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Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_prepass_info.hh')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_info.hh136
1 files changed, 0 insertions, 136 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_info.hh b/source/blender/draw/engines/workbench/shaders/workbench_prepass_info.hh
deleted file mode 100644
index 1dd706c9460..00000000000
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_info.hh
+++ /dev/null
@@ -1,136 +0,0 @@
-
-#include "gpu_shader_create_info.hh"
-
-/* -------------------------------------------------------------------- */
-/** \name Object Type
- * \{ */
-
-GPU_SHADER_CREATE_INFO(workbench_mesh)
- .vertex_in(0, Type::VEC3, "pos")
- .vertex_in(1, Type::VEC3, "nor")
- .vertex_in(2, Type::VEC4, "ac")
- .vertex_in(3, Type::VEC2, "au")
- .vertex_source("workbench_prepass_vert.glsl")
- .additional_info("draw_mesh");
-
-GPU_SHADER_CREATE_INFO(workbench_hair)
- .sampler(0, ImageType::FLOAT_BUFFER, "ac", Frequency::BATCH)
- .sampler(1, ImageType::FLOAT_BUFFER, "au", Frequency::BATCH)
- .vertex_source("workbench_prepass_hair_vert.glsl")
- .additional_info("draw_hair");
-
-GPU_SHADER_CREATE_INFO(workbench_pointcloud)
- .vertex_source("workbench_prepass_pointcloud_vert.glsl")
- .additional_info("draw_pointcloud");
-
-/** \} */
-
-/* -------------------------------------------------------------------- */
-/** \name Texture Type
- * \{ */
-
-GPU_SHADER_CREATE_INFO(workbench_texture_none).define("TEXTURE_NONE");
-
-GPU_SHADER_CREATE_INFO(workbench_texture_single)
- .sampler(2, ImageType::FLOAT_2D, "imageTexture", Frequency::BATCH)
- .push_constant(1, Type::BOOL, "imagePremult")
- .push_constant(2, Type::FLOAT, "imageTransparencyCutoff")
- .define("V3D_SHADING_TEXTURE_COLOR");
-
-GPU_SHADER_CREATE_INFO(workbench_texture_tile)
- .sampler(2, ImageType::FLOAT_2D_ARRAY, "imageTileArray", Frequency::BATCH)
- .sampler(3, ImageType::FLOAT_1D_ARRAY, "imageTileData", Frequency::BATCH)
- .push_constant(1, Type::BOOL, "imagePremult")
- .push_constant(2, Type::FLOAT, "imageTransparencyCutoff")
- .define("TEXTURE_IMAGE_ARRAY");
-
-/** \} */
-
-/* -------------------------------------------------------------------- */
-/** \name Lighting Type
- * \{ */
-
-GPU_SHADER_CREATE_INFO(workbench_lighting_studio).define("V3D_LIGHTING_STUDIO");
-GPU_SHADER_CREATE_INFO(workbench_lighting_matcap).define("V3D_LIGHTING_MATCAP");
-GPU_SHADER_CREATE_INFO(workbench_lighting_flat).define("V3D_LIGHTING_FLAT");
-
-/** \} */
-
-/* -------------------------------------------------------------------- */
-/** \name Material Interface
- * \{ */
-
-GPU_SHADER_INTERFACE_INFO(workbench_material_iface, "")
- .smooth(Type::VEC3, "normal_interp")
- .smooth(Type::VEC3, "color_interp")
- .smooth(Type::FLOAT, "alpha_interp")
- .smooth(Type::VEC2, "uv_interp")
- .flat(Type::INT, "object_id")
- .flat(Type::FLOAT, "roughness")
- .flat(Type::FLOAT, "metallic");
-
-GPU_SHADER_CREATE_INFO(workbench_material).vertex_out(workbench_material_iface);
-
-/** \} */
-
-/* -------------------------------------------------------------------- */
-/** \name Pipeline Type
- * \{ */
-
-GPU_SHADER_CREATE_INFO(workbench_transparent_accum)
- /* Note: Blending will be skipped on objectId because output is a
- non-normalized integer buffer. */
- .fragment_out(0, Type::VEC4, "transparentAccum")
- .fragment_out(1, Type::VEC4, "revealageAccum")
- .fragment_out(2, Type::UINT, "objectId")
- .uniform_buf(4, "WorldData", "world_data", Frequency::PASS)
- .typedef_source("workbench_shader_shared.h")
- .fragment_source("workbench_transparent_accum_frag.glsl")
- .additional_info("workbench_material");
-
-GPU_SHADER_CREATE_INFO(workbench_opaque)
- .fragment_out(0, Type::VEC4, "materialData")
- .fragment_out(1, Type::VEC2, "normalData")
- .fragment_out(2, Type::UINT, "objectId")
- .uniform_buf(4, "WorldData", "world_data", Frequency::PASS)
- .typedef_source("workbench_shader_shared.h")
- .fragment_source("workbench_prepass_frag.glsl")
- .additional_info("workbench_material");
-
-/** \} */
-
-/* -------------------------------------------------------------------- */
-/** \name Variations Declaration
- * \{ */
-
-#define WORKBENCH_SURFACETYPE_VARIATIONS(prefix, ...) \
- GPU_SHADER_CREATE_INFO(prefix##_mesh) \
- .additional_info("workbench_mesh", __VA_ARGS__) \
- .do_static_compilation(true); \
- GPU_SHADER_CREATE_INFO(prefix##_hair) \
- .additional_info("workbench_hair", __VA_ARGS__) \
- .do_static_compilation(true); \
- GPU_SHADER_CREATE_INFO(prefix##_ptcloud) \
- .additional_info("workbench_pointcloud", __VA_ARGS__) \
- .do_static_compilation(true);
-
-#define WORKBENCH_PIPELINE_VARIATIONS(prefix, ...) \
- WORKBENCH_SURFACETYPE_VARIATIONS(prefix##_transp_studio, \
- "workbench_transparent_accum", \
- "workbench_lighting_studio", \
- __VA_ARGS__) \
- WORKBENCH_SURFACETYPE_VARIATIONS(prefix##_transp_matcap, \
- "workbench_transparent_accum", \
- "workbench_lighting_matcap", \
- __VA_ARGS__) \
- WORKBENCH_SURFACETYPE_VARIATIONS(prefix##_transp_flat, \
- "workbench_transparent_accum", \
- "workbench_lighting_flat", \
- __VA_ARGS__) \
- WORKBENCH_SURFACETYPE_VARIATIONS(prefix##_opaque, "workbench_opaque", __VA_ARGS__)
-
-WORKBENCH_PIPELINE_VARIATIONS(workbench_tex_none, "workbench_texture_none")
-WORKBENCH_PIPELINE_VARIATIONS(workbench_tex_single, "workbench_texture_single")
-WORKBENCH_PIPELINE_VARIATIONS(workbench_tex_tile, "workbench_texture_tile")
-
-/** \} */