do_static_compilation(true)
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.additional_info("overlay_edit_mesh_depth", "drw_clipped");
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GPU_SHADER_INTERFACE_INFO(overlay_edit_mesh_vert_iface, "")
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_edit_mesh_vert_iface)
|
||||
.smooth(Type::VEC4, "finalColor")
|
||||
.smooth(Type::FLOAT, "vertexCrease");
|
||||
|
||||
@ -84,17 +84,17 @@ GPU_SHADER_CREATE_INFO(overlay_edit_mesh_vert_next)
|
||||
"draw_resource_handle_new",
|
||||
"overlay_edit_mesh_common");
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_edit_mesh_edge_iface, "geometry_in")
|
||||
GPU_SHADER_NAMED_INTERFACE_INFO(overlay_edit_mesh_edge_iface, geometry_in)
|
||||
.smooth(Type::VEC4, "finalColor_")
|
||||
.smooth(Type::VEC4, "finalColorOuter_")
|
||||
.smooth(Type::UINT, "selectOverride_");
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_edit_mesh_edge_geom_iface, "geometry_out")
|
||||
GPU_SHADER_NAMED_INTERFACE_INFO(overlay_edit_mesh_edge_geom_iface, geometry_out)
|
||||
.smooth(Type::VEC4, "finalColor");
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_edit_mesh_edge_geom_flat_iface, "geometry_flat_out")
|
||||
GPU_SHADER_NAMED_INTERFACE_INFO(overlay_edit_mesh_edge_geom_flat_iface, geometry_flat_out)
|
||||
.flat(Type::VEC4, "finalColorOuter");
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_edit_mesh_edge_geom_noperspective_iface,
|
||||
"geometry_noperspective_out")
|
||||
GPU_SHADER_NAMED_INTERFACE_INFO(overlay_edit_mesh_edge_geom_noperspective_iface,
|
||||
geometry_noperspective_out)
|
||||
.no_perspective(Type::FLOAT, "edgeCoord");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_edit_mesh_edge)
|
||||
@ -239,7 +239,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_mesh_normal)
|
||||
.fragment_source("overlay_varying_color.glsl")
|
||||
.additional_info("draw_modelmat_instanced_attr", "draw_globals");
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_edit_mesh_analysis_iface, "").smooth(Type::VEC4, "weightColor");
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_edit_mesh_analysis_iface).smooth(Type::VEC4, "weightColor");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_edit_mesh_analysis)
|
||||
.do_static_compilation(true)
|
||||
@ -315,17 +315,18 @@ GPU_SHADER_CREATE_INFO(overlay_edit_mesh_skin_root_clipped)
|
||||
/** \name Edit UV
|
||||
* \{ */
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_edit_uv_iface, "geom_in").smooth(Type::FLOAT, "selectionFac");
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_edit_uv_flat_iface, "geom_flat_in")
|
||||
GPU_SHADER_NAMED_INTERFACE_INFO(overlay_edit_uv_iface, geom_in)
|
||||
.smooth(Type::FLOAT, "selectionFac");
|
||||
GPU_SHADER_NAMED_INTERFACE_INFO(overlay_edit_uv_flat_iface, geom_flat_in)
|
||||
.flat(Type::VEC2, "stippleStart");
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_edit_uv_noperspective_iface, "geom_noperspective_in")
|
||||
GPU_SHADER_NAMED_INTERFACE_INFO(overlay_edit_uv_noperspective_iface, geom_noperspective_in)
|
||||
.no_perspective(Type::VEC2, "stipplePos");
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_edit_uv_geom_iface, "geom_out")
|
||||
GPU_SHADER_NAMED_INTERFACE_INFO(overlay_edit_uv_geom_iface, geom_out)
|
||||
.smooth(Type::FLOAT, "selectionFac");
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_edit_uv_geom_flat_iface, "geom_flat_out")
|
||||
GPU_SHADER_NAMED_INTERFACE_INFO(overlay_edit_uv_geom_flat_iface, geom_flat_out)
|
||||
.flat(Type::VEC2, "stippleStart");
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_edit_uv_geom_noperspective_iface, "geom_noperspective_out")
|
||||
GPU_SHADER_NAMED_INTERFACE_INFO(overlay_edit_uv_geom_noperspective_iface, geom_noperspective_out)
