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-rw-r--r--source/blender/draw/CMakeLists.txt558
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl13
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl5
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_frag.glsl4
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_info.hh28
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl2
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl4
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl6
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_info.hh136
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl4
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl6
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_shader_interface_lib.glsl8
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl2
-rw-r--r--source/blender/draw/engines/workbench/workbench_shader_shared.h48
-rw-r--r--source/blender/draw/intern/draw_manager.c24
-rw-r--r--source/blender/draw/intern/draw_shader_shared.h41
-rw-r--r--source/blender/draw/intern/shaders/common_fullscreen_vert.glsl2
-rw-r--r--source/blender/draw/intern/shaders/common_pointcloud_lib.glsl4
-rw-r--r--source/blender/draw/intern/shaders/common_view_lib.glsl18
-rw-r--r--source/blender/draw/intern/shaders/draw_fullscreen_info.hh8
-rw-r--r--source/blender/draw/intern/shaders/draw_object_infos_info.hh5
-rw-r--r--source/blender/draw/intern/shaders/draw_view_info.hh40
22 files changed, 675 insertions, 291 deletions
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index 7b55981ba6b..8dd7e3d7dbf 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -212,6 +212,7 @@ set(SRC
intern/draw_manager_profiling.h
intern/draw_manager_testing.h
intern/draw_manager_text.h
+ intern/draw_shader_shared.h
intern/draw_shader.h
intern/draw_subdivision.h
intern/draw_texture_pool.h
@@ -233,6 +234,7 @@ set(SRC
engines/image/image_space_node.hh
engines/workbench/workbench_engine.h
engines/workbench/workbench_private.h
+ engines/workbench/workbench_shader_shared.h
engines/select/select_engine.h
engines/select/select_private.h
engines/overlay/overlay_engine.h
@@ -245,268 +247,300 @@ set(LIB
bf_windowmanager
)
-data_to_c_simple(engines/eevee/shaders/ambient_occlusion_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/background_vert.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/common_uniforms_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/common_utiltex_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/lights_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/lightprobe_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/lightprobe_filter_visibility_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/lightprobe_geom.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/lightprobe_vert.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/lightprobe_cube_display_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/lightprobe_cube_display_vert.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/lightprobe_grid_display_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/lightprobe_grid_display_vert.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/lightprobe_grid_fill_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/lightprobe_planar_display_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/lightprobe_planar_display_vert.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/lookdev_world_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/closure_eval_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/closure_eval_diffuse_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/closure_eval_glossy_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/closure_eval_refraction_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/closure_eval_translucent_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/closure_type_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_bloom_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_dof_bokeh_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_dof_dilate_tiles_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_dof_downsample_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_dof_filter_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_dof_flatten_tiles_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_dof_gather_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_dof_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_dof_reduce_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_dof_resolve_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_dof_scatter_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_dof_scatter_vert.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_dof_setup_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_reflection_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_reflection_resolve_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_reflection_trace_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_downsample_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_downsample_cube_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_gtao_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_velocity_resolve_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_velocity_tile_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_minmaxz_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_mist_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_motion_blur_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_subsurface_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_translucency_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/effect_temporal_aa.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/lightprobe_planar_downsample_geom.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/lightprobe_planar_downsample_vert.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/object_motion_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/object_motion_vert.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/prepass_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/prepass_vert.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/shadow_accum_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/shadow_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/shadow_vert.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/bsdf_lut_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/btdf_lut_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/bsdf_common_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/irradiance_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/octahedron_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/cubemap_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/bsdf_sampling_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/random_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/raytrace_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/renderpass_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/renderpass_postprocess_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/cryptomatte_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/ltc_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/ssr_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/surface_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/surface_geom.