/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2022 Blender Foundation. All rights reserved. */ /** \file * \ingroup gpu */ #include "gpu_shader_create_info.hh" GPU_SHADER_INTERFACE_INFO(smooth_uv_iface, "").smooth(Type::VEC2, "uv"); GPU_SHADER_CREATE_INFO(gpu_shader_2D_area_borders) .vertex_in(0, Type::VEC2, "pos") .vertex_out(smooth_uv_iface) .fragment_out(0, Type::VEC4, "fragColor") .push_constant(Type::MAT4, "ModelViewProjectionMatrix") .push_constant(Type::VEC4, "rect") .push_constant(Type::VEC4, "color") .push_constant(Type::FLOAT, "scale") .push_constant(Type::INT, "cornerLen") .vertex_source("gpu_shader_2D_area_borders_vert.glsl") .fragment_source("gpu_shader_2D_area_borders_frag.glsl") .do_static_compilation(true);