|
||||
.no_perspective(Type::FLOAT, "edgeCoord")
|
||||
.no_perspective(Type::VEC2, "stipplePos");
|
||||
|
||||
@ -369,7 +370,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_uv_edges_select)
|
||||
.define("USE_EDGE_SELECT")
|
||||
.additional_info("overlay_edit_uv_edges");
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_edit_uv_next_iface, "")
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_edit_uv_next_iface)
|
||||
.smooth(Type::FLOAT, "selectionFac")
|
||||
.flat(Type::VEC2, "stippleStart")
|
||||
.no_perspective(Type::FLOAT, "edgeCoord")
|
||||
@ -418,7 +419,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_uv_face_dots)
|
||||
.fragment_source("overlay_varying_color.glsl")
|
||||
.additional_info("draw_mesh", "draw_globals");
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_edit_uv_vert_iface, "")
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_edit_uv_vert_iface)
|
||||
.smooth(Type::VEC4, "fillColor")
|
||||
.smooth(Type::VEC4, "outlineColor")
|
||||
.smooth(Type::VEC4, "radii");
|
||||
@ -445,7 +446,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_uv_tiled_image_borders)
|
||||
.fragment_source("overlay_uniform_color_frag.glsl")
|
||||
.additional_info("draw_mesh");
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(edit_uv_image_iface, "").smooth(Type::VEC2, "uvs");
|
||||
GPU_SHADER_INTERFACE_INFO(edit_uv_image_iface).smooth(Type::VEC2, "uvs");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_edit_uv_stencil_image)
|
||||
.do_static_compilation(true)
|
||||
@ -507,7 +508,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_uv_stretching_angle)
|
||||
/** \name Edit Curve
|
||||
* \{ */
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_edit_curve_handle_iface, "vert").flat(Type::UINT, "flag");
|
||||
GPU_SHADER_NAMED_INTERFACE_INFO(overlay_edit_curve_handle_iface, vert).flat(Type::UINT, "flag");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_edit_curve_handle)
|
||||
.do_static_compilation(true)
|
||||
@ -635,7 +636,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_curve_normals)
|
||||
/** \name Edit Curves
|
||||
* \{ */
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_edit_curves_handle_iface, "")
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_edit_curves_handle_iface)
|
||||
.smooth(Type::VEC4, "finalColor")
|
||||
.smooth(Type::VEC4, "leftColor");
|
||||
|
||||
@ -832,11 +833,11 @@ GPU_SHADER_CREATE_INFO(overlay_depth_mesh_conservative)
|
||||
"gpu_index_load",
|
||||
"draw_resource_handle_new");
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_depth_only_gpencil_flat_iface, "gp_interp_flat")
|
||||
GPU_SHADER_NAMED_INTERFACE_INFO(overlay_depth_only_gpencil_flat_iface, gp_interp_flat)
|
||||
.flat(Type::VEC2, "aspect")
|
||||
.flat(Type::VEC4, "sspos");
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_depth_only_gpencil_noperspective_iface,
|
||||
"gp_interp_noperspective")
|
||||
GPU_SHADER_NAMED_INTERFACE_INFO(overlay_depth_only_gpencil_noperspective_iface,
|
||||
gp_interp_noperspective)
|
||||
.no_perspective(Type::VEC2, "thickness")
|
||||
.no_perspective(Type::FLOAT, "hardness");
|
||||
|
||||
|
@ -8,7 +8,7 @@
|
||||
/** \name Extra shapes
|
||||
* \{ */
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_extra_iface, "")
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_extra_iface)
|
||||
.no_perspective(Type::VEC2, "edgePos")
|
||||
.flat(Type::VEC2, "edgeStart")
|
||||
.flat(Type::VEC4, "finalColor");
|
||||
@ -47,7 +47,7 @@ GPU_SHADER_CREATE_INFO(overlay_extra_select_clipped)
|
||||
/** \name Irradiance Grid
|
||||
* \{ */
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_extra_grid_iface, "").flat(Type::VEC4, "finalColor");
