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#include "gpu_shader_create_info.hh"
/* -------------------------------------------------------------------- */
/** \name Camera Velocity
* \{ */
GPU_SHADER_CREATE_INFO(eevee_velocity_camera)
.do_static_compilation(true)
.uniform_buf(3, "CameraData", "cam_prev")
.uniform_buf(1, "CameraData", "cam_curr")
.uniform_buf(2, "CameraData", "cam_next")
.sampler(0, ImageType::DEPTH_2D, "depth_tx")
.fragment_out(0, Type::VEC4, "out_velocity_camera")
.fragment_out(1, Type::VEC4, "out_velocity_view")
.additional_info("eevee_shared")
.fragment_source("eevee_velocity_camera_frag.glsl")
.additional_info("draw_fullscreen", "draw_view");
/** \} */
/* -------------------------------------------------------------------- */
/** \name Surface Velocity
* \{ */
GPU_SHADER_INTERFACE_INFO(eevee_velocity_surface_iface, "interp")
.smooth(Type::VEC3, "P")
.smooth(Type::VEC3, "P_next")
.smooth(Type::VEC3, "P_prev");
GPU_SHADER_CREATE_INFO(eevee_velocity_surface_mesh)
.do_static_compilation(true)
.uniform_buf(4, "CameraData", "cam_prev", Frequency::PASS)
.uniform_buf(5, "CameraData", "cam_curr", Frequency::PASS)
.uniform_buf(6, "CameraData", "cam_next", Frequency::PASS)
.uniform_buf(7, "VelocityObjectData", "velocity", Frequency::BATCH)
.vertex_in(0, Type::VEC3, "pos")
.vertex_in(1, Type::VEC3, "prv")
.vertex_in(2, Type::VEC3, "nxt")
.vertex_out(eevee_velocity_surface_iface)
.fragment_out(0, Type::VEC4, "out_velocity_camera")
.fragment_out(1, Type::VEC4, "out_velocity_view")
.additional_info("eevee_shared")
.vertex_source("eevee_velocity_surface_mesh_vert.glsl")
.fragment_source("eevee_velocity_surface_frag.glsl")
.additional_info("draw_mesh");
/** \} */
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