Blender  V3.3
overlay_grid_info.hh
Go to the documentation of this file.
1 /* SPDX-License-Identifier: GPL-2.0-or-later */
2 
4 
5 /* We use the normalized local position to avoid precision loss during interpolation. */
6 GPU_SHADER_INTERFACE_INFO(overlay_grid_iface, "").smooth(Type::VEC3, "local_pos");
7 
8 GPU_SHADER_CREATE_INFO(overlay_grid)
9  .do_static_compilation(true)
10  .typedef_source("overlay_shader_shared.h")
11  .vertex_in(0, Type::VEC3, "pos")
12  .vertex_out(overlay_grid_iface)
13  .fragment_out(0, Type::VEC4, "out_color")
14  .sampler(0, ImageType::DEPTH_2D, "depth_tx")
15  .uniform_buf(3, "OVERLAY_GridData", "grid_buf")
16  .push_constant(Type::VEC3, "plane_axes")
17  .push_constant(Type::INT, "grid_flag")
18  .vertex_source("overlay_grid_vert.glsl")
19  .fragment_source("overlay_grid_frag.glsl")
20  .additional_info("draw_view", "draw_globals");
21 
22 GPU_SHADER_CREATE_INFO(overlay_grid_background)
23  .do_static_compilation(true)
24  .vertex_in(0, Type::VEC3, "pos")
25  .sampler(0, ImageType::DEPTH_2D, "depthBuffer")
26  .push_constant(Type::VEC4, "color")
27  .fragment_out(0, Type::VEC4, "fragColor")
28  .vertex_source("overlay_edit_uv_tiled_image_borders_vert.glsl")
29  .fragment_source("overlay_grid_background_frag.glsl")
30  .additional_info("draw_modelmat");
31 
32 GPU_SHADER_CREATE_INFO(overlay_grid_image)
33  .do_static_compilation(true)
34  .vertex_in(0, Type::VEC3, "pos")
35  .push_constant(Type::VEC4, "color")
36  .fragment_out(0, Type::VEC4, "fragColor")
37  .vertex_source("overlay_edit_uv_tiled_image_borders_vert.glsl")
38  .fragment_source("overlay_uniform_color_frag.glsl")
39  .additional_info("draw_modelmat");
#define GPU_SHADER_INTERFACE_INFO(_interface, _inst_name)
#define GPU_SHADER_CREATE_INFO(_info)