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_extra_grid_iface).flat(Type::VEC4, "finalColor");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_extra_grid)
|
||||
.do_static_compilation(true)
|
||||
@ -92,7 +92,7 @@ GPU_SHADER_CREATE_INFO(overlay_extra_groundline_clipped)
|
||||
/** \name Extra wires
|
||||
* \{ */
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_extra_wire_iface, "")
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_extra_wire_iface)
|
||||
.no_perspective(Type::VEC2, "stipple_coord")
|
||||
.flat(Type::VEC2, "stipple_start")
|
||||
.flat(Type::VEC4, "finalColor");
|
||||
@ -138,7 +138,7 @@ GPU_SHADER_CREATE_INFO(overlay_extra_wire_clipped)
|
||||
/** \name Extra points
|
||||
* \{ */
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_extra_point_iface, "")
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_extra_point_iface)
|
||||
.flat(Type::VEC4, "radii")
|
||||
.flat(Type::VEC4, "fillColor")
|
||||
.flat(Type::VEC4, "outlineColor");
|
||||
@ -159,7 +159,7 @@ GPU_SHADER_CREATE_INFO(overlay_extra_point_clipped)
|
||||
.do_static_compilation(true)
|
||||
.additional_info("overlay_extra_point", "drw_clipped");
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_extra_loose_point_iface, "").smooth(Type::VEC4, "finalColor");
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_extra_loose_point_iface).smooth(Type::VEC4, "finalColor");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_extra_loose_point)
|
||||
.do_static_compilation(true)
|
||||
@ -182,8 +182,9 @@ GPU_SHADER_CREATE_INFO(overlay_extra_loose_point_clipped)
|
||||
/** \name Motion Path
|
||||
* \{ */
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_motion_path_line_iface, "interp").smooth(Type::VEC4, "color");
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_motion_path_line_flat_iface, "interp_flat")
|
||||
GPU_SHADER_NAMED_INTERFACE_INFO(overlay_motion_path_line_iface, interp)
|
||||
.smooth(Type::VEC4, "color");
|
||||
GPU_SHADER_NAMED_INTERFACE_INFO(overlay_motion_path_line_flat_iface, interp_flat)
|
||||
.flat(Type::VEC2, "ss_pos");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_motion_path_line)
|
||||
@ -245,7 +246,7 @@ GPU_SHADER_CREATE_INFO(overlay_motion_path_line_clipped_no_geom)
|
||||
.do_static_compilation(true)
|
||||
.additional_info("overlay_motion_path_line_no_geom", "drw_clipped");
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_motion_path_point_iface, "").flat(Type::VEC4, "finalColor");
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_motion_path_point_iface).flat(Type::VEC4, "finalColor");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_motion_path_point)
|
||||
.do_static_compilation(true)
|
||||
@ -273,7 +274,7 @@ GPU_SHADER_CREATE_INFO(overlay_motion_path_point_clipped)
|
||||
/** \name Image Empty
|
||||
* \{ */
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_image_iface, "").smooth(Type::VEC2, "uvs");
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_image_iface).smooth(Type::VEC2, "uvs");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_image)
|
||||
.do_static_compilation(true)
|
||||
@ -324,7 +325,7 @@ GPU_SHADER_CREATE_INFO(overlay_gpencil_canvas_clipped)
|
||||
/** \name Particle
|
||||
* \{ */
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_particle_iface, "").flat(Type::VEC4, "finalColor");
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_particle_iface).flat(Type::VEC4, "finalColor");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_particle)
|
||||
.sampler(0, ImageType::FLOAT_1D, "weightTex")
|
||||
|
@ -5,7 +5,7 @@
|
||||
#include "gpu_shader_create_info.hh"
|
||||
|
||||
/* We use the normalized local position to avoid precision loss during interpolation. */
