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eevee_lightprobe_info.hh « infos « shaders « eevee « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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#include "gpu_shader_create_info.hh"

/* -------------------------------------------------------------------- */
/** \name Lightprobe Display
 * \{ */

GPU_SHADER_INTERFACE_INFO(eevee_lightprobe_display_iface, "interp")
    .smooth(Type::VEC3, "P")
    .smooth(Type::VEC2, "coord")
    .flat(Type::INT, "samp");

GPU_SHADER_CREATE_INFO(eevee_lightprobe_display_cubemap)
    .do_static_compilation(true)
    .additional_info("eevee_shared", "draw_view")
    .uniform_buf(1, "LightProbeInfoData", "probes_buf")
    .uniform_buf(2, "CubemapData", "cubes_buf[CULLING_ITEM_BATCH]")
    .sampler(0, ImageType::FLOAT_CUBE_ARRAY, "lightprobe_cube_tx")
    .vertex_out(eevee_lightprobe_display_iface)
    .fragment_out(0, Type::VEC4, "out_color")
    .vertex_source("eevee_lightprobe_display_cubemap_vert.glsl")
    .fragment_source("eevee_lightprobe_display_cubemap_frag.glsl");

GPU_SHADER_CREATE_INFO(eevee_lightprobe_display_grid)
    .do_static_compilation(true)
    .additional_info("eevee_shared", "draw_view")
    .uniform_buf(1, "GridData", "grids_buf[GRID_MAX]")
    .uniform_buf(2, "LightProbeInfoData", "probes_buf")
    .sampler(0, ImageType::FLOAT_2D_ARRAY, "lightprobe_grid_tx")
    .push_constant(Type::INT, "grid_id")
    .vertex_out(eevee_lightprobe_display_iface)
    .fragment_out(0, Type::VEC4, "out_color")
    .vertex_source("eevee_lightprobe_display_grid_vert.glsl")
    .fragment_source("eevee_lightprobe_display_grid_frag.glsl");

/** \} */

/* -------------------------------------------------------------------- */
/** \name Lightprobe filter
 * \{ */

GPU_SHADER_INTERFACE_INFO(eevee_lightprobe_filter_iface, "interp")
    .smooth(Type::VEC3, "coord")
    .flat(Type::INT, "layer");

GPU_SHADER_CREATE_INFO(eevee_lightprobe_filter_diffuse)
    .do_static_compilation(true)
    .builtins(BuiltinBits::LAYER)
    .uniform_buf(1, "LightProbeFilterData", "filter_buf")
    .sampler(0, ImageType::FLOAT_CUBE, "radiance_tx")
    .fragment_out(0, Type::VEC4, "out_irradiance")
    .vertex_out(eevee_lightprobe_filter_iface)
    .additional_info("eevee_shared")
    .vertex_source("eevee_lightprobe_filter_vert.glsl")
    .fragment_source("eevee_lightprobe_filter_diffuse_frag.glsl");

GPU_SHADER_CREATE_INFO(eevee_lightprobe_filter_glossy)
    .do_static_compilation(true)
    .builtins(BuiltinBits::LAYER)
    .define("CUBEMAP")
    .uniform_buf(1, "LightProbeFilterData", "filter_buf")
    .sampler(0, ImageType::FLOAT_CUBE, "radiance_tx")
    .fragment_out(0, Type::VEC4, "out_irradiance")
    .vertex_out(eevee_lightprobe_filter_iface)
    .additional_info("eevee_shared")
    .vertex_source("eevee_lightprobe_filter_vert.glsl")
    .fragment_source("eevee_lightprobe_filter_glossy_frag.glsl");

GPU_SHADER_CREATE_INFO(eevee_lightprobe_filter_visibility)
    .do_static_compilation(true)
    .builtins(BuiltinBits::LAYER)
    .uniform_buf(1, "LightProbeFilterData", "filter_buf")
    .sampler(0, ImageType::DEPTH_CUBE, "depth_tx")
    .fragment_out(0, Type::VEC4, "out_visibility")
    .vertex_out(eevee_lightprobe_filter_iface)
    .additional_info("eevee_shared", "draw_view")
    .vertex_source("eevee_lightprobe_filter_vert.glsl")
    .fragment_source("eevee_lightprobe_filter_visibility_frag.glsl");

GPU_SHADER_CREATE_INFO(eevee_lightprobe_filter_downsample)
    .do_static_compilation(true)
    .builtins(BuiltinBits::LAYER)
    .define("CUBEMAP")
    .uniform_buf(1, "LightProbeFilterData", "filter_buf")
    .sampler(0, ImageType::FLOAT_CUBE, "input_tx")
    .fragment_out(0, Type::VEC4, "out_color")
    .vertex_out(eevee_lightprobe_filter_iface)
    .additional_info("eevee_shared")
    .vertex_source("eevee_lightprobe_filter_vert.glsl")
    .fragment_source("eevee_lightprobe_filter_downsample_frag.glsl");

/** \} */

/* -------------------------------------------------------------------- */
/** \name Lightprobe data
 * \{ */

GPU_SHADER_CREATE_INFO(eevee_lightprobe_data)
    .uniform_buf(1, "GridData", "grids_buf[GRID_MAX]")
    .uniform_buf(2, "CubemapData", "cubes_buf[CULLING_ITEM_BATCH]")
    .uniform_buf(3, "LightProbeInfoData", "probes_buf")
    .sampler(11, ImageType::FLOAT_2D_ARRAY, "lightprobe_grid_tx")
    .sampler(12, ImageType::FLOAT_CUBE_ARRAY, "lightprobe_cube_tx");

/** \} */