/* * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2022 Blender Foundation. * All rights reserved. */ /** \file * \ingroup gpu */ #include "gpu_shader_create_info.hh" GPU_SHADER_INTERFACE_INFO(smooth_normal_iface, "").smooth(Type::VEC3, "normal"); GPU_SHADER_CREATE_INFO(gpu_shader_simple_lighting) .vertex_in(0, Type::VEC3, "pos") .vertex_in(1, Type::VEC3, "nor") .vertex_out(smooth_normal_iface) .fragment_out(0, Type::VEC4, "fragColor") .uniform_buf(0, "SimpleLightingData", "simple_lighting_data", Frequency::PASS) .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix") .push_constant(16, Type::MAT3, "NormalMatrix") .typedef_source("GPU_shader_shared.h") .vertex_source("gpu_shader_3D_normal_vert.glsl") .fragment_source("gpu_shader_simple_lighting_frag.glsl") .do_static_compilation(true);