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_grid_iface, "").smooth(Type::VEC3, "local_pos");
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_grid_iface).smooth(Type::VEC3, "local_pos");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_grid)
|
||||
.do_static_compilation(true)
|
||||
|
@ -8,7 +8,7 @@
|
||||
/** \name Outline Pre-pass
|
||||
* \{ */
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_outline_prepass_iface, "interp").flat(Type::UINT, "ob_id");
|
||||
GPU_SHADER_NAMED_INTERFACE_INFO(overlay_outline_prepass_iface, interp).flat(Type::UINT, "ob_id");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_outline_prepass)
|
||||
.push_constant(Type::BOOL, "isTransform")
|
||||
@ -29,7 +29,7 @@ GPU_SHADER_CREATE_INFO(overlay_outline_prepass_mesh_clipped)
|
||||
.do_static_compilation(true)
|
||||
.additional_info("overlay_outline_prepass_mesh", "drw_clipped");
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_outline_prepass_wire_iface, "vert").flat(Type::VEC3, "pos");
|
||||
GPU_SHADER_NAMED_INTERFACE_INFO(overlay_outline_prepass_wire_iface, vert).flat(Type::VEC3, "pos");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_outline_prepass_curves)
|
||||
.do_static_compilation(true)
|
||||
@ -81,11 +81,11 @@ GPU_SHADER_CREATE_INFO(overlay_outline_prepass_wire_clipped)
|
||||
.do_static_compilation(true)
|
||||
.additional_info("overlay_outline_prepass_wire", "drw_clipped");
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_outline_prepass_gpencil_flat_iface, "gp_interp_flat")
|
||||
GPU_SHADER_NAMED_INTERFACE_INFO(overlay_outline_prepass_gpencil_flat_iface, gp_interp_flat)
|
||||
.flat(Type::VEC2, "aspect")
|
||||
.flat(Type::VEC4, "sspos");
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_outline_prepass_gpencil_noperspective_iface,
|
||||
"gp_interp_noperspective")
|
||||
GPU_SHADER_NAMED_INTERFACE_INFO(overlay_outline_prepass_gpencil_noperspective_iface,
|
||||
gp_interp_noperspective)
|
||||
.no_perspective(Type::VEC2, "thickness")
|
||||
.no_perspective(Type::FLOAT, "hardness");
|
||||
|
||||
|
@ -33,7 +33,7 @@ GPU_SHADER_CREATE_INFO(overlay_paint_face_clipped)
|
||||
* Used for vertex selection mode in Weight and Vertex Paint.
|
||||
* \{ */
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_overlay_paint_point_iface, "").smooth(Type::VEC4, "finalColor");
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_overlay_paint_point_iface).smooth(Type::VEC4, "finalColor");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_paint_point)
|
||||
.do_static_compilation(true)
|
||||
@ -58,7 +58,7 @@ GPU_SHADER_CREATE_INFO(overlay_paint_point_clipped)
|
||||
* Used in Texture Paint mode for the Stencil Image Masking.
|
||||
* \{ */
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_paint_texture_iface, "").smooth(Type::VEC2, "uv_interp");
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_paint_texture_iface).smooth(Type::VEC2, "uv_interp");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_paint_texture)
|
||||
.do_static_compilation(true)
|
||||
@ -88,7 +88,7 @@ GPU_SHADER_CREATE_INFO(overlay_paint_texture_clipped)
|
||||
* It should be used to draw a Vertex Paint overlay. But it is currently unreachable.
|
||||
* \{ */
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_paint_vertcol_iface, "").smooth(Type::VEC3, "finalColor");
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_paint_vertcol_iface).smooth(Type::VEC3, "finalColor");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_paint_vertcol)
|
||||
.do_static_compilation(true)
|
||||
@ -116,7 +116,7 @@ GPU_SHADER_CREATE_INFO(overlay_paint_vertcol_clipped)
|
||||
* `overlay paint weight` is for wireframe display mode.
