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source/blender/gpu/metal/kernels/gpu_shader_fullscreen_blit_info.hh
- This file was added.
| /* SPDX-License-Identifier: GPL-2.0-or-later */ | |||||
| /** \file | |||||
| * \ingroup gpu | |||||
| */ | |||||
| #include "gpu_shader_create_info.hh" | |||||
| GPU_SHADER_INTERFACE_INFO(fullscreen_blit_iface, "").smooth(Type::VEC4, "uvcoordsvar"); | |||||
| GPU_SHADER_CREATE_INFO(fullscreen_blit) | |||||
| .vertex_in(0, Type::VEC2, "pos") | |||||
| .vertex_out(fullscreen_blit_iface) | |||||
| .fragment_out(0, Type::VEC4, "fragColor") | |||||
| .push_constant(Type::VEC2, "fullscreen") | |||||
| .push_constant(Type::VEC2, "size") | |||||
| .push_constant(Type::VEC2, "dst_offset") | |||||
| .push_constant(Type::VEC2, "src_offset") | |||||
| .push_constant(Type::INT, "mip") | |||||
| .sampler(0, ImageType::FLOAT_2D, "imageTexture", Frequency::PASS) | |||||
| .vertex_source("gpu_shader_fullscreen_blit_vert.glsl") | |||||
| .fragment_source("gpu_shader_fullscreen_blit_frag.glsl") | |||||
| .do_static_compilation(true); | |||||
| No newline at end of file | |||||