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/* SPDX-License-Identifier: GPL-2.0-or-later */
#include "gpu_shader_create_info.hh"
/* We use the normalized local position to avoid precision loss during interpolation. */
GPU_SHADER_INTERFACE_INFO(overlay_grid_iface, "").smooth(Type::VEC3, "local_pos");
GPU_SHADER_CREATE_INFO(overlay_grid)
.do_static_compilation(true)
.typedef_source("overlay_shader_shared.h")
.vertex_in(0, Type::VEC3, "pos")
.vertex_out(overlay_grid_iface)
.fragment_out(0, Type::VEC4, "out_color")
.sampler(0, ImageType::DEPTH_2D, "depth_tx")
.uniform_buf(3, "OVERLAY_GridData", "grid_buf")
.push_constant(Type::VEC3, "plane_axes")
.push_constant(Type::INT, "grid_flag")
.vertex_source("overlay_grid_vert.glsl")
.fragment_source("overlay_grid_frag.glsl")
.additional_info("draw_view", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_grid_background)
.do_static_compilation(true)
.vertex_in(0, Type::VEC3, "pos")
.sampler(0, ImageType::DEPTH_2D, "depthBuffer")
.push_constant(Type::VEC4, "color")
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("overlay_edit_uv_tiled_image_borders_vert.glsl")
.fragment_source("overlay_grid_background_frag.glsl")
.additional_info("draw_modelmat");
GPU_SHADER_CREATE_INFO(overlay_grid_image)
.do_static_compilation(true)
.vertex_in(0, Type::VEC3, "pos")
.push_constant(Type::VEC4, "color")
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("overlay_edit_uv_tiled_image_borders_vert.glsl")
.fragment_source("overlay_uniform_color_frag.glsl")
.additional_info("draw_modelmat");
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