|
||||
* \{ */
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_paint_weight_iface, "")
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_paint_weight_iface)
|
||||
.smooth(Type::VEC2, "weight_interp") /* (weight, alert) */
|
||||
.smooth(Type::FLOAT, "color_fac");
|
||||
|
||||
@ -159,7 +159,7 @@ GPU_SHADER_CREATE_INFO(overlay_paint_weight_fake_shading_clipped)
|
||||
* paint modes.
|
||||
* \{ */
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_paint_wire_iface, "").flat(Type::VEC4, "finalColor");
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_paint_wire_iface).flat(Type::VEC4, "finalColor");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_paint_wire)
|
||||
.do_static_compilation(true)
|
||||
|
@ -4,7 +4,7 @@
|
||||
|
||||
#include "gpu_shader_create_info.hh"
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_sculpt_curves_selection_iface, "")
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_sculpt_curves_selection_iface)
|
||||
.smooth(Type::FLOAT, "mask_weight");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_sculpt_curves_selection)
|
||||
@ -22,7 +22,7 @@ GPU_SHADER_CREATE_INFO(overlay_sculpt_curves_selection_clipped)
|
||||
.do_static_compilation(true)
|
||||
.additional_info("overlay_sculpt_curves_selection", "drw_clipped");
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_sculpt_curves_cage_iface, "")
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_sculpt_curves_cage_iface)
|
||||
.no_perspective(Type::VEC2, "edgePos")
|
||||
.flat(Type::VEC2, "edgeStart")
|
||||
.smooth(Type::VEC4, "finalColor");
|
||||
|
@ -4,7 +4,7 @@
|
||||
|
||||
#include "gpu_shader_create_info.hh"
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_sculpt_mask_iface, "")
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_sculpt_mask_iface)
|
||||
.flat(Type::VEC3, "faceset_color")
|
||||
.smooth(Type::FLOAT, "mask_color")
|
||||
.smooth(Type::VEC4, "finalColor");
|
||||
|
@ -4,7 +4,7 @@
|
||||
|
||||
#include "gpu_shader_create_info.hh"
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_viewer_attribute_iface, "").smooth(Type::VEC4, "finalColor");
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_viewer_attribute_iface).smooth(Type::VEC4, "finalColor");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_viewer_attribute_common).push_constant(Type::FLOAT, "opacity");
|
||||
|
||||
|
@ -8,7 +8,7 @@
|
||||
/** \name Volume Velocity
|
||||
* \{ */
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_volume_velocity_iface, "").smooth(Type::VEC4, "finalColor");
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_volume_velocity_iface).smooth(Type::VEC4, "finalColor");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_volume_velocity)
|
||||
.sampler(0, ImageType::FLOAT_3D, "velocityX")
|
||||
@ -54,7 +54,7 @@ GPU_SHADER_CREATE_INFO(overlay_volume_velocity_needle)
|
||||
/** \name Volume Grid-Lines
|
||||
* \{ */
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_volume_gridlines_iface, "").flat(Type::VEC4, "finalColor");
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_volume_gridlines_iface).flat(Type::VEC4, "finalColor");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_volume_gridlines)
|
||||
.push_constant(Type::FLOAT, "slicePosition")
|
||||
|
@ -4,7 +4,7 @@
|
||||
|
||||
#include "gpu_shader_create_info.hh"
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_wireframe_iface, "")
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_wireframe_iface)
|
||||
.smooth(Type::VEC4, "finalColor")
|
||||
.flat(Type::VEC2, "edgeStart")
|
||||
.no_perspective(Type::VEC2, "edgePos");
|
||||
