/* 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_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(Type::MAT4, "ModelViewProjectionMatrix") .push_constant(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);