forked from blender/blender
GPU: Shader Create Info GLSL-C++ stubs #3
@ -19,12 +19,15 @@ GPU_SHADER_INTERFACE_END()
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GPU_SHADER_CREATE_INFO(gpu_shader_text)
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GPU_SHADER_CREATE_INFO(gpu_shader_text)
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VERTEX_IN(0, VEC4, pos)
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VERTEX_IN(0, VEC4, pos)
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VERTEX_IN(1, VEC4, col)
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VERTEX_IN(1, VEC4, col)
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.vertex_in(2, Type ::IVEC2, "glyph_size")
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VERTEX_IN(2, IVEC2, glyph_size)
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.vertex_in(3, Type ::INT, "offset")
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VERTEX_IN(3, INT, offset)
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.vertex_in(4, Type ::UINT, "flags") VERTEX_OUT(text_iface) FRAGMENT_OUT(0, VEC4, fragColor)
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VERTEX_IN(4, UINT, flags)
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PUSH_CONSTANT(MAT4, ModelViewProjectionMatrix) PUSH_CONSTANT(INT, glyph_tex_width_mask)
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VERTEX_OUT(text_iface)
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PUSH_CONSTANT(INT, glyph_tex_width_shift) SAMPLER_FREQ(0, FLOAT_2D, glyph, PASS)
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FRAGMENT_OUT(0, VEC4, fragColor)
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VERTEX_SOURCE("gpu_shader_text_vert.glsl")
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PUSH_CONSTANT(MAT4, ModelViewProjectionMatrix)
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FRAGMENT_SOURCE("gpu_shader_text_frag.glsl")
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PUSH_CONSTANT(INT, glyph_tex_width_mask)
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ADDITIONAL_INFO(gpu_srgb_to_framebuffer_space) DO_STATIC_COMPILATION()
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PUSH_CONSTANT(INT, glyph_tex_width_shift)
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GPU_SHADER_CREATE_END()
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SAMPLER_FREQ(0, FLOAT_2D, glyph, PASS)
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VERTEX_SOURCE("gpu_shader_text_vert.glsl")
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FRAGMENT_SOURCE("gpu_shader_text_frag.glsl")
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ADDITIONAL_INFO(gpu_srgb_to_framebuffer_space) DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END()
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