Blender  V3.3
workbench_composite_info.hh
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1 /* SPDX-License-Identifier: GPL-2.0-or-later */
2 
4 
5 /* -------------------------------------------------------------------- */
9 GPU_SHADER_CREATE_INFO(workbench_composite)
10  .sampler(0, ImageType::FLOAT_2D, "normalBuffer", Frequency::PASS)
11  .sampler(1, ImageType::FLOAT_2D, "materialBuffer", Frequency::PASS)
12  .uniform_buf(4, "WorldData", "world_data", Frequency::PASS)
13  .push_constant(Type::BOOL, "forceShadowing")
14  .fragment_out(0, Type::VEC4, "fragColor")
15  .typedef_source("workbench_shader_shared.h")
16  .fragment_source("workbench_composite_frag.glsl")
17  .additional_info("draw_fullscreen", "draw_view");
18 
21 /* -------------------------------------------------------------------- */
25 GPU_SHADER_CREATE_INFO(workbench_composite_studio)
26  .define("V3D_LIGHTING_STUDIO")
27  .additional_info("workbench_composite")
28  .do_static_compilation(true);
29 
30 GPU_SHADER_CREATE_INFO(workbench_composite_matcap)
31  .define("V3D_LIGHTING_MATCAP")
32  .sampler(2, ImageType::FLOAT_2D, "matcap_diffuse_tx", Frequency::PASS)
33  .sampler(3, ImageType::FLOAT_2D, "matcap_specular_tx", Frequency::PASS)
34  .additional_info("workbench_composite")
35  .do_static_compilation(true);
36 
37 GPU_SHADER_CREATE_INFO(workbench_composite_flat)
38  .define("V3D_LIGHTING_FLAT")
39  .additional_info("workbench_composite")
40  .do_static_compilation(true);
41 
#define GPU_SHADER_CREATE_INFO(_info)