Blender  V3.3
Functions
overlay_edit_mode_info.hh File Reference
#include "gpu_shader_create_info.hh"

Go to the source code of this file.

Functions

GPU_SHADER_INTERFACE_INFO(overlay_edit_flat_color_iface, "").flat(Type GPU_SHADER_INTERFACE_INFO(overlay_edit_smooth_color_iface, "").smooth(Type no_perspective (Type::VEC4, "finalColor")
 
Edit UV
au vertex_in(1, Type::INT, "flag") .push_constant(Type au vertex_in(1, Type::INT, "flag") .push_constant(Type smooth(Type::VEC4, "fillColor") .smooth(Type au vertex_in(1, Type::INT, "flag") .push_constant(Type pos push_constant (Type::VEC4, "color") .fragment_out(0
 
au vertex_in(1, Type::INT, "flag") .push_constant(Type au vertex_in(1, Type::INT, "flag") .push_constant(Type smooth(Type::VEC4, "fillColor") .smooth(Type au vertex_in(1, Type::INT, "flag") .push_constant(Type pos fragColor vertex_source ("overlay_edit_uv_tiled_image_borders_vert.glsl") .fragment_source("overlay_uniform_color_frag.glsl") .additional_info("draw_mesh")
 
GPU_SHADER_INTERFACE_INFO(edit_uv_image_iface, "").smooth(Type pos vertex_out (edit_uv_image_iface) .vertex_source("overlay_edit_uv_image_vert.glsl") .sampler(0
 
GPU_SHADER_INTERFACE_INFO(edit_uv_image_iface, "").smooth(Type pos imgTexture push_constant(Type::BOOL, "imgPremultiplied") .push_constant(Type pos imgTexture fragColor vertex_source ("overlay_edit_uv_image_vert.glsl") .fragment_source("overlay_edit_uv_image_mask_frag.glsl") .additional_info("draw_mesh")
 
UV Stretching
vertex_in(0, Type::VEC2, "pos") .push_constant(Type ratio push_constant (Type::FLOAT, "totalAreaRatio") .additional_info("overlay_edit_uv_stretching")
 
uv_angles vertex_in (2, Type::FLOAT, "angle") .additional_info("overlay_edit_uv_stretching")
 
Edit Curve
pos vertex_in (1, Type::VEC3, "nor") .vertex_in(2
 
pos vertex_in (1, Type::INT, "data") .vertex_out(overlay_edit_flat_color_iface) .fragment_out(0
 
pos fragColor vertex_source ("overlay_edit_lattice_point_vert.glsl") .fragment_source("overlay_point_varying_color_frag.glsl") .additional_info("draw_mesh"
 
pos weightTex vertex_out (overlay_edit_smooth_color_iface) .fragment_out(0
 
pos weightTex fragColor vertex_source ("overlay_edit_lattice_wire_vert.glsl") .fragment_source("overlay_varying_color.glsl") .additional_info("draw_mesh"
 
Edit Particle
pos vertex_in (1, Type::FLOAT, "color") .sampler(0
 
pos weightTex push_constant (Type::BOOL, "useWeight") .vertex_out(overlay_edit_smooth_color_iface) .fragment_out(0
 
pos weightTex fragColor vertex_source ("overlay_edit_particle_strand_vert.glsl") .fragment_source("overlay_varying_color.glsl") .additional_info("draw_mesh"
 
pos fragColor vertex_source ("overlay_edit_particle_point_vert.glsl") .fragment_source("overlay_point_varying_color_frag.glsl") .additional_info("draw_mesh"
 
Edit GPencil
 typedef_source ("overlay_shader_shared.h") .vertex_in(0
 
pos vertex_in (1, Type::INT, "ma") .vertex_in(2
 
Depth Only Shader

Used to occlude edit geometry which might not be rendered by the render engine.

pos vertex_source ("overlay_depth_only_vert.glsl") .fragment_source("overlay_depth_only_frag.glsl") .additional_info("draw_mesh")
 