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/surface_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/surface_vert.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/update_noise_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/volumetric_accum_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/volumetric_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/volumetric_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/volumetric_geom.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/volumetric_vert.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/volumetric_resolve_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/volumetric_scatter_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/volumetric_integration_frag.glsl SRC)
-
-data_to_c_simple(engines/workbench/shaders/workbench_cavity_lib.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_common_lib.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_composite_frag.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_curvature_lib.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_data_lib.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_effect_cavity_frag.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_effect_dof_frag.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_effect_outline_frag.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_effect_smaa_frag.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_effect_smaa_vert.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_effect_taa_frag.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_image_lib.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_matcap_lib.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_material_lib.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_merge_infront_frag.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_prepass_frag.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_prepass_hair_vert.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_prepass_vert.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_shader_interface_lib.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_shadow_caps_geom.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_shadow_debug_frag.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_shadow_geom.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_shadow_vert.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_transparent_accum_frag.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_transparent_resolve_frag.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_volume_frag.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_volume_vert.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_world_light_lib.glsl SRC)
-
-data_to_c_simple(intern/shaders/common_colormanagement_lib.glsl SRC)
-data_to_c_simple(intern/shaders/common_globals_lib.glsl SRC)
-data_to_c_simple(intern/shaders/common_pointcloud_lib.glsl SRC)
-data_to_c_simple(intern/shaders/common_hair_lib.glsl SRC)
-data_to_c_simple(intern/shaders/common_hair_refine_vert.glsl SRC)
-data_to_c_simple(intern/shaders/common_hair_refine_comp.glsl SRC)
-data_to_c_simple(intern/shaders/common_math_lib.glsl SRC)
-data_to_c_simple(intern/shaders/common_math_geom_lib.glsl SRC)
-data_to_c_simple(intern/shaders/common_view_lib.glsl SRC)
-data_to_c_simple(intern/shaders/common_fxaa_lib.glsl SRC)
-data_to_c_simple(intern/shaders/common_smaa_lib.glsl SRC)
-data_to_c_simple(intern/shaders/common_fullscreen_vert.glsl SRC)
-data_to_c_simple(intern/shaders/common_subdiv_custom_data_interp_comp.glsl SRC)
-data_to_c_simple(intern/shaders/common_subdiv_ibo_lines_comp.glsl SRC)
-data_to_c_simple(intern/shaders/common_subdiv_ibo_tris_comp.glsl SRC)
-data_to_c_simple(intern/shaders/common_subdiv_lib.glsl SRC)
-data_to_c_simple(intern/shaders/common_subdiv_normals_accumulate_comp.glsl SRC)
-data_to_c_simple(intern/shaders/common_subdiv_normals_finalize_comp.glsl SRC)
-data_to_c_simple(intern/shaders/common_subdiv_patch_evaluation_comp.glsl SRC)
-data_to_c_simple(intern/shaders/common_subdiv_vbo_edge_fac_comp.glsl SRC)
-data_to_c_simple(intern/shaders/common_subdiv_vbo_edituv_strech_angle_comp.glsl SRC)
-data_to_c_simple(intern/shaders/common_subdiv_vbo_edituv_strech_area_comp.glsl SRC)
-data_to_c_simple(intern/shaders/common_subdiv_vbo_lnor_comp.glsl SRC)
-data_to_c_simple(intern/shaders/common_subdiv_vbo_sculpt_data_comp.glsl SRC)
-
-data_to_c_simple(engines/gpencil/shaders/gpencil_frag.glsl SRC)
-data_to_c_simple(engines/gpencil/shaders/gpencil_vert.glsl SRC)
-data_to_c_simple(engines/gpencil/shaders/gpencil_antialiasing_frag.glsl SRC)
-data_to_c_simple(engines/gpencil/shaders/gpencil_antialiasing_vert.glsl SRC)
-data_to_c_simple(engines/gpencil/shaders/gpencil_common_lib.glsl SRC)
-data_to_c_simple(engines/gpencil/shaders/gpencil_layer_blend_frag.glsl SRC)
-data_to_c_simple(engines/gpencil/shaders/gpencil_mask_invert_frag.glsl SRC)
-data_to_c_simple(engines/gpencil/shaders/gpencil_depth_merge_frag.glsl SRC)
-data_to_c_simple(engines/gpencil/shaders/gpencil_depth_merge_vert.glsl SRC)
-data_to_c_simple(engines/gpencil/shaders/gpencil_vfx_frag.glsl SRC)
-
-data_to_c_simple(engines/select/shaders/selection_id_3D_vert.glsl SRC)
-data_to_c_simple(engines/select/shaders/selection_id_frag.glsl SRC)
-
-data_to_c_simple(engines/basic/shaders/conservative_depth_geom.glsl SRC)
-data_to_c_simple(engines/basic/shaders/depth_vert.glsl SRC)
-data_to_c_simple(engines/basic/shaders/depth_frag.glsl SRC)
-
