Blender
V3.3
|
#include "gpu_shader_create_info.hh"
Go to the source code of this file.
Functions | |
Ground-lines | |
pos | vertex_in (1, Type::VEC3, "inst_pos") .vertex_out(overlay_extra_iface) .fragment_out(0 |
Extra wires | |
no_perspective(Type::VEC2, "stipple_coord") .flat(Type pos | vertex_in (1, Type::VEC4, "color") .vertex_in(2 |
no_perspective(Type::VEC2, "stipple_coord") .flat(Type pos colorid | vertex_out (overlay_extra_wire_iface) .fragment_out(0 |
Extra points | |
GPU_SHADER_INTERFACE_INFO(overlay_extra_loose_point_iface, "").smooth(Type pos | push_constant (Type::VEC4, "color") .vertex_out(overlay_extra_loose_point_iface) .fragment_out(0 |
Extra shapes | |
no_perspective(Type::VEC2, "edgePos") .flat(Type pos color fragColor | draw_globals |
drw_clipped | |
no_perspective(Type::VEC2, "edgePos") .flat(Type | do_static_compilation (true) .vertex_in(0 |
no_perspective(Type::VEC2, "edgePos") .flat(Type pos | vertex_in (1, Type::INT, "vclass") .vertex_in(2 |
no_perspective(Type::VEC2, "edgePos") .flat(Type pos color | vertex_in (3, Type::MAT4, "inst_obmat") .vertex_out(overlay_extra_iface) .fragment_out(0 |
no_perspective(Type::VEC2, "edgePos") .flat(Type pos color fragColor | fragment_out (1, Type::VEC4, "lineOutput") .vertex_source("overlay_extra_vert.glsl") .fragment_source("overlay_extra_frag.glsl") .additional_info("draw_view" |
Particle | |
GPU_SHADER_INTERFACE_INFO(overlay_particle_iface, "").flat(Type sampler(0, ImageType::FLOAT_1D, "weightTex") .push_constant(Type fragColor | draw_mesh |
pos fragColor | draw_modelmat |
pos fragColor | draw_resource_id_uniform |
GPU_SHADER_INTERFACE_INFO(overlay_particle_iface, "").flat(Type sampler(0, ImageType::FLOAT_1D, "weightTex") .push_constant(Type | define ("pos", "vec3(0.0)") .fragment_out(0 |
pos | vertex_in (4, Type::INT, "vclass") .fragment_out(0 |
pos fragColor | fragment_source ("overlay_varying_color.glsl") .additional_info("overlay_particle" |
GPU_SHADER_INTERFACE_INFO (overlay_particle_iface, "").flat(Type sampler (0, ImageType::FLOAT_1D, "weightTex") .push_constant(Type define | ( | "pos" | , |
"vec3(0.0)" | |||
) |
no_perspective (Type::VEC2, "edgePos") .flat(Type do_static_compilation | ( | true | ) |
pos fragColor fragment_out | ( | 1 | , |
Type::VEC4 | , | ||
"lineOutput" | |||
) |
pos fragColor fragment_source | ( | "overlay_varying_color.glsl" | ) |
GPU_SHADER_INTERFACE_INFO (overlay_extra_loose_point_iface, "").smooth(Type pos push_constant | ( | Type::VEC4 | , |
"color" | |||
) |
no_perspective (Type::VEC2, "edgePos") .flat(Type pos vertex_in | ( | 1 | , |
Type::INT | , | ||
"vclass" | |||
) |
pos vertex_in | ( | 1 | , |
Type::VEC3 | , | ||
"inst_pos" | |||
) |
no_perspective (Type::VEC2, "stipple_coord") .flat(Type pos vertex_in | ( | 1 | , |
Type::VEC4 | , | ||
"color" | |||
) |
no_perspective (Type::VEC2, "edgePos") .flat(Type pos color vertex_in | ( | 3 | , |
Type::MAT4 | , | ||
"inst_obmat" | |||
) |
pos vertex_in | ( | 4 | , |
Type::INT | , | ||
"vclass" | |||
) |
no_perspective (Type::VEC2, "stipple_coord") .flat(Type pos colorid vertex_out | ( | overlay_extra_wire_iface | ) |
GPU_SHADER_INTERFACE_INFO (overlay_extra_loose_point_iface, "").smooth(Type pos fragColor draw_globals |
Definition at line 26 of file overlay_extra_info.hh.
GPU_SHADER_INTERFACE_INFO (overlay_particle_iface, "").flat(Type sampler (0, ImageType::FLOAT_1D, "weightTex") .push_constant(Type fragColor draw_mesh |
Definition at line 303 of file overlay_extra_info.hh.
pos fragColor draw_modelmat |
Definition at line 316 of file overlay_extra_info.hh.
Referenced by gpu_shader_create_info_init().
pos fragColor draw_resource_id_uniform |
Definition at line 316 of file overlay_extra_info.hh.
drw_clipped |
Definition at line 35 of file overlay_extra_info.hh.