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Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/infos/extra_info.hh')
-rw-r--r--source/blender/draw/engines/overlay/shaders/infos/extra_info.hh47
1 files changed, 47 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/infos/extra_info.hh b/source/blender/draw/engines/overlay/shaders/infos/extra_info.hh
index 786754b1068..1ab9ab3b23f 100644
--- a/source/blender/draw/engines/overlay/shaders/infos/extra_info.hh
+++ b/source/blender/draw/engines/overlay/shaders/infos/extra_info.hh
@@ -275,3 +275,50 @@ GPU_SHADER_CREATE_INFO(overlay_gpencil_canvas_clipped)
.additional_info("overlay_gpencil_canvas", "drw_clipped");
/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Particle
+ * \{ */
+
+GPU_SHADER_INTERFACE_INFO(overlay_particle_iface, "").flat(Type::VEC4, "finalColor");
+
+GPU_SHADER_CREATE_INFO(overlay_particle)
+ .sampler(0, ImageType::FLOAT_1D, "weightTex")
+ .push_constant(Type::VEC4, "color") /* Drawsize packed in alpha */
+ .vertex_in(0, Type::VEC3, "part_pos")
+ .vertex_in(1, Type::VEC4, "part_rot")
+ .vertex_in(2, Type::FLOAT, "part_val")
+ .vertex_out(overlay_particle_iface)
+ .vertex_source("particle_vert.glsl")
+ .additional_info("draw_globals");
+
+GPU_SHADER_CREATE_INFO(overlay_particle_dot)
+ .do_static_compilation(true)
+ .define("USE_DOTS")
+ .define("vclass", "0")
+ .define("pos", "vec3(0.0)")
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .fragment_out(1, Type::VEC4, "lineOutput")
+ .fragment_source("particle_frag.glsl")
+ .additional_info("overlay_particle", "draw_mesh");
+
+GPU_SHADER_CREATE_INFO(overlay_particle_dot_clipped)
+ .do_static_compilation(true)
+ .additional_info("overlay_particle_dot", "drw_clipped");
+
+GPU_SHADER_CREATE_INFO(overlay_particle_shape)
+ .do_static_compilation(true)
+ /* NOTE: Color already in Linear space. Which is what we want. */
+ .define("srgbTarget", "false")
+ /* Instantiated Attrs. */
+ .vertex_in(3, Type::VEC3, "pos")
+ .vertex_in(4, Type::INT, "vclass")
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .fragment_source("gpu_shader_flat_color_frag.glsl")
+ .additional_info("overlay_particle", "draw_modelmat", "draw_resource_id_uniform");
+
+GPU_SHADER_CREATE_INFO(overlay_particle_shape_clipped)
+ .do_static_compilation(true)
+ .additional_info("overlay_particle_shape", "drw_clipped");
+
+/** \} */