forked from blender/blender
GPU: Shader Create Info GLSL-C++ stubs #3
@ -495,3 +495,26 @@ template<typename T, int C, int R> float determinant(MatBase<T, C, R>) {}
|
||||
template<typename T, int C, int R> MatBase<T, C, R> inverse(MatBase<T, C, R>) {}
|
||||
template<typename T, int C, int R> MatBase<T, R, C> transpose(MatBase<T, C, R>) {}
|
||||
#endif
|
||||
|
||||
/* Vertex Shader Special Variables. */
|
||||
const int gl_VertexID;
|
||||
const int gl_InstanceID;
|
||||
const int gl_BaseVertex;
|
||||
const int gl_BaseInstance;
|
||||
float4 gl_Position;
|
||||
float gl_PointSize;
|
||||
/* Fragment Shader Special Variables. */
|
||||
const float4 gl_FragCoord;
|
||||
const bool gl_FrontFacing;
|
||||
const float2 gl_PointCoord;
|
||||
const int gl_PrimitiveID;
|
||||
float gl_FragDepth;
|
||||
/* Read-only in Fragment Shader and write-only in vertex shader. */
|
||||
float gl_ClipDistance[];
|
||||
float gl_CullDistance[];
|
||||
/* Use GPU variant as they can be emulated. */
|
||||
int gpu_Layer;
|
||||
int gpu_ViewportIndex;
|
||||
|
||||
/* Keywords. */
|
||||
void discard;
|
||||
|
Loading…
Reference in New Issue
Block a user