Edit Mesh

pos local_pos fragColor draw_globals
 
 drw_clipped
 
 define ("blender_srgb_to_framebuffer_space(a)", "a") .sampler(0
 
depthTex fragment_out(0, Type::VEC4, "fragColor") .push_constant(Type smooth(Type::VEC4, "finalColor") .smooth(Type do_static_compilation(true) .builtins(BuiltinBits smooth(Type::VEC4, "finalColor_") .smooth(Type smooth(Type::VEC4, "finalColor") .flat(Type do_static_compilation (true) .define("EDGE") .vertex_in(0
 
depthTex fragment_out(0, Type::VEC4, "fragColor") .push_constant(Type smooth(Type::VEC4, "finalColor") .smooth(Type do_static_compilation(true) .builtins(BuiltinBits smooth(Type::VEC4, "finalColor_") .smooth(Type smooth(Type::VEC4, "finalColor") .flat(Type pos vertex_in (1, Type::IVEC4, "data") .vertex_in(2
 
pos vnor vertex_out (overlay_edit_flat_color_iface) .fragment_source("overlay_varying_color.glsl") .additional_info("overlay_edit_mesh_common")
 
pos norAndFlag define ("vnor", "norAndFlag.xyz") .vertex_out(overlay_edit_flat_color_iface) .fragment_source("overlay_point_varying_color_frag.glsl") .additional_info("overlay_edit_mesh_common")
 
pos vertex_in (1, Type::VEC4, "lnor") .vertex_in(2
 
pos vnor vertex_in (3, Type::VEC4, "norAndFlag") .sampler(0
 
pos vnor depthTex push_constant(Type::FLOAT, "normalSize") .push_constant(Type GPU_SHADER_INTERFACE_INFO(overlay_edit_mesh_analysis_iface, "").smooth(Type pos vertex_in (1, Type::FLOAT, "weight") .sampler(0
 
pos vnor depthTex push_constant(Type::FLOAT, "normalSize") .push_constant(Type GPU_SHADER_INTERFACE_INFO(overlay_edit_mesh_analysis_iface, "").smooth(Type pos weightTex fragment_out (0, Type::VEC4, "fragColor") .vertex_out(overlay_edit_mesh_analysis_iface) .vertex_source("overlay_edit_mesh_analysis_vert.glsl") .fragment_source("overlay_edit_mesh_analysis_frag.glsl") .additional_info("draw_modelmat")
 
pos vertex_in (1, Type::FLOAT, "size") .vertex_in(2
 
pos local_pos fragColor vertex_source ("overlay_edit_mesh_skin_root_vert.glsl") .fragment_source("overlay_varying_color.glsl") .additional_info("draw_modelmat_instanced_attr"
 

Function Documentation

◆ define() [1/2]

define ( "blender_srgb_to_framebuffer_space(a)"  ,
"a"   
)

◆ define() [2/2]

pos norAndFlag define ( "vnor"  ,
"norAndFlag.xyz"   
)

◆ do_static_compilation()

depthTex fragment_out (0, Type::VEC4, "fragColor") .push_constant(Type smooth (Type::VEC4, "finalColor") .smooth(Type do_static_compilation (true) .builtins(BuiltinBits smooth (Type::VEC4, "finalColor_") .smooth(Type smooth (Type::VEC4, "finalColor") .flat(Type do_static_compilation ( true  )

◆ fragment_out()

pos vnor depthTex push_constant (Type::FLOAT, "normalSize") .push_constant(Type GPU_SHADER_INTERFACE_INFO (overlay_edit_mesh_analysis_iface, "").smooth(Type pos weightTex fragment_out ( ,
Type::VEC4  ,
"fragColor"   
)

◆ no_perspective()

GPU_SHADER_INTERFACE_INFO (overlay_edit_flat_color_iface, "").flat(Type GPU_SHADER_INTERFACE_INFO (overlay_edit_smooth_color_iface, "").smooth(Type no_perspective ( Type::VEC4  ,
"finalColor"   
)

