Blender  V3.3
workbench_effect_cavity_info.hh
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1 /* SPDX-License-Identifier: GPL-2.0-or-later */
2 
4 
5 GPU_SHADER_CREATE_INFO(workbench_effect_cavity_common)
6  .fragment_out(0, Type::VEC4, "fragColor")
7  .sampler(0, ImageType::FLOAT_2D, "normalBuffer")
8  .uniform_buf(4, "WorldData", "world_data", Frequency::PASS)
9  .typedef_source("workbench_shader_shared.h")
10  .fragment_source("workbench_effect_cavity_frag.glsl")
11  .additional_info("draw_fullscreen")
12  .additional_info("draw_view");
13 
14 GPU_SHADER_CREATE_INFO(workbench_effect_cavity)
15  .do_static_compilation(true)
16  .define("USE_CAVITY")
17  .uniform_buf(3, "vec4", "samples_coords[512]")
18  .sampler(1, ImageType::DEPTH_2D, "depthBuffer")
19  .sampler(2, ImageType::FLOAT_2D, "cavityJitter")
20  .additional_info("workbench_effect_cavity_common");
21 
22 GPU_SHADER_CREATE_INFO(workbench_effect_curvature)
23  .do_static_compilation(true)
24  .define("USE_CURVATURE")
25  .sampler(1, ImageType::UINT_2D, "objectIdBuffer")
26  .additional_info("workbench_effect_cavity_common");
27 
28 GPU_SHADER_CREATE_INFO(workbench_effect_cavity_curvature)
29  .do_static_compilation(true)
30  .define("USE_CAVITY")
31  .define("USE_CURVATURE")
32  .uniform_buf(3, "vec4", "samples_coords[512]")
33  .sampler(1, ImageType::DEPTH_2D, "depthBuffer")
34  .sampler(2, ImageType::FLOAT_2D, "cavityJitter")
35  .sampler(3, ImageType::UINT_2D, "objectIdBuffer")
36  .additional_info("workbench_effect_cavity_common");
#define GPU_SHADER_CREATE_INFO(_info)