-data_to_c_simple(engines/overlay/shaders/common_overlay_lib.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/antialiasing_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/antialiasing_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/armature_dof_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/armature_dof_solid_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/armature_envelope_outline_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/armature_envelope_solid_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/armature_envelope_solid_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/armature_shape_outline_geom.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/armature_shape_outline_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/armature_shape_solid_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/armature_shape_solid_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/armature_shape_wire_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/armature_sphere_outline_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/armature_sphere_solid_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/armature_sphere_solid_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/armature_stick_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/armature_stick_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/armature_wire_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/armature_wire_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/background_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/clipbound_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/depth_only_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_curve_handle_geom.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_curve_handle_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_curve_point_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_curve_wire_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_gpencil_canvas_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_gpencil_guide_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_gpencil_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_lattice_point_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_lattice_wire_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_mesh_common_lib.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_mesh_facefill_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_mesh_facefill_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_mesh_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_mesh_geom.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_mesh_normal_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_mesh_analysis_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_mesh_analysis_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_mesh_skin_root_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_mesh_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_particle_strand_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_particle_point_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_uv_edges_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_uv_edges_geom.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_uv_edges_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_uv_verts_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_uv_verts_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_uv_faces_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_uv_face_dots_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_uv_image_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_uv_image_mask_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_uv_stretching_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/edit_uv_tiled_image_borders_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/extra_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/extra_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/extra_groundline_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/extra_lightprobe_grid_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/extra_loose_point_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/extra_loose_point_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/extra_point_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/extra_wire_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/extra_wire_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/facing_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/facing_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/grid_background_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/grid_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/grid_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/image_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/image_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/motion_path_line_geom.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/motion_path_line_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/motion_path_point_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/outline_detect_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/outline_prepass_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/outline_prepass_geom.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/outline_prepass_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/paint_face_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/paint_point_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/paint_texture_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/paint_texture_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/paint_vertcol_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/paint_vertcol_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/paint_weight_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/paint_weight_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/paint_wire_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/particle_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/particle_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/sculpt_mask_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/sculpt_mask_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/volume_velocity_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/volume_gridlines_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/wireframe_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/wireframe_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/xray_fade_frag.glsl SRC)
-
-data_to_c_simple(engines/image/shaders/engine_image_frag.glsl SRC)
-data_to_c_simple(engines/image/shaders/engine_image_vert.glsl SRC)
+set(GLSL_SRC
+ engines/eevee/shaders/ambient_occlusion_lib.glsl
+ engines/eevee/shaders/background_vert.glsl
+ engines/eevee/shaders/common_uniforms_lib.glsl
+ engines/eevee/shaders/common_utiltex_lib.glsl
+ engines/eevee/shaders/lights_lib.glsl
+ engines/eevee/shaders/lightprobe_lib.glsl
+ engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl
+ engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl
+ engines/eevee/shaders/lightprobe_filter_visibility_frag.glsl
+ engines/eevee/shaders/lightprobe_geom.glsl
+ engines/eevee/shaders/lightprobe_vert.glsl
+ engines/eevee/shaders/lightprobe_cube_display_frag.glsl
+ engines/eevee/shaders/lightprobe_cube_display_vert.glsl
+ engines/eevee/shaders/lightprobe_grid_display_frag.glsl
+ engines/eevee/shaders/lightprobe_grid_display_vert.glsl
+ engines/eevee/shaders/lightprobe_grid_fill_frag.glsl
+ engines/eevee/shaders/lightprobe_planar_display_frag.glsl
+ engines/eevee/shaders/lightprobe_planar_display_vert.glsl
+ engines/eevee/shaders/lookdev_world_frag.glsl
+ engines/eevee/shaders/closure_eval_lib.glsl
+ engines/eevee/shaders/closure_eval_diffuse_lib.glsl
+ engines/eevee/shaders/closure_eval_glossy_lib.glsl
+ engines/eevee/shaders/closure_eval_refraction_lib.glsl