@ -50,7 +50,7 @@ GPU_SHADER_CREATE_INFO(overlay_wireframe_curve)
|
||||
"draw_object_infos_new",
|
||||
"draw_globals");
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_wireframe_points_iface, "")
|
||||
GPU_SHADER_INTERFACE_INFO(overlay_wireframe_points_iface)
|
||||
.flat(Type::VEC4, "finalColor")
|
||||
.flat(Type::VEC4, "finalColorInner");
|
||||
|
||||
|
@ -9,7 +9,7 @@
|
||||
/** \name Select ID for Edit Mesh Selection
|
||||
* \{ */
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(select_id_iface, "").flat(Type::INT, "select_id");
|
||||
GPU_SHADER_INTERFACE_INFO(select_id_iface).flat(Type::INT, "select_id");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(select_id_flat)
|
||||
.push_constant(Type::FLOAT, "sizeVertex")
|
||||
|
@ -22,7 +22,7 @@ GPU_SHADER_CREATE_INFO(workbench_taa)
|
||||
/** \name SMAA
|
||||
* \{ */
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(workbench_smaa_iface, "")
|
||||
GPU_SHADER_INTERFACE_INFO(workbench_smaa_iface)
|
||||
.smooth(Type::VEC2, "uvs")
|
||||
.smooth(Type::VEC2, "pixcoord")
|
||||
.smooth(Type::VEC4, "offset[3]");
|
||||
|
@ -50,7 +50,7 @@ GPU_SHADER_CREATE_INFO(workbench_lighting_matcap)
|
||||
/** \name Material Interface
|
||||
* \{ */
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(workbench_material_iface, "")
|
||||
GPU_SHADER_INTERFACE_INFO(workbench_material_iface)
|
||||
.smooth(Type::VEC3, "normal_interp")
|
||||
.smooth(Type::VEC3, "color_interp")
|
||||
.smooth(Type::FLOAT, "alpha_interp")
|
||||
|
@ -85,7 +85,7 @@ GPU_SHADER_CREATE_INFO(workbench_volume_closest).define("USE_CLOSEST");
|
||||
/** \name Slice variation
|
||||
* \{ */
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(workbench_volume_iface, "").smooth(Type::VEC3, "localPos");
|
||||
GPU_SHADER_INTERFACE_INFO(workbench_volume_iface).smooth(Type::VEC3, "localPos");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(workbench_volume_slice)
|
||||
.define("VOLUME_SLICE")
|
||||
|
@ -16,7 +16,7 @@ GPU_SHADER_CREATE_INFO(draw_debug_print)
|
||||
.typedef_source("draw_shader_shared.hh")
|
||||
.storage_buf(DRW_DEBUG_PRINT_SLOT, Qualifier::READ_WRITE, "uint", "drw_debug_print_buf[]");
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(draw_debug_print_display_iface, "").flat(Type::UINT, "char_index");
|
||||
GPU_SHADER_INTERFACE_INFO(draw_debug_print_display_iface).flat(Type::UINT, "char_index");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(draw_debug_print_display)
|
||||
.do_static_compilation(true)
|
||||
@ -44,7 +44,7 @@ GPU_SHADER_CREATE_INFO(draw_debug_draw)
|
||||
"DRWDebugVert",
|
||||
"drw_debug_verts_buf[]");
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(draw_debug_draw_display_iface, "interp").flat(Type::VEC4, "color");
|
||||
GPU_SHADER_NAMED_INTERFACE_INFO(draw_debug_draw_display_iface, interp).flat(Type::VEC4, "color");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(draw_debug_draw_display)
|
||||
.do_static_compilation(true)
|
||||
|
@ -4,7 +4,7 @@
|
||||
|
||||
#include "gpu_shader_create_info.hh"
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(fullscreen_iface, "").smooth(Type::VEC4, "uvcoordsvar");
|
||||
GPU_SHADER_INTERFACE_INFO(fullscreen_iface).smooth(Type::VEC4, "uvcoordsvar");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(draw_fullscreen)
|
||||
.vertex_out(fullscreen_iface)
|
||||
|
@ -20,7 +20,7 @@ GPU_SHADER_CREATE_INFO(draw_resource_id).define("DYNAMIC_RESOURCE_ID");
|
||||
* Used if the resource index needs to be passed to the fragment shader.
|
||||
* IMPORTANT: Vertex and Geometry shaders need to use PASS_RESOURCE_ID in main().
