Blender
V3.3
|
#include "gpu_shader_create_info.hh"
Go to the source code of this file.
Functions | |
Pipeline Type | |
fragment_out (0, Type::VEC4, "transparentAccum") .fragment_out(1 | |
revealageAccum fragment_out(2, Type::UINT, "objectId") .push_constant(Type | fragment_out (0, Type::VEC4, "materialData") .fragment_out(1 |
revealageAccum fragment_out(2, Type::UINT, "objectId") .push_constant(Type normalData | fragment_out (2, Type::UINT, "objectId") .typedef_source("workbench_shader_shared.h") .fragment_source("workbench_prepass_frag.glsl") |
Variations Declaration | |
#define | WORKBENCH_FINAL_VARIATION(name, ...) GPU_SHADER_CREATE_INFO(name).additional_info(__VA_ARGS__).do_static_compilation(true); |
#define | WORKBENCH_CLIPPING_VARIATIONS(prefix, ...) |
#define | WORKBENCH_TEXTURE_VARIATIONS(prefix, ...) |
#define | WORKBENCH_DATATYPE_VARIATIONS(prefix, ...) |
#define | WORKBENCH_PIPELINE_VARIATIONS(prefix, ...) |
WORKBENCH_PIPELINE_VARIATIONS (workbench, "workbench_material") | |
Object Type | |
au | |
vertex_in (0, Type::VEC3, "pos") .vertex_in(1 | |
nor | vertex_in (2, Type::VEC4, "ac") .vertex_in(3 |
nor au | vertex_source ("workbench_prepass_vert.glsl") .additional_info("draw_mesh") .additional_info("draw_resource_handle") |
sampler (0, ImageType::FLOAT_BUFFER, "ac", Frequency::BATCH) .sampler(1 | |
Frequency::BATCH | vertex_source ("workbench_prepass_hair_vert.glsl") .additional_info("draw_hair") .additional_info("draw_resource_handle") |
vertex_source ("workbench_prepass_pointcloud_vert.glsl") .additional_info("draw_pointcloud") .additional_info("draw_resource_handle") | |
Texture Type | |
sampler(2, ImageType::FLOAT_2D, "imageTexture", Frequency::BATCH) .push_constant(Type | imageTileData |
GPU_SHADER_CREATE_INFO (workbench_texture_none).define("TEXTURE_NONE") | |
sampler(2, ImageType::FLOAT_2D, "imageTexture", Frequency::BATCH) .push_constant(Type | sampler (2, ImageType::FLOAT_2D_ARRAY, "imageTileArray", Frequency::BATCH) .sampler(3 |
Lighting Type (only for transparent) | |
matcap_diffuse_tx | |
GPU_SHADER_CREATE_INFO (workbench_lighting_flat).define("V3D_LIGHTING_FLAT") | |
GPU_SHADER_CREATE_INFO (workbench_lighting_studio).define("V3D_LIGHTING_STUDIO") | |
define ("V3D_LIGHTING_MATCAP") .sampler(4 | |
Frequency::PASS | sampler (5, ImageType::FLOAT_2D, "matcap_specular_tx", Frequency::PASS) |
Material Interface | |
smooth(Type::VEC3, "normal_interp") .smooth(Type | vec4 |
smooth(Type::VEC3, "normal_interp") .smooth(Type | materials_data [4096] |
smooth(Type::VEC3, "normal_interp") .smooth(Type | uniform_buf (4, "WorldData", "world_data", Frequency::PASS) .uniform_buf(5 |
#define WORKBENCH_CLIPPING_VARIATIONS | ( | prefix, | |
... | |||
) |
Definition at line 119 of file workbench_prepass_info.hh.
#define WORKBENCH_DATATYPE_VARIATIONS | ( | prefix, | |
... | |||
) |
Definition at line 128 of file workbench_prepass_info.hh.
#define WORKBENCH_FINAL_VARIATION | ( | name, | |
... | |||
) | GPU_SHADER_CREATE_INFO(name).additional_info(__VA_ARGS__).do_static_compilation(true); |
Definition at line 116 of file workbench_prepass_info.hh.
#define WORKBENCH_PIPELINE_VARIATIONS | ( | prefix, | |
... | |||
) |
Definition at line 133 of file workbench_prepass_info.hh.
#define WORKBENCH_TEXTURE_VARIATIONS | ( | prefix, | |
... | |||
) |
Definition at line 123 of file workbench_prepass_info.hh.
define | ( | "V3D_LIGHTING_MATCAP" | ) |
revealageAccum fragment_out (2, Type::UINT, "objectId") .push_constant(Type fragment_out | ( | 0 | , |
Type::VEC4 | , | ||
"materialData" | |||
) |
fragment_out | ( | 0 | , |
Type::VEC4 | , | ||
"transparentAccum" | |||
) |
revealageAccum fragment_out (2, Type::UINT, "objectId") .push_constant(Type normalData fragment_out | ( | 2 | , |
Type::UINT | , | ||
"objectId" | |||
) |
GPU_SHADER_CREATE_INFO | ( | workbench_lighting_flat | ) |
GPU_SHADER_CREATE_INFO | ( | workbench_lighting_studio | ) |
GPU_SHADER_CREATE_INFO | ( | workbench_texture_none | ) |
sampler | ( | 0 | , |
ImageType::FLOAT_BUFFER | , | ||
"ac" | , | ||
Frequency::BATCH | |||
) |
sampler (2, ImageType::FLOAT_2D, "imageTexture", Frequency::BATCH) .push_constant(Type sampler | ( | 2 | , |
ImageType::FLOAT_2D_ARRAY | , | ||
"imageTileArray" | , | ||
Frequency::BATCH | |||
) |
Frequency::PASS sampler | ( | 5 | , |
ImageType::FLOAT_2D | , | ||
"matcap_specular_tx" | , | ||
Frequency::PASS | |||
) |
smooth (Type::VEC3, "normal_interp") .smooth(Type uniform_buf | ( | 4 | , |
"WorldData" | , | ||
"world_data" | , | ||
Frequency::PASS | |||
) |
vertex_in | ( | 0 | , |
Type::VEC3 | , | ||
"pos" | |||
) |
nor vertex_in | ( | 2 | , |
Type::VEC4 | , | ||
"ac" | |||
) |
Frequency::BATCH vertex_source | ( | "workbench_prepass_hair_vert.glsl" | ) |
vertex_source | ( | "workbench_prepass_pointcloud_vert.glsl" | ) |
WORKBENCH_PIPELINE_VARIATIONS | ( | workbench | , |
"workbench_material" | |||
) |
au |
Definition at line 20 of file workbench_prepass_info.hh.
Referenced by rect_light_sample().
sampler (2, ImageType::FLOAT_2D, "imageTexture", Frequency::BATCH) .push_constant(Type imageTileData |
Definition at line 46 of file workbench_prepass_info.hh.
matcap_diffuse_tx |
Definition at line 62 of file workbench_prepass_info.hh.
smooth (Type::VEC3, "normal_interp") .smooth(Type materials_data[4096] |
Definition at line 82 of file workbench_prepass_info.hh.
Referenced by BKE_object_material_get_eval().
smooth (Type::VEC3, "normal_interp") .smooth(Type vec4 |
Definition at line 82 of file workbench_prepass_info.hh.