+ engines/eevee/shaders/closure_eval_translucent_lib.glsl
+ engines/eevee/shaders/closure_type_lib.glsl
+ engines/eevee/shaders/effect_bloom_frag.glsl
+ engines/eevee/shaders/effect_dof_bokeh_frag.glsl
+ engines/eevee/shaders/effect_dof_dilate_tiles_frag.glsl
+ engines/eevee/shaders/effect_dof_downsample_frag.glsl
+ engines/eevee/shaders/effect_dof_filter_frag.glsl
+ engines/eevee/shaders/effect_dof_flatten_tiles_frag.glsl
+ engines/eevee/shaders/effect_dof_gather_frag.glsl
+ engines/eevee/shaders/effect_dof_lib.glsl
+ engines/eevee/shaders/effect_dof_reduce_frag.glsl
+ engines/eevee/shaders/effect_dof_resolve_frag.glsl
+ engines/eevee/shaders/effect_dof_scatter_frag.glsl
+ engines/eevee/shaders/effect_dof_scatter_vert.glsl
+ engines/eevee/shaders/effect_dof_setup_frag.glsl
+ engines/eevee/shaders/effect_reflection_lib.glsl
+ engines/eevee/shaders/effect_reflection_resolve_frag.glsl
+ engines/eevee/shaders/effect_reflection_trace_frag.glsl
+ engines/eevee/shaders/effect_downsample_frag.glsl
+ engines/eevee/shaders/effect_downsample_cube_frag.glsl
+ engines/eevee/shaders/effect_gtao_frag.glsl
+ engines/eevee/shaders/effect_velocity_resolve_frag.glsl
+ engines/eevee/shaders/effect_velocity_tile_frag.glsl
+ engines/eevee/shaders/effect_minmaxz_frag.glsl
+ engines/eevee/shaders/effect_mist_frag.glsl
+ engines/eevee/shaders/effect_motion_blur_frag.glsl
+ engines/eevee/shaders/effect_subsurface_frag.glsl
+ engines/eevee/shaders/effect_translucency_frag.glsl
+ engines/eevee/shaders/effect_temporal_aa.glsl
+ engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl
+ engines/eevee/shaders/lightprobe_planar_downsample_geom.glsl
+ engines/eevee/shaders/lightprobe_planar_downsample_vert.glsl
+ engines/eevee/shaders/object_motion_frag.glsl
+ engines/eevee/shaders/object_motion_vert.glsl
+ engines/eevee/shaders/prepass_frag.glsl
+ engines/eevee/shaders/prepass_vert.glsl
+ engines/eevee/shaders/shadow_accum_frag.glsl
+ engines/eevee/shaders/shadow_frag.glsl
+ engines/eevee/shaders/shadow_vert.glsl
+ engines/eevee/shaders/bsdf_lut_frag.glsl
+ engines/eevee/shaders/btdf_lut_frag.glsl
+ engines/eevee/shaders/bsdf_common_lib.glsl
+ engines/eevee/shaders/irradiance_lib.glsl
+ engines/eevee/shaders/octahedron_lib.glsl
+ engines/eevee/shaders/cubemap_lib.glsl
+ engines/eevee/shaders/bsdf_sampling_lib.glsl
+ engines/eevee/shaders/random_lib.glsl
+ engines/eevee/shaders/raytrace_lib.glsl
+ engines/eevee/shaders/renderpass_lib.glsl
+ engines/eevee/shaders/renderpass_postprocess_frag.glsl
+ engines/eevee/shaders/cryptomatte_frag.glsl
+ engines/eevee/shaders/ltc_lib.glsl
+ engines/eevee/shaders/ssr_lib.glsl
+ engines/eevee/shaders/surface_frag.glsl
+ engines/eevee/shaders/surface_geom.glsl
+ engines/eevee/shaders/surface_lib.glsl
+ engines/eevee/shaders/surface_vert.glsl
+ engines/eevee/shaders/update_noise_frag.glsl
+ engines/eevee/shaders/volumetric_accum_frag.glsl
+ engines/eevee/shaders/volumetric_lib.glsl
+ engines/eevee/shaders/volumetric_frag.glsl
+ engines/eevee/shaders/volumetric_geom.glsl
+ engines/eevee/shaders/volumetric_vert.glsl
+ engines/eevee/shaders/volumetric_resolve_frag.glsl
+ engines/eevee/shaders/volumetric_scatter_frag.glsl
+ engines/eevee/shaders/volumetric_integration_frag.glsl
+
+ engines/workbench/shaders/workbench_cavity_lib.glsl
+ engines/workbench/shaders/workbench_common_lib.glsl
+ engines/workbench/shaders/workbench_composite_frag.glsl
+ engines/workbench/shaders/workbench_curvature_lib.glsl
+ engines/workbench/shaders/workbench_data_lib.glsl
+ engines/workbench/shaders/workbench_effect_cavity_frag.glsl
+ engines/workbench/shaders/workbench_effect_dof_frag.glsl
+ engines/workbench/shaders/workbench_effect_outline_frag.glsl
+ engines/workbench/shaders/workbench_effect_smaa_frag.glsl
+ engines/workbench/shaders/workbench_effect_smaa_vert.glsl
+ engines/workbench/shaders/workbench_effect_taa_frag.glsl
+ engines/workbench/shaders/workbench_image_lib.glsl
+ engines/workbench/shaders/workbench_matcap_lib.glsl
+ engines/workbench/shaders/workbench_material_lib.glsl
+ engines/workbench/shaders/workbench_merge_infront_frag.glsl
+ engines/workbench/shaders/workbench_prepass_frag.glsl
+ engines/workbench/shaders/workbench_prepass_hair_vert.glsl
+ engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl
+ engines/workbench/shaders/workbench_prepass_vert.glsl
+ engines/workbench/shaders/workbench_shader_interface_lib.glsl
+ engines/workbench/shaders/workbench_shadow_caps_geom.glsl
+ engines/workbench/shaders/workbench_shadow_debug_frag.glsl
+ engines/workbench/shaders/workbench_shadow_geom.glsl
+ engines/workbench/shaders/workbench_shadow_vert.glsl
+ engines/workbench/shaders/workbench_transparent_accum_frag.glsl
+ engines/workbench/shaders/workbench_transparent_resolve_frag.glsl
+ engines/workbench/shaders/workbench_volume_frag.glsl
+ engines/workbench/shaders/workbench_volume_vert.glsl
+ engines/workbench/shaders/workbench_world_light_lib.glsl
+
+ engines/workbench/workbench_shader_shared.h
+
+ intern/shaders/common_colormanagement_lib.glsl
+ intern/shaders/common_globals_lib.glsl
+ intern/shaders/common_pointcloud_lib.glsl
+ intern/shaders/common_hair_lib.glsl
+ intern/shaders/common_hair_refine_vert.glsl
+ intern/shaders/common_hair_refine_comp.glsl
+ intern/shaders/common_math_lib.glsl
+ intern/shaders/common_math_geom_lib.glsl
+ intern/shaders/common_view_lib.glsl
+ intern/shaders/common_fxaa_lib.glsl
+ intern/shaders/common_smaa_lib.glsl
+ intern/shaders/common_fullscreen_vert.glsl
+
+ intern/shaders/common_subdiv_custom_data_interp_comp.glsl
+ intern/shaders/common_subdiv_ibo_lines_comp.glsl
+ intern/shaders/common_subdiv_ibo_tris_comp.glsl
+ intern/shaders/common_subdiv_lib.glsl
+ intern/shaders/common_subdiv_normals_accumulate_comp.glsl
+ intern/shaders/common_subdiv_normals_finalize_comp.glsl
+ intern/shaders/common_subdiv_patch_evaluation_comp.glsl
+ intern/shaders/common_subdiv_vbo_edge_fac_comp.glsl
+ intern/shaders/common_subdiv_vbo_edituv_strech_angle_comp.glsl
+ intern/shaders/common_subdiv_vbo_edituv_strech_area_comp.glsl
+ intern/shaders/common_subdiv_vbo_lnor_comp.glsl
+ intern/shaders/common_subdiv_vbo_sculpt_data_comp.glsl
+
+ intern/draw_shader_shared.h
+
+ engines/gpencil/shaders/gpencil_frag.glsl
+ engines/gpencil/shaders/gpencil_vert.glsl
+ engines/gpencil/shaders/gpencil_antialiasing_frag.glsl
+ engines/gpencil/shaders/gpencil_antialiasing_vert.glsl
+ engines/gpencil/shaders/gpencil_common_lib.glsl
+ engines/gpencil/shaders/gpencil_layer_blend_frag.glsl
+ engines/gpencil/shaders/gpencil_mask_invert_frag.glsl
+ engines/gpencil/shaders/gpencil_depth_merge_frag.glsl
+ engines/gpencil/shaders/gpencil_depth_merge_vert.glsl
+ engines/gpencil/shaders/gpencil_vfx_frag.glsl
+
+ engines/select/shaders/selection_id_3D_vert.glsl
+ engines/select/shaders/selection_id_frag.glsl
+
+ engines/basic/shaders/conservative_depth_geom.glsl
+ engines/basic/shaders/depth_vert.glsl
