Blender  V3.3
overlay_extra_info.hh File Reference
#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"
 

Function Documentation

◆ define()

GPU_SHADER_INTERFACE_INFO (overlay_particle_iface, "").flat(Type sampler (0, ImageType::FLOAT_1D, "weightTex") .push_constant(Type define ( "pos"  ,
"vec3(0.0)"   
)

◆ do_static_compilation()

no_perspective (Type::VEC2, "edgePos") .flat(Type do_static_compilation ( true  )

◆ fragment_out()

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

◆ fragment_source()

pos fragColor fragment_source ( "overlay_varying_color.glsl"  )

◆ push_constant()

GPU_SHADER_INTERFACE_INFO (overlay_extra_loose_point_iface, "").smooth(Type pos push_constant ( Type::VEC4  ,
"color"   
)

◆ vertex_in() [1/5]

no_perspective (Type::VEC2, "edgePos") .flat(Type pos vertex_in ( ,
Type::INT  ,
"vclass"   
)

◆ vertex_in() [2/5]

pos vertex_in ( ,
Type::VEC3  ,
"inst_pos"   
)

◆ vertex_in() [3/5]

no_perspective (Type::VEC2, "stipple_coord") .flat(Type pos vertex_in ( ,
Type::VEC4  ,
"color"   
)

◆ vertex_in() [4/5]

no_perspective (Type::VEC2, "edgePos") .flat(Type pos color vertex_in ( ,
Type::MAT4  ,
"inst_obmat"   
)

◆ vertex_in() [5/5]

pos vertex_in ( ,
Type::INT  ,
"vclass"   
)

◆ vertex_out()

no_perspective (Type::VEC2, "stipple_coord") .flat(Type pos colorid vertex_out ( overlay_extra_wire_iface  )

Variable Documentation

◆ draw_globals

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.

◆ draw_mesh

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.

◆ draw_modelmat

pos fragColor draw_modelmat

Definition at line 316 of file overlay_extra_info.hh.

Referenced by gpu_shader_create_info_init().

◆ draw_resource_id_uniform

pos fragColor draw_resource_id_uniform

Definition at line 316 of file overlay_extra_info.hh.

◆ drw_clipped

drw_clipped

Definition at line 35 of file overlay_extra_info.hh.