◆ push_constant() [1/3]

pos weightTex push_constant ( Type::BOOL  ,
"useWeight"   
)

◆ push_constant() [2/3]

vertex_in (0, Type::VEC2, "pos") .push_constant(Type ratio push_constant ( Type::FLOAT  ,
"totalAreaRatio"   
)

◆ push_constant() [3/3]

pos push_constant ( Type::VEC4  ,
"color"   
)

◆ typedef_source()

typedef_source ( "overlay_shader_shared.h"  )

◆ vertex_in() [1/10]

pos vertex_in ( ,
Type::FLOAT  ,
"color"   
)

◆ vertex_in() [2/10]

pos vertex_in ( ,
Type::FLOAT  ,
"size"   
)

◆ vertex_in() [3/10]

pos vertex_in ( ,
Type::FLOAT  ,
"weight"   
)

◆ vertex_in() [4/10]

pos vertex_in ( ,
Type::INT  ,
"data"   
)

◆ vertex_in() [5/10]

pos vertex_in ( ,
Type::INT  ,
"ma"   
)

◆ vertex_in() [6/10]

pos vertex_in ( ,
Type::IVEC4  ,
"data"   
)

◆ vertex_in() [7/10]

pos vertex_in ( ,
Type::VEC3  ,
"nor"   
)

◆ vertex_in() [8/10]

pos vertex_in ( ,
Type::VEC4  ,
"lnor"   
)

◆ vertex_in() [9/10]

uv_angles vertex_in ( ,
Type::FLOAT  ,
"angle"   
)

◆ vertex_in() [10/10]

pos vnor vertex_in ( ,
Type::VEC4  ,
"norAndFlag"   
)

◆ vertex_out() [1/3]

GPU_SHADER_INTERFACE_INFO (edit_uv_image_iface, "").smooth(Type pos vertex_out ( edit_uv_image_iface  )

◆ vertex_out() [2/3]

pos local_pos vertex_out ( overlay_edit_flat_color_iface  )

◆ vertex_out() [3/3]

pos weightTex vertex_out ( overlay_edit_smooth_color_iface  )

◆ vertex_source() [1/8]

pos fragColor vertex_source ( "overlay_depth_only_vert.glsl"  )

◆ vertex_source() [2/8]

pos fragColor vertex_source ( "overlay_edit_lattice_point_vert.glsl"  )

◆ vertex_source() [3/8]

pos weightTex fragColor vertex_source ( "overlay_edit_lattice_wire_vert.glsl"  )

◆ vertex_source() [4/8]

pos local_pos fragColor vertex_source ( "overlay_edit_mesh_skin_root_vert.glsl"  )

◆ vertex_source() [5/8]

pos fragColor vertex_source ( "overlay_edit_particle_point_vert.glsl"  )

◆ vertex_source() [6/8]

pos weightTex fragColor vertex_source ( "overlay_edit_particle_strand_vert.glsl"  )

◆ vertex_source() [7/8]

GPU_SHADER_INTERFACE_INFO (edit_uv_image_iface, "").smooth(Type pos imgTexture push_constant (Type::BOOL, "imgPremultiplied") .push_constant(Type pos imgTexture fragColor vertex_source ( "overlay_edit_uv_image_vert.glsl"  )

◆ vertex_source() [8/8]

au vertex_in (1, Type::INT, "flag") .push_constant(Type au vertex_in (1, Type::INT, "flag") .push_constant(Type smooth (Type::VEC4, "fillColor") .smooth(Type au vertex_in (1, Type::INT, "flag") .push_constant(Type pos fragColor vertex_source ( "overlay_edit_uv_tiled_image_borders_vert.glsl"  )

Variable Documentation

◆ draw_globals

pos fragColor draw_globals

Definition at line 129 of file overlay_edit_mode_info.hh.

◆ drw_clipped

drw_clipped

Definition at line 133 of file overlay_edit_mode_info.hh.