+ engines/basic/shaders/depth_frag.glsl
+
+ engines/overlay/shaders/common_overlay_lib.glsl
+ engines/overlay/shaders/antialiasing_frag.glsl
+ engines/overlay/shaders/antialiasing_vert.glsl
+ engines/overlay/shaders/armature_dof_vert.glsl
+ engines/overlay/shaders/armature_dof_solid_frag.glsl
+ engines/overlay/shaders/armature_envelope_outline_vert.glsl
+ engines/overlay/shaders/armature_envelope_solid_frag.glsl
+ engines/overlay/shaders/armature_envelope_solid_vert.glsl
+ engines/overlay/shaders/armature_shape_outline_geom.glsl
+ engines/overlay/shaders/armature_shape_outline_vert.glsl
+ engines/overlay/shaders/armature_shape_solid_frag.glsl
+ engines/overlay/shaders/armature_shape_solid_vert.glsl
+ engines/overlay/shaders/armature_shape_wire_vert.glsl
+ engines/overlay/shaders/armature_sphere_outline_vert.glsl
+ engines/overlay/shaders/armature_sphere_solid_frag.glsl
+ engines/overlay/shaders/armature_sphere_solid_vert.glsl
+ engines/overlay/shaders/armature_stick_frag.glsl
+ engines/overlay/shaders/armature_stick_vert.glsl
+ engines/overlay/shaders/armature_wire_frag.glsl
+ engines/overlay/shaders/armature_wire_vert.glsl
+ engines/overlay/shaders/background_frag.glsl
+ engines/overlay/shaders/clipbound_vert.glsl
+ engines/overlay/shaders/depth_only_vert.glsl
+ engines/overlay/shaders/edit_curve_handle_geom.glsl
+ engines/overlay/shaders/edit_curve_handle_vert.glsl
+ engines/overlay/shaders/edit_curve_point_vert.glsl
+ engines/overlay/shaders/edit_curve_wire_vert.glsl
+ engines/overlay/shaders/edit_gpencil_canvas_vert.glsl
+ engines/overlay/shaders/edit_gpencil_guide_vert.glsl
+ engines/overlay/shaders/edit_gpencil_vert.glsl
+ engines/overlay/shaders/edit_lattice_point_vert.glsl
+ engines/overlay/shaders/edit_lattice_wire_vert.glsl
+ engines/overlay/shaders/edit_mesh_common_lib.glsl
+ engines/overlay/shaders/edit_mesh_facefill_frag.glsl
+ engines/overlay/shaders/edit_mesh_facefill_vert.glsl
+ engines/overlay/shaders/edit_mesh_frag.glsl
+ engines/overlay/shaders/edit_mesh_geom.glsl
+ engines/overlay/shaders/edit_mesh_normal_vert.glsl
+ engines/overlay/shaders/edit_mesh_analysis_frag.glsl
+ engines/overlay/shaders/edit_mesh_analysis_vert.glsl
+ engines/overlay/shaders/edit_mesh_skin_root_vert.glsl
+ engines/overlay/shaders/edit_mesh_vert.glsl
+ engines/overlay/shaders/edit_particle_strand_vert.glsl
+ engines/overlay/shaders/edit_particle_point_vert.glsl
+ engines/overlay/shaders/edit_uv_edges_vert.glsl
+ engines/overlay/shaders/edit_uv_edges_geom.glsl
+ engines/overlay/shaders/edit_uv_edges_frag.glsl
+ engines/overlay/shaders/edit_uv_verts_vert.glsl
+ engines/overlay/shaders/edit_uv_verts_frag.glsl
+ engines/overlay/shaders/edit_uv_faces_vert.glsl
+ engines/overlay/shaders/edit_uv_face_dots_vert.glsl
+ engines/overlay/shaders/edit_uv_image_vert.glsl
+ engines/overlay/shaders/edit_uv_image_mask_frag.glsl
+ engines/overlay/shaders/edit_uv_stretching_vert.glsl
+ engines/overlay/shaders/edit_uv_tiled_image_borders_vert.glsl
+ engines/overlay/shaders/extra_frag.glsl
+ engines/overlay/shaders/extra_vert.glsl
+ engines/overlay/shaders/extra_groundline_vert.glsl
+ engines/overlay/shaders/extra_lightprobe_grid_vert.glsl
+ engines/overlay/shaders/extra_loose_point_frag.glsl
+ engines/overlay/shaders/extra_loose_point_vert.glsl
+ engines/overlay/shaders/extra_point_vert.glsl
+ engines/overlay/shaders/extra_wire_frag.glsl
+ engines/overlay/shaders/extra_wire_vert.glsl
+ engines/overlay/shaders/facing_frag.glsl
+ engines/overlay/shaders/facing_vert.glsl
+ engines/overlay/shaders/grid_background_frag.glsl
+ engines/overlay/shaders/grid_frag.glsl
+ engines/overlay/shaders/grid_vert.glsl
+ engines/overlay/shaders/image_vert.glsl
+ engines/overlay/shaders/image_frag.glsl
+ engines/overlay/shaders/motion_path_line_geom.glsl
+ engines/overlay/shaders/motion_path_line_vert.glsl
+ engines/overlay/shaders/motion_path_point_vert.glsl
+ engines/overlay/shaders/outline_detect_frag.glsl
+ engines/overlay/shaders/outline_prepass_frag.glsl
+ engines/overlay/shaders/outline_prepass_geom.glsl
+ engines/overlay/shaders/outline_prepass_vert.glsl
+ engines/overlay/shaders/paint_face_vert.glsl
+ engines/overlay/shaders/paint_point_vert.glsl
+ engines/overlay/shaders/paint_texture_frag.glsl
+ engines/overlay/shaders/paint_texture_vert.glsl
+ engines/overlay/shaders/paint_vertcol_frag.glsl
+ engines/overlay/shaders/paint_vertcol_vert.glsl
+ engines/overlay/shaders/paint_weight_frag.glsl
+ engines/overlay/shaders/paint_weight_vert.glsl
+ engines/overlay/shaders/paint_wire_vert.glsl
+ engines/overlay/shaders/particle_vert.glsl
+ engines/overlay/shaders/particle_frag.glsl
+ engines/overlay/shaders/sculpt_mask_vert.glsl
+ engines/overlay/shaders/sculpt_mask_frag.glsl
+ engines/overlay/shaders/volume_velocity_vert.glsl
+ engines/overlay/shaders/volume_gridlines_vert.glsl
+ engines/overlay/shaders/wireframe_vert.glsl
+ engines/overlay/shaders/wireframe_frag.glsl
+ engines/overlay/shaders/xray_fade_frag.glsl
+
+ engines/image/shaders/engine_image_frag.glsl
+ engines/image/shaders/engine_image_vert.glsl
+)
+
+set(GLSL_C)
+foreach(GLSL_FILE ${GLSL_SRC})
+ data_to_c_simple(${GLSL_FILE} GLSL_C)
+endforeach()
+
+blender_add_lib(bf_draw_shaders "${GLSL_C}" "" "" "")
+
+list(APPEND LIB
+ bf_draw_shaders
+)
+
+set(GLSL_SOURCE_CONTENT "")
+foreach(GLSL_FILE ${GLSL_SRC})
+ get_filename_component(GLSL_FILE_NAME ${GLSL_FILE} NAME)
+ string(REPLACE "." "_" GLSL_FILE_NAME_UNDERSCORES ${GLSL_FILE_NAME})
+ string(APPEND GLSL_SOURCE_CONTENT "SHADER_SOURCE\(datatoc_${GLSL_FILE_NAME_UNDERSCORES}, \"${GLSL_FILE_NAME}\"\)\n")
+endforeach()
+
+set(glsl_source_list_file "${CMAKE_CURRENT_BINARY_DIR}/glsl_draw_source_list.h")
+file(GENERATE OUTPUT ${glsl_source_list_file} CONTENT "${GLSL_SOURCE_CONTENT}")
+list(APPEND SRC ${glsl_source_list_file})
+list(APPEND INC ${CMAKE_CURRENT_BINARY_DIR})
+
+target_include_directories(bf_draw_shaders PUBLIC ${CMAKE_CURRENT_BINARY_DIR})
list(APPEND INC
)
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
index 8cbc8608f5b..9b142fe56b5 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
@@ -3,10 +3,6 @@
#define CAVITY_BUFFER_RANGE 4.0
-#ifdef WORKBENCH_ENCODE_NORMALS
-
-# define WB_Normal vec2
-
/* From http://aras-p.info/texts/CompactNormalStorage.html
* Using Method #4: Spheremap Transform */
vec3 workbench_normal_decode(vec4 enc)
@@ -22,7 +18,7 @@ vec3 workbench_normal_decode(vec4 enc)
/* From http://aras-p.info/texts/CompactNormalStorage.html
* Using Method #4: Spheremap Transform */
-WB_Normal workbench_normal_encode(bool front_face, vec3 n)
+vec2 workbench_normal_encode(bool front_face, vec3 n)
{
n = normalize(front_face ? n : -n);
float p = sqrt(n.z * 8.0 + 8.0);
@@ -30,13 +26,6 @@ WB_Normal workbench_normal_encode(bool front_face, vec3 n)
return n.xy;
}
-#else
-# define WB_Normal vec3
-/* Well just do nothing... */
-# define workbench_normal_encode(f, a) (a)
