diff options
author | Jeroen Bakker <jbakker> | 2022-01-17 16:32:03 +0300 |
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committer | Jeroen Bakker <jeroen@blender.org> | 2022-01-17 16:32:28 +0300 |
commit | 8fb2ff458ba579dba08bfdf57d043ad158b5db07 (patch) | |
tree | e6324c08c69de3e8ed34c1f85d0b2982fa1d38ed /source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl | |
parent | 08822801acf648d23791fa308ec8c1c26f86963e (diff) |
GPUShaderCreateInfo for interface abstraction
This is a first part of the Shader Create Info system could be.
A shader create info provides a way to define shader structure, resources
and interfaces. This makes for a quick way to provide backend agnostic
binding informations while also making shader variations easy to declare.
- Clear source input (only one file). Cleans up the GPU api since we can create a
shader from one descriptor
- Resources and interfaces are generated by the backend (much simpler than parsing).
- Bindings are explicit from position in the array.
- GPUShaderInterface becomes a trivial translation of enums and string copy.
- No external dependency to third party lib.
- Cleaner code, less fragmentation of resources in several libs.
- Easy to modify / extend at runtime.
- no parser involve, very easy to code.
- Does not hold any data, can be static and kept on disc.
- Could hold precompiled bytecode for static shaders.
This also includes a new global dependency system.
GLSL shaders can include other sources by using #pragma BLENDER_REQUIRE(...).
This patch already migrated several builtin shaders. Other shaders should be migrated
one at a time, and could be done inside master.
There is a new compile directive `WITH_GPU_SHADER_BUILDER` this is an optional
directive for linting shaders to increase turn around time.
What is remaining:
- pyGPU API {T94975}
- Migration of other shaders. This could be a community effort.
Reviewed By: jbakker
Maniphest Tasks: T94975
Differential Revision: https://developer.blender.org/D13360
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl | 9 |
1 files changed, 6 insertions, 3 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl index 4eafb7b7be3..56a1210c957 100644 --- a/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl @@ -1,14 +1,17 @@ +#pragma BLENDER_REQUIRE(gpu_shader_cfg_world_clip_lib.glsl) +#ifndef USE_GPU_SHADER_CREATE_INFO uniform mat4 ModelViewProjectionMatrix; -#ifdef USE_WORLD_CLIP_PLANES +# ifdef USE_WORLD_CLIP_PLANES uniform mat4 ModelMatrix; -#endif +# endif in vec3 pos; in vec4 color; out vec4 finalColor; +#endif void main() { @@ -16,6 +19,6 @@ void main() finalColor = color; #ifdef USE_WORLD_CLIP_PLANES - world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz); + world_clip_planes_calc_clip_distance((clipPlanes.ModelMatrix * vec4(pos, 1.0)).xyz); #endif } |