|
||||
*/
|
||||
GPU_SHADER_INTERFACE_INFO(draw_resource_id_iface, "drw_ResourceID_iface")
|
||||
GPU_SHADER_NAMED_INTERFACE_INFO(draw_resource_id_iface, drw_ResourceID_iface)
|
||||
.flat(Type::INT, "resource_index");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(draw_resource_id_varying)
|
||||
|
@ -8,7 +8,7 @@
|
||||
|
||||
#include "gpu_shader_create_info.hh"
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(depth_2d_update_iface, "").smooth(Type::VEC2, "texCoord_interp");
|
||||
GPU_SHADER_INTERFACE_INFO(depth_2d_update_iface).smooth(Type::VEC2, "texCoord_interp");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(depth_2d_update_info_base)
|
||||
.vertex_in(0, Type::VEC2, "pos")
|
||||
|
@ -8,7 +8,7 @@
|
||||
|
||||
#include "gpu_shader_create_info.hh"
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(fullscreen_blit_iface, "").smooth(Type::VEC4, "uvcoordsvar");
|
||||
GPU_SHADER_INTERFACE_INFO(fullscreen_blit_iface).smooth(Type::VEC4, "uvcoordsvar");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(fullscreen_blit)
|
||||
.vertex_in(0, Type::VEC2, "pos")
|
||||
|
@ -8,7 +8,7 @@
|
||||
|
||||
#include "gpu_shader_create_info.hh"
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(smooth_uv_iface, "").smooth(Type::VEC2, "uv");
|
||||
GPU_SHADER_INTERFACE_INFO(smooth_uv_iface).smooth(Type::VEC2, "uv");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(gpu_shader_2D_area_borders)
|
||||
.vertex_in(0, Type::VEC2, "pos")
|
||||
|
@ -8,7 +8,7 @@
|
||||
|
||||
#include "gpu_shader_create_info.hh"
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(nodelink_iface, "")
|
||||
GPU_SHADER_INTERFACE_INFO(nodelink_iface)
|
||||
.smooth(Type::VEC4, "finalColor")
|
||||
.smooth(Type::VEC2, "lineUV")
|
||||
.flat(Type::FLOAT, "lineLength")
|
||||
|
@ -9,7 +9,7 @@
|
||||
#include "gpu_interface_info.hh"
|
||||
#include "gpu_shader_create_info.hh"
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(gpu_widget_iface, "")
|
||||
GPU_SHADER_INTERFACE_INFO(gpu_widget_iface)
|
||||
.flat(Type::FLOAT, "discardFac")
|
||||
.flat(Type::FLOAT, "lineWidth")
|
||||
.flat(Type::VEC2, "outRectSize")
|
||||
@ -49,7 +49,7 @@ GPU_SHADER_CREATE_INFO(gpu_shader_2D_widget_base_inst)
|
||||
.push_constant(Type::VEC4, "parameters", (MAX_PARAM * MAX_INSTANCE))
|
||||
.additional_info("gpu_shader_2D_widget_shared");
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(gpu_widget_shadow_iface, "")
|
||||
GPU_SHADER_INTERFACE_INFO(gpu_widget_shadow_iface)
|
||||
.smooth(Type::FLOAT, "shadowFalloff")
|
||||
.smooth(Type::FLOAT, "innerMask");
|
||||
|
||||
|
@ -9,11 +9,11 @@
|
||||
#include "gpu_interface_info.hh"
|
||||
#include "gpu_shader_create_info.hh"
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(gpu_shader_3D_polyline_iface, "interp")
|
||||
GPU_SHADER_NAMED_INTERFACE_INFO(gpu_shader_3D_polyline_iface, interp)
|
||||
.smooth(Type::VEC4, "final_color")
|
||||
.smooth(Type::FLOAT, "clip");
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(gpu_shader_3D_polyline_noperspective_iface, "interp_noperspective")
|
||||