-# define workbench_normal_decode(a) (a.xyz)
-#endif /* WORKBENCH_ENCODE_NORMALS */
-
/* Encoding into the alpha of a RGBA16F texture. (10bit mantissa) */
#define TARGET_BITCOUNT 8u
#define METALLIC_BITS 3u /* Metallic channel is less important. */
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
index 2e229d4d83a..c784c8b2db9 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
@@ -1,3 +1,5 @@
+
+#ifndef WORKBENCH_SHADER_SHARED_H
struct LightData {
vec4 direction;
vec4 specular_color;
@@ -37,9 +39,10 @@ struct WorldData {
int _pad2;
};
-#define viewport_size_inv viewport_size.zw
+# define viewport_size_inv viewport_size.zw
layout(std140) uniform world_block
{
WorldData world_data;
};
+#endif
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_frag.glsl
index 328d50e69e0..0b571040df5 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_frag.glsl
@@ -4,6 +4,8 @@
#pragma BLENDER_REQUIRE(workbench_cavity_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_curvature_lib.glsl)
+#ifndef DRW_SHADER_SHARED_H
+
uniform sampler2D depthBuffer;
uniform sampler2D normalBuffer;
uniform usampler2D objectIdBuffer;
@@ -12,6 +14,8 @@ in vec4 uvcoordsvar;
out vec4 fragColor;
+#endif
+
void main()
{
float cavity = 0.0, edges = 0.0, curvature = 0.0;
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_info.hh b/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_info.hh
new file mode 100644
index 00000000000..31e5f5e7641
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_info.hh
@@ -0,0 +1,28 @@
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(workbench_effect_cavity_common)
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .sampler(0, ImageType::FLOAT_2D, "depthBuffer")
+ .sampler(1, ImageType::FLOAT_2D, "normalBuffer")
+ .sampler(2, ImageType::UINT_2D, "objectIdBuffer")
+ .uniform_buf(3, "vec4", "samples_coords[512]")
+ .fragment_source("workbench_effect_cavity_frag.glsl")
+ .additional_info("draw_fullscreen")
+ .additional_info("draw_view");
+
+GPU_SHADER_CREATE_INFO(workbench_effect_cavity)
+ .do_static_compilation(true)
+ .define("USE_CAVITY")
+ .additional_info("workbench_effect_cavity_common");
+
+GPU_SHADER_CREATE_INFO(workbench_effect_curvature)
+ .do_static_compilation(true)
+ .define("USE_CURVATURE")
+ .additional_info("workbench_effect_cavity_common");
+
+GPU_SHADER_CREATE_INFO(workbench_effect_cavity_curvature)
+ .do_static_compilation(true)
+ .define("USE_CAVITY")
+ .define("USE_CURVATURE")
+ .additional_info("workbench_effect_cavity_common");
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl
index 57d648d3565..49e3f57ab2e 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl
@@ -25,12 +25,14 @@ bool node_tex_tile_lookup(inout vec3 co, sampler2DArray ima, sampler1DArray map)
return true;
}
+#ifndef WORKBENCH_SHADER_SHARED_H
uniform sampler2DArray imageTileArray;
uniform sampler1DArray imageTileData;
uniform sampler2D imageTexture;
uniform float imageTransparencyCutoff = 0.1;
uniform bool imagePremult;
+#endif
vec3 workbench_image_color(vec2 uvs)
{
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
index 6d24b001d4d..7a3ebc4035e 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
@@ -4,9 +4,11 @@
#pragma BLENDER_REQUIRE(workbench_common_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_image_lib.glsl)
+#ifndef WORKBENCH_SHADER_SHARED_H
layout(location = 0) out vec4 materialData;
-layout(location = 1) out WB_Normal normalData;
+layout(location = 1) out vec2 normalData;
layout(location = 2) out uint objectId;
+#endif
uniform bool useMatcap = false;
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl
index 3e1ea14f47c..c3faa3957ef 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl
@@ -5,8 +5,10 @@
#pragma BLENDER_REQUIRE(workbench_material_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_image_lib.glsl)
+#ifndef WORKBENCH_SHADER_SHARED_H
uniform samplerBuffer ac; /* active color layer */
uniform samplerBuffer au; /* active texture layer */
+#endif
/* From http://libnoise.sourceforge.net/noisegen/index.html */
float integer_noise(int n)
@@ -71,8 +73,10 @@ void main()
normal_interp = normalize(normal_world_to_view(nor));
-#ifdef OPAQUE_MATERIAL
+#ifndef WORKBENCH_SHADER_SHARED_H
+# ifdef OPAQUE_MATERIAL
float metallic, roughness;
+# endif
#endif
workbench_material_data_get(resource_handle, color_interp, alpha_interp, roughness, metallic);
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_info.hh b/source/blender/draw/engines/workbench/shaders/workbench_prepass_info.hh
new file mode 100644
index 00000000000..1dd706c9460
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_info.hh
@@ -0,0 +1,136 @@
+
+#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")
+
+/** \} */
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl
index 6f61874b8f5..8efe10b8236 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl
@@ -21,8 +21,10 @@ void main()
uv_interp = vec2(0.0);
-#ifdef OPAQUE_MATERIAL
+#ifndef WORKBENCH_SHADER_SHARED_H
+# ifdef OPAQUE_MATERIAL
float metallic, roughness;
+# endif
#endif
workbench_material_data_get(resource_handle, color_interp, alpha_interp, roughness, metallic);
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
index 1192081caf1..1f6a8a63944 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
@@ -5,10 +5,12 @@
#pragma BLENDER_REQUIRE(workbench_material_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_image_lib.glsl)
+#ifndef WORKBENCH_SHADER_SHARED_H
in vec3 pos;
in vec3 nor;
in vec4 ac; /* active color */
in vec2 au; /* active texture layer */
+#endif
void main()
{
@@ -23,8 +25,10 @@ void main()
normal_interp = normalize(normal_object_to_view(nor));
-#ifdef OPAQUE_MATERIAL
+#ifndef WORKBENCH_SHADER_SHARED_H
+# ifdef OPAQUE_MATERIAL
float metallic, roughness;
+# endif
#endif
workbench_material_data_get(resource_handle, color_interp, alpha_interp, roughness, metallic);
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_shader_interface_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_shader_interface_lib.glsl
index 6bfa351aeb0..178e61c8a8d 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_shader_interface_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_shader_interface_lib.glsl
@@ -1,15 +1,17 @@
+#ifndef WORKBENCH_SHADER_SHARED_H
IN_OUT ShaderStageInterface
{
vec3 normal_interp;
vec3 color_interp;
float alpha_interp;
vec2 uv_interp;
-#ifdef TRANSPARENT_MATERIAL
+# ifdef TRANSPARENT_MATERIAL
flat float roughness;
flat float metallic;
-#else
+# else
flat float packed_rough_metal;
-#endif
+# endif
flat int object_id;
};
+#endif
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl
index 3f113fd4b2e..0062cbe17a2 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl
@@ -6,6 +6,7 @@
#pragma BLENDER_REQUIRE(workbench_matcap_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_world_light_lib.glsl)
+#ifndef WORKBENCH_SHADER_SHARED_H
/* Revealage is actually stored in transparentAccum alpha channel.
