Blender  V3.3
Functions | Variables
workbench_effect_cavity_info.hh File Reference
#include "gpu_shader_create_info.hh"

Go to the source code of this file.

Functions

 fragment_out (0, Type::VEC4, "fragColor") .sampler(0
 
normalBuffer uniform_buf (4, "WorldData", "world_data", Frequency::PASS) .typedef_source("workbench_shader_shared.h") .fragment_source("workbench_effect_cavity_frag.glsl") .additional_info("draw_fullscreen") .additional_info("draw_view")
 
 do_static_compilation (true) .define("USE_CAVITY") .uniform_buf(3
 
samples_coords[512] sampler (1, ImageType::DEPTH_2D, "depthBuffer") .sampler(2
 
samples_coords[512] cavityJitter additional_info ("workbench_effect_cavity_common")
 
samples_coords[512] cavityJitter sampler (3, ImageType::UINT_2D, "objectIdBuffer") .additional_info("workbench_effect_cavity_common")
 

Variables

 vec4
 

Function Documentation

◆ additional_info()

objectIdBuffer additional_info ( "workbench_effect_cavity_common"  )

◆ do_static_compilation()

do_static_compilation ( true  )

◆ fragment_out()

fragment_out ( ,
Type::VEC4  ,
"fragColor"   
)

◆ sampler() [1/2]

samples_coords [512] sampler ( ,
ImageType::DEPTH_2D  ,
"depthBuffer"   
)

◆ sampler() [2/2]

samples_coords [512] cavityJitter sampler ( ,
ImageType::UINT_2D  ,
"objectIdBuffer"   
)

◆ uniform_buf()

normalBuffer uniform_buf ( ,
"WorldData"  ,
"world_data"  ,
Frequency::PASS   
)

Variable Documentation

◆ vec4

vec4

Definition at line 17 of file workbench_effect_cavity_info.hh.