36 {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->mist_accum)});
45 g_data->mist_falloff = 2.0f;
48 g_data->mist_falloff = 1.0f;
51 g_data->mist_falloff = 0.5f;
61 g_data->mist_falloff = 1.0f;
65 g_data->mist_falloff *= 0.5f;
89 const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
@ WO_MIST_INVERSE_QUADRATIC
#define DRW_PASS_CREATE(pass, state)
#define DRW_shgroup_uniform_block(shgroup, name, ubo)
#define DRW_shgroup_call(shgroup, geom, ob)
void GPU_framebuffer_bind(GPUFrameBuffer *fb)
GPUBatch * DRW_cache_fullscreen_quad_get(void)
const DRWContextState * DRW_context_state_get(void)
DefaultTextureList * DRW_viewport_texture_list_get(void)
float DRW_view_near_distance_get(const DRWView *view)
void DRW_shgroup_uniform_vec3(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize)
DRWShadingGroup * DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass)
float DRW_view_far_distance_get(const DRWView *view)
void DRW_shgroup_uniform_texture_ref(DRWShadingGroup *shgroup, const char *name, GPUTexture **tex)
void DRW_draw_pass(DRWPass *pass)
void DRW_texture_ensure_fullscreen_2d(GPUTexture **tex, eGPUTextureFormat format, DRWTextureFlag flags)
static struct @318 g_data
depth_tx normal_tx diffuse_light_tx specular_light_tx volume_light_tx environment_tx ambient_occlusion_tx aov_value_tx GPU_R32F
void EEVEE_mist_output_accumulate(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
void EEVEE_mist_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
struct GPUShader * EEVEE_shaders_effect_mist_sh_get(void)
static void clear(Message *msg)
struct GPUTexture * depth
EEVEE_FramebufferList * fbl
struct GPUFrameBuffer * main_fb
struct GPUFrameBuffer * mist_accum_fb
struct DRWPass * mist_accum_ps
struct EEVEE_PrivateData * g_data
struct EEVEE_EffectsInfo * effects
struct GPUTexture * mist_accum
struct GPUUniformBuf * combined
struct EEVEE_ViewLayerData::@210 renderpass_ubo
struct GPUUniformBuf * common_ubo