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source/blender/draw/engines/workbench/workbench_private.h
| Show First 20 Lines • Show All 194 Lines • ▼ Show 20 Lines | typedef struct WORKBENCH_UBO_World { | ||||
| float curvature_ridge; | float curvature_ridge; | ||||
| float curvature_valley; | float curvature_valley; | ||||
| float ui_scale; | float ui_scale; | ||||
| float _pad0; | float _pad0; | ||||
| int matcap_orientation; | int matcap_orientation; | ||||
| int use_specular; /* Bools are 32bit ints in GLSL. */ | int use_specular; /* Bools are 32bit ints in GLSL. */ | ||||
| int _pad1; | float xray_alpha; /* Workbench Next */ | ||||
| int _pad2; | int _pad2; | ||||
| /* Workbench Next data | |||||
| * (Not used here, but needs to be kept in sync with workbench_shader_shared WorldData) */ | |||||
| float background_color[4]; | |||||
| } WORKBENCH_UBO_World; | } WORKBENCH_UBO_World; | ||||
| BLI_STATIC_ASSERT_ALIGN(WORKBENCH_UBO_World, 16) | BLI_STATIC_ASSERT_ALIGN(WORKBENCH_UBO_World, 16) | ||||
| BLI_STATIC_ASSERT_ALIGN(WORKBENCH_UBO_Light, 16) | BLI_STATIC_ASSERT_ALIGN(WORKBENCH_UBO_Light, 16) | ||||
| BLI_STATIC_ASSERT_ALIGN(WORKBENCH_UBO_Material, 16) | BLI_STATIC_ASSERT_ALIGN(WORKBENCH_UBO_Material, 16) | ||||
| typedef struct WORKBENCH_Prepass { | typedef struct WORKBENCH_Prepass { | ||||
| /** Hash storing shading group for each Material or GPUTexture to reduce state changes. */ | /** Hash storing shading group for each Material or GPUTexture to reduce state changes. */ | ||||
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