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source/blender/gpu/GPU_shader.h
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| void GPU_shader_set_framebuffer_srgb_target(int use_srgb_to_linear); | void GPU_shader_set_framebuffer_srgb_target(int use_srgb_to_linear); | ||||
| /* Builtin/Non-generated shaders */ | /* Builtin/Non-generated shaders */ | ||||
| typedef enum eGPUBuiltinShader { | typedef enum eGPUBuiltinShader { | ||||
| /* specialized drawing */ | /* specialized drawing */ | ||||
| GPU_SHADER_TEXT, | GPU_SHADER_TEXT, | ||||
| GPU_SHADER_KEYFRAME_SHAPE, | GPU_SHADER_KEYFRAME_SHAPE, | ||||
| GPU_SHADER_SIMPLE_LIGHTING, | GPU_SHADER_SIMPLE_LIGHTING, | ||||
| /* for simple 2D drawing */ | |||||
| /** | |||||
| * Take a single color for all the vertices and a 2D position for each vertex. | |||||
| * | |||||
| * \param color: uniform vec4 | |||||
| * \param pos: in vec2 | |||||
| */ | |||||
| GPU_SHADER_2D_UNIFORM_COLOR, | |||||
| /** | /** | ||||
| * Take a 2D position and color for each vertex without color interpolation. | * Take a 2D position and color for each vertex without color interpolation. | ||||
| * | * | ||||
| * \param color: in vec4 | * \param color: in vec4 | ||||
| * \param pos: in vec2 | * \param pos: in vec2 | ||||
| */ | */ | ||||
| GPU_SHADER_2D_FLAT_COLOR, | GPU_SHADER_2D_FLAT_COLOR, | ||||
| /** | /** | ||||
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