GPU_SHADER_NAMED_INTERFACE_INFO(gpu_shader_3D_polyline_noperspective_iface, interp_noperspective)
|
||||
.no_perspective(Type::FLOAT, "smoothline");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(gpu_shader_3D_polyline)
|
||||
|
@ -8,10 +8,10 @@
|
||||
|
||||
#include "gpu_shader_create_info.hh"
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(gpencil_stroke_vert_iface, "geometry_in")
|
||||
GPU_SHADER_NAMED_INTERFACE_INFO(gpencil_stroke_vert_iface, geometry_in)
|
||||
.smooth(Type::VEC4, "finalColor")
|
||||
.smooth(Type::FLOAT, "finalThickness");
|
||||
GPU_SHADER_INTERFACE_INFO(gpencil_stroke_geom_iface, "geometry_out")
|
||||
GPU_SHADER_NAMED_INTERFACE_INFO(gpencil_stroke_geom_iface, geometry_out)
|
||||
.smooth(Type::VEC4, "mColor")
|
||||
.smooth(Type::VEC2, "mTexCoord");
|
||||
|
||||
|
@ -8,7 +8,7 @@
|
||||
|
||||
#include "gpu_shader_create_info.hh"
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(keyframe_shape_iface, "")
|
||||
GPU_SHADER_INTERFACE_INFO(keyframe_shape_iface)
|
||||
.flat(Type::VEC4, "finalColor")
|
||||
.flat(Type::VEC4, "finalOutlineColor")
|
||||
.flat(Type::VEC4, "radii")
|
||||
|
@ -10,7 +10,7 @@
|
||||
#include "gpu_shader_create_info.hh"
|
||||
|
||||
/* We leverage hardware interpolation to compute distance along the line. */
|
||||
GPU_SHADER_INTERFACE_INFO(gpu_shader_line_dashed_interface, "")
|
||||
GPU_SHADER_INTERFACE_INFO(gpu_shader_line_dashed_interface)
|
||||
.no_perspective(Type::VEC2, "stipple_start") /* In screen space */
|
||||
.flat(Type::VEC2, "stipple_pos"); /* In screen space */
|
||||
|
||||
|
@ -9,7 +9,7 @@
|
||||
#include "gpu_interface_info.hh"
|
||||
#include "gpu_shader_create_info.hh"
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(gpu_seq_strip_iface, "")
|
||||
GPU_SHADER_INTERFACE_INFO(gpu_seq_strip_iface)
|
||||
.no_perspective(Type::VEC2, "co_interp")
|
||||
.flat(Type::UINT, "strip_id");
|
||||
|
||||
@ -24,7 +24,7 @@ GPU_SHADER_CREATE_INFO(gpu_shader_sequencer_strips)
|
||||
.fragment_source("gpu_shader_sequencer_strips_frag.glsl")
|
||||
.do_static_compilation(true);
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(gpu_seq_thumb_iface, "")
|
||||
GPU_SHADER_INTERFACE_INFO(gpu_seq_thumb_iface)
|
||||
.no_perspective(Type::VEC2, "pos_interp")
|
||||
.no_perspective(Type::VEC2, "texCoord_interp")
|
||||
.flat(Type::UINT, "thumb_id");
|
||||
|
@ -8,7 +8,7 @@
|
||||
|
||||
#include "gpu_shader_create_info.hh"
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(smooth_normal_iface, "").smooth(Type::VEC3, "normal");
|
||||
GPU_SHADER_INTERFACE_INFO(smooth_normal_iface).smooth(Type::VEC3, "normal");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(gpu_shader_simple_lighting)
|
||||
.vertex_in(0, Type::VEC3, "pos")
|
||||
|
@ -8,7 +8,7 @@
|
||||
|
||||
#include "gpu_shader_create_info.hh"
|
||||
|
||||
GPU_SHADER_INTERFACE_INFO(text_iface, "")
|
||||
GPU_SHADER_INTERFACE_INFO(text_iface)
|
||||
.flat(Type::VEC4, "color_flat")
|
||||
.no_perspective(Type::VEC2, "texCoord_interp")
|
||||
.flat(Type::INT, "glyph_offset")
|
||||
|
Loading…
Reference in New Issue
Block a user