diff options
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.hh | 136 |
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") - -/** \} */ |