Differential D15898 Diff 56015 source/blender/draw/engines/overlay/shaders/infos/overlay_edit_mode_info.hh
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source/blender/draw/engines/overlay/shaders/infos/overlay_edit_mode_info.hh
| Show First 20 Lines • Show All 272 Lines • ▼ Show 20 Lines | GPU_SHADER_CREATE_INFO(overlay_edit_uv_verts) | ||||
| .fragment_out(0, Type::VEC4, "fragColor") | .fragment_out(0, Type::VEC4, "fragColor") | ||||
| .vertex_source("overlay_edit_uv_verts_vert.glsl") | .vertex_source("overlay_edit_uv_verts_vert.glsl") | ||||
| .fragment_source("overlay_edit_uv_verts_frag.glsl") | .fragment_source("overlay_edit_uv_verts_frag.glsl") | ||||
| .additional_info("draw_mesh", "draw_globals"); | .additional_info("draw_mesh", "draw_globals"); | ||||
| GPU_SHADER_CREATE_INFO(overlay_edit_uv_tiled_image_borders) | GPU_SHADER_CREATE_INFO(overlay_edit_uv_tiled_image_borders) | ||||
| .do_static_compilation(true) | .do_static_compilation(true) | ||||
| .vertex_in(0, Type::VEC3, "pos") | .vertex_in(0, Type::VEC3, "pos") | ||||
| .push_constant(Type::VEC4, "color") | .push_constant(Type::VEC4, "ucolor") | ||||
| .fragment_out(0, Type::VEC4, "fragColor") | .fragment_out(0, Type::VEC4, "fragColor") | ||||
| .vertex_source("overlay_edit_uv_tiled_image_borders_vert.glsl") | .vertex_source("overlay_edit_uv_tiled_image_borders_vert.glsl") | ||||
| .fragment_source("overlay_uniform_color_frag.glsl") | .fragment_source("overlay_uniform_color_frag.glsl") | ||||
| .additional_info("draw_mesh"); | .additional_info("draw_mesh"); | ||||
| GPU_SHADER_INTERFACE_INFO(edit_uv_image_iface, "").smooth(Type::VEC2, "uvs"); | GPU_SHADER_INTERFACE_INFO(edit_uv_image_iface, "").smooth(Type::VEC2, "uvs"); | ||||
| GPU_SHADER_CREATE_INFO(overlay_edit_uv_stencil_image) | GPU_SHADER_CREATE_INFO(overlay_edit_uv_stencil_image) | ||||
| .do_static_compilation(true) | .do_static_compilation(true) | ||||
| .vertex_in(0, Type::VEC3, "pos") | .vertex_in(0, Type::VEC3, "pos") | ||||
| .vertex_out(edit_uv_image_iface) | .vertex_out(edit_uv_image_iface) | ||||
| .vertex_source("overlay_edit_uv_image_vert.glsl") | .vertex_source("overlay_edit_uv_image_vert.glsl") | ||||
| .sampler(0, ImageType::FLOAT_2D, "imgTexture") | .sampler(0, ImageType::FLOAT_2D, "imgTexture") | ||||
| .push_constant(Type::BOOL, "imgPremultiplied") | .push_constant(Type::BOOL, "imgPremultiplied") | ||||
| .push_constant(Type::BOOL, "imgAlphaBlend") | .push_constant(Type::BOOL, "imgAlphaBlend") | ||||
| .push_constant(Type::VEC4, "color") | .push_constant(Type::VEC4, "ucolor") | ||||
| .fragment_out(0, Type::VEC4, "fragColor") | .fragment_out(0, Type::VEC4, "fragColor") | ||||
| .fragment_source("overlay_image_frag.glsl") | .fragment_source("overlay_image_frag.glsl") | ||||
| .additional_info("draw_mesh"); | .additional_info("draw_mesh"); | ||||
| GPU_SHADER_CREATE_INFO(overlay_edit_uv_mask_image) | GPU_SHADER_CREATE_INFO(overlay_edit_uv_mask_image) | ||||
| .do_static_compilation(true) | .do_static_compilation(true) | ||||
| .vertex_in(0, Type::VEC3, "pos") | .vertex_in(0, Type::VEC3, "pos") | ||||
| .vertex_out(edit_uv_image_iface) | .vertex_out(edit_uv_image_iface) | ||||
| ▲ Show 20 Lines • Show All 270 Lines • ▼ Show 20 Lines | |||||
| /* -------------------------------------------------------------------- */ | /* -------------------------------------------------------------------- */ | ||||
| /** \name Uniform color | /** \name Uniform color | ||||
| * \{ */ | * \{ */ | ||||
| GPU_SHADER_CREATE_INFO(overlay_uniform_color) | GPU_SHADER_CREATE_INFO(overlay_uniform_color) | ||||
| .do_static_compilation(true) | .do_static_compilation(true) | ||||
| .vertex_in(0, Type::VEC3, "pos") | .vertex_in(0, Type::VEC3, "pos") | ||||
| .push_constant(Type::VEC4, "color") | .push_constant(Type::VEC4, "ucolor") | ||||
| .fragment_out(0, Type::VEC4, "fragColor") | .fragment_out(0, Type::VEC4, "fragColor") | ||||
| .vertex_source("overlay_depth_only_vert.glsl") | .vertex_source("overlay_depth_only_vert.glsl") | ||||
| .fragment_source("overlay_uniform_color_frag.glsl") | .fragment_source("overlay_uniform_color_frag.glsl") | ||||
| .additional_info("draw_mesh"); | .additional_info("draw_mesh"); | ||||
| GPU_SHADER_CREATE_INFO(overlay_uniform_color_clipped) | GPU_SHADER_CREATE_INFO(overlay_uniform_color_clipped) | ||||
| .do_static_compilation(true) | .do_static_compilation(true) | ||||
| .additional_info("overlay_depth_only", "drw_clipped"); | .additional_info("overlay_depth_only", "drw_clipped"); | ||||
| /** \} */ | /** \} */ | ||||