* This is a workaround to older hardware not having separate blend equation per render target. */
layout(location = 0) out vec4 transparentAccum;
@@ -13,6 +14,7 @@ layout(location = 1) out vec4 revealageAccum;
/* NOTE: Blending will be skipped on objectId because output is a non-normalized integer buffer. */
layout(location = 2) out uint objectId;
+#endif
/* Special function only to be used with calculate_transparent_weight(). */
float linear_zdepth(float depth, vec4 viewvecs[2], mat4 proj_mat)
diff --git a/source/blender/draw/engines/workbench/workbench_shader_shared.h b/source/blender/draw/engines/workbench/workbench_shader_shared.h
new file mode 100644
index 00000000000..42d38e54d9a
--- /dev/null
+++ b/source/blender/draw/engines/workbench/workbench_shader_shared.h
@@ -0,0 +1,48 @@
+
+#ifndef GPU_SHADER
+# include "gpu_shader_shared_utils.h"
+#endif
+
+#define WORKBENCH_SHADER_SHARED_H
+
+struct LightData {
+ float4 direction;
+ float4 specular_color;
+ float4 diffuse_color_wrap; /* rgb: diffuse col a: wrapped lighting factor */
+};
+
+struct WorldData {
+ float4 viewport_size;
+ float4 object_outline_color;
+ float4 shadow_direction_vs;
+ float shadow_focus;
+ float shadow_shift;
+ float shadow_mul;
+ float shadow_add;
+ /* - 16 bytes alignment - */
+ LightData lights[4];
+ float4 ambient_color;
+
+ int cavity_sample_start;
+ int cavity_sample_end;
+ float cavity_sample_count_inv;
+ float cavity_jitter_scale;
+
+ float cavity_valley_factor;
+ float cavity_ridge_factor;
+ float cavity_attenuation;
+ float cavity_distance;
+
+ float curvature_ridge;
+ float curvature_valley;
+ float ui_scale;
+ float _pad0;
+
+ int matcap_orientation;
+ bool use_specular;
+ int _pad1;
+ int _pad2;
+};
+
+#define viewport_size_inv viewport_size.zw
+#define packed_rough_metal roughness
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 7365ebf59c2..276a8cc3a13 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -70,6 +70,7 @@
#include "GPU_framebuffer.h"
#include "GPU_immediate.h"
#include "GPU_matrix.h"
+#include "GPU_shader_shared.h"
#include "GPU_state.h"
#include "GPU_uniform_buffer.h"
#include "GPU_viewport.h"
@@ -2756,11 +2757,15 @@ void DRW_draw_depth_object(
GPU_framebuffer_clear_depth(depth_fb, 1.0f);
GPU_depth_test(GPU_DEPTH_LESS_EQUAL);
- const float(*world_clip_planes)[4] = NULL;
- if (RV3D_CLIPPING_ENABLED(v3d, rv3d)) {
+ struct GPUClipPlanes planes;
+ const bool use_clipping_planes = RV3D_CLIPPING_ENABLED(v3d, rv3d);
+ if (use_clipping_planes) {
GPU_clip_distances(6);
ED_view3d_clipping_local(rv3d, object->obmat);
- world_clip_planes = rv3d->clip_local;
+ for (int i = 0; i < 6; i++) {
+ copy_v4_v4(planes.world[i], rv3d->clip_local[i]);
+ }
+ copy_m4_m4(planes.ModelMatrix, object->obmat);
}
drw_batch_cache_validate(object);
@@ -2782,14 +2787,19 @@ void DRW_draw_depth_object(
BLI_task_graph_work_and_wait(task_graph);
BLI_task_graph_free(task_graph);
- const eGPUShaderConfig sh_cfg = world_clip_planes ? GPU_SHADER_CFG_CLIPPED :
- GPU_SHADER_CFG_DEFAULT;
+ const eGPUShaderConfig sh_cfg = use_clipping_planes ? GPU_SHADER_CFG_CLIPPED :
+ GPU_SHADER_CFG_DEFAULT;
GPU_batch_program_set_builtin_with_config(batch, GPU_SHADER_3D_DEPTH_ONLY, sh_cfg);
- if (world_clip_planes != NULL) {
- GPU_batch_uniform_4fv_array(batch, "WorldClipPlanes", 6, world_clip_planes);
+
+ GPUUniformBuf *ubo = NULL;
+ if (use_clipping_planes) {
+ ubo = GPU_uniformbuf_create_ex(sizeof(struct GPUClipPlanes), &planes, __func__);
+ GPU_batch_uniformbuf_bind(batch, "clipPlanes", ubo);
}
GPU_batch_draw(batch);
+ GPU_uniformbuf_free(ubo);
+
} break;
case OB_CURVE:
case OB_SURF:
diff --git a/source/blender/draw/intern/draw_shader_shared.h b/source/blender/draw/intern/draw_shader_shared.h
new file mode 100644
index 00000000000..aa117f44e84
--- /dev/null
+++ b/source/blender/draw/intern/draw_shader_shared.h
@@ -0,0 +1,41 @@
+
+#ifndef GPU_SHADER
+# include "gpu_shader_shared_utils.h"
+#endif
+
+#define DRW_SHADER_SHARED_H
+
+#define DRW_RESOURCE_CHUNK_LEN 512
+
+struct ViewInfos {
+ /* View matrices */
+ float4x4 persmat;
+ float4x4 persinv;
+ float4x4 viewmat;
+ float4x4 viewinv;
+ float4x4 winmat;
+ float4x4 wininv;
+
+ float4 clipplanes[6];
+ float4 viewvecs[2];
+ /* Should not be here. Not view dependent (only main view). */
+ float4 viewcamtexcofac;
+};
+BLI_STATIC_ASSERT_ALIGN(ViewInfos, 16)
+
+/* TODO(fclem) Mass rename. */
+#define ViewProjectionMatrix drw_view.persmat
+#define ViewProjectionMatrixInverse drw_view.persinv
+#define ViewMatrix drw_view.viewmat
+#define ViewMatrixInverse drw_view.viewinv
+#define ProjectionMatrix drw_view.winmat
+#define ProjectionMatrixInverse drw_view.wininv
+#define clipPlanes drw_view.clipplanes
+#define ViewVecs drw_view.viewvecs
+#define CameraTexCoFactors drw_view.viewcamtexcofac
+
+struct ObjectMatrices {
+ float4x4 drw_modelMatrix;
+ float4x4 drw_modelMatrixInverse;
+};
+BLI_STATIC_ASSERT_ALIGN(ViewInfos, 16)
diff --git a/source/blender/draw/intern/shaders/common_fullscreen_vert.glsl b/source/blender/draw/intern/shaders/common_fullscreen_vert.glsl
index 8a7fb97d98c..53ec38fea0b 100644
--- a/source/blender/draw/intern/shaders/common_fullscreen_vert.glsl
