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