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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2022 Blender Foundation. All rights reserved. */
/** \file
* \ingroup draw
*/
#include "gpu_shader_create_info.hh"
GPU_SHADER_CREATE_INFO(draw_hair_refine_compute)
.local_group_size(1, 1)
.storage_buf(0, Qualifier::WRITE, "vec4", "posTime[]")
.sampler(0, ImageType::FLOAT_BUFFER, "hairPointBuffer")
.sampler(1, ImageType::UINT_BUFFER, "hairStrandBuffer")
.sampler(2, ImageType::UINT_BUFFER, "hairStrandSegBuffer")
.push_constant(Type::MAT4, "hairDupliMatrix")
.push_constant(Type::BOOL, "hairCloseTip")
.push_constant(Type::FLOAT, "hairRadShape")
.push_constant(Type::FLOAT, "hairRadTip")
.push_constant(Type::FLOAT, "hairRadRoot")
.push_constant(Type::INT, "hairThicknessRes")
.push_constant(Type::INT, "hairStrandsRes")
.push_constant(Type::INT, "hairStrandOffset")
.compute_source("common_hair_refine_comp.glsl")
.define("HAIR_PHASE_SUBDIV")
.do_static_compilation(true);
GPU_SHADER_INTERFACE_INFO(draw_hair_refine_transform_feedback_workaround_iface, "")
.smooth(Type::VEC4, "finalColor");
GPU_SHADER_CREATE_INFO(draw_hair_refine_transform_feedback_workaround)
.define("srgbTarget", "false")
.define("blender_srgb_to_framebuffer_space(a)", "a")
.define("HAIR_PHASE_SUBDIV")
.define("TF_WORKAROUND")
/* Move these to "draw_hair"? */
.sampler(0, ImageType::UINT_BUFFER, "hairStrandBuffer")
.sampler(1, ImageType::UINT_BUFFER, "hairStrandSegBuffer")
.push_constant(Type::INT, "targetWidth")
.push_constant(Type::INT, "targetHeight")
.push_constant(Type::INT, "idOffset")
.vertex_out(draw_hair_refine_transform_feedback_workaround_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("common_hair_refine_vert.glsl")
.fragment_source("gpu_shader_3D_smooth_color_frag.glsl")
.additional_info("draw_hair")
.do_static_compilation(true);
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