+++ b/source/blender/draw/intern/shaders/common_fullscreen_vert.glsl
@@ -1,5 +1,7 @@
+#ifndef USE_GPU_SHADER_CREATE_INFO
out vec4 uvcoordsvar;
+#endif
void main()
{
diff --git a/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl b/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl
index 74b989441a2..2da16d3f6a9 100644
--- a/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl
@@ -2,6 +2,8 @@
/* NOTE: To be used with UNIFORM_RESOURCE_ID and INSTANCED_ATTR as define. */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#ifndef DRW_SHADER_SHARED_H
+
in vec4 pos; /* Position and radius. */
/* ---- Instanced attribs ---- */
@@ -9,6 +11,8 @@ in vec4 pos; /* Position and radius. */
in vec3 pos_inst;
in vec3 nor;
+#endif
+
mat3 pointcloud_get_facing_matrix(vec3 p)
{
mat3 facing_mat;
diff --git a/source/blender/draw/intern/shaders/common_view_lib.glsl b/source/blender/draw/intern/shaders/common_view_lib.glsl
index e9912ba7d9a..b0d405165f2 100644
--- a/source/blender/draw/intern/shaders/common_view_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_view_lib.glsl
@@ -1,5 +1,7 @@
-#define COMMON_VIEW_LIB
-#define DRW_RESOURCE_CHUNK_LEN 512
+/* Temporary until we fully make the switch. */
+#ifndef DRW_SHADER_SHARED_H
+
+# define DRW_RESOURCE_CHUNK_LEN 512
/* keep in sync with DRWManager.view_data */
layout(std140) uniform viewBlock
@@ -22,6 +24,8 @@ layout(std140) uniform viewBlock
vec4 CameraTexCoFactors;
};
+#endif /* DRW_SHADER_SHARED_H */
+
#define ViewNear (ViewVecs[0].w)
#define ViewFar (ViewVecs[1].w)
@@ -141,6 +145,10 @@ flat in int resourceIDFrag;
/* clang-format off */
#if !defined(GPU_INTEL) && !defined(GPU_DEPRECATED_AMD_DRIVER) && !defined(OS_MAC) && !defined(INSTANCED_ATTR)
/* clang-format on */
+
+/* Temporary until we fully make the switch. */
+# ifndef DRW_SHADER_SHARED_H
+
struct ObjectMatrices {
mat4 drw_modelMatrix;
mat4 drw_modelMatrixInverse;
@@ -150,17 +158,23 @@ layout(std140) uniform modelBlock
{
ObjectMatrices drw_matrices[DRW_RESOURCE_CHUNK_LEN];
};
+# endif /* DRW_SHADER_SHARED_H */
# define ModelMatrix (drw_matrices[resource_id].drw_modelMatrix)
# define ModelMatrixInverse (drw_matrices[resource_id].drw_modelMatrixInverse)
#else /* GPU_INTEL */
+
+/* Temporary until we fully make the switch. */
+# ifndef DRW_SHADER_SHARED_H
/* Intel GPU seems to suffer performance impact when the model matrix is in UBO storage.
* So for now we just force using the legacy path. */
/* Note that this is also a workaround of a problem on osx (amd or nvidia)
* and older amd driver on windows. */
uniform mat4 ModelMatrix;
uniform mat4 ModelMatrixInverse;
+# endif /* DRW_SHADER_SHARED_H */
+
#endif
#define resource_handle (resourceChunk * DRW_RESOURCE_CHUNK_LEN + resource_id)
diff --git a/source/blender/draw/intern/shaders/draw_fullscreen_info.hh b/source/blender/draw/intern/shaders/draw_fullscreen_info.hh
new file mode 100644
index 00000000000..803ad69ffb7
--- /dev/null
+++ b/source/blender/draw/intern/shaders/draw_fullscreen_info.hh
@@ -0,0 +1,8 @@
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_INTERFACE_INFO(fullscreen_iface, "").smooth(Type::VEC4, "uvcoordsvar");
+
+GPU_SHADER_CREATE_INFO(draw_fullscreen)
+ .vertex_out(fullscreen_iface)
+ .vertex_source("common_fullscreen_vert.glsl");
diff --git a/source/blender/draw/intern/shaders/draw_object_infos_info.hh b/source/blender/draw/intern/shaders/draw_object_infos_info.hh
new file mode 100644
index 00000000000..10b3754eebb
--- /dev/null
+++ b/source/blender/draw/intern/shaders/draw_object_infos_info.hh
@@ -0,0 +1,5 @@
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(draw_object_infos)
+ .uniform_buf(1, "ObjectInfos", "drw_infos[DRW_RESOURCE_CHUNK_LEN]", Frequency::BATCH);
diff --git a/source/blender/draw/intern/shaders/draw_view_info.hh b/source/blender/draw/intern/shaders/draw_view_info.hh
new file mode 100644
index 00000000000..a92284efa5b
--- /dev/null
+++ b/source/blender/draw/intern/shaders/draw_view_info.hh
@@ -0,0 +1,40 @@
+
+#include "gpu_shader_create_info.hh"
+
+/* -------------------------------------------------------------------- */
+/** \name Draw View
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(draw_view)
+ .uniform_buf(0, "ViewInfos", "drw_view", Frequency::PASS)
+ .typedef_source("draw_shader_shared.h");
+
+GPU_SHADER_CREATE_INFO(draw_view_instanced_attr)
+ .push_constant(0, Type::MAT4, "ModelMatrix")
+ .push_constant(16, Type::MAT4, "ModelMatrixInverse")
+ .additional_info("draw_view");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Geometry Type
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(draw_mesh)
+ .uniform_buf(8, "ObjectMatrices", "drw_matrices[DRW_RESOURCE_CHUNK_LEN]", Frequency::BATCH)
+ .additional_info("draw_view");
+
+GPU_SHADER_CREATE_INFO(draw_hair)
+ /* TODO(fclem) Finish */
+ .uniform_buf(8, "ObjectMatrices", "drw_matrices[DRW_RESOURCE_CHUNK_LEN]", Frequency::BATCH)
+ .additional_info("draw_view");
+
+GPU_SHADER_CREATE_INFO(draw_pointcloud)
+ .vertex_in(0, Type::VEC4, "pos")
+ .vertex_in(1, Type::VEC3, "pos_inst")
+ .vertex_in(2, Type::VEC3, "nor")
+ .define("UNIFORM_RESOURCE_ID")
+ .define("INSTANCED_ATTR")
+ .additional_info("draw_view_instanced_attr");
+
+/** \} */