12 .geometry_layout(PrimitiveIn::TRIANGLES, PrimitiveOut::TRIANGLE_STRIP, 3)
13 .geometry_source(
"basic_conservative_depth_geom.glsl");
22 .vertex_in(0, Type::VEC3,
"pos")
23 .vertex_source(
"basic_depth_vert.glsl")
24 .additional_info(
"draw_mesh");
27 .vertex_source(
"basic_depth_pointcloud_vert.glsl")
28 .additional_info(
"draw_pointcloud");
31 .vertex_source(
"basic_depth_curves_vert.glsl")
32 .additional_info(
"draw_hair");
39 #define BASIC_FINAL_VARIATION(name, ...) \
40 GPU_SHADER_CREATE_INFO(name).additional_info(__VA_ARGS__).do_static_compilation(true);
42 #define BASIC_CLIPPING_VARIATIONS(prefix, ...) \
43 BASIC_FINAL_VARIATION(prefix##_clipped, "drw_clipped", __VA_ARGS__) \
44 BASIC_FINAL_VARIATION(prefix, __VA_ARGS__)
46 #define BASIC_CONSERVATIVE_VARIATIONS(prefix, ...) \
47 BASIC_CLIPPING_VARIATIONS(prefix##_conservative, "basic_conservative", __VA_ARGS__) \
48 BASIC_CLIPPING_VARIATIONS(prefix, __VA_ARGS__)
50 #define BASIC_OBTYPE_VARIATIONS(prefix, ...) \
51 BASIC_CONSERVATIVE_VARIATIONS(prefix##_mesh, "basic_mesh", __VA_ARGS__) \
52 BASIC_CONSERVATIVE_VARIATIONS(prefix##_pointcloud, "basic_pointcloud", __VA_ARGS__) \
53 BASIC_CLIPPING_VARIATIONS(prefix##_curves, "basic_curves", __VA_ARGS__)
#define BASIC_OBTYPE_VARIATIONS(prefix,...)
GPU_SHADER_CREATE_INFO(basic_depth).fragment_source("basic_depth_frag.glsl")