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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::VEC4, "hairDupliMatrix", 4)
.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);
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