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/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2022 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*/
#include "gpu_interface_info.hh"
#include "gpu_shader_create_info.hh"
GPU_SHADER_CREATE_INFO(gpu_shader_3D_depth_only)
.vertex_in(0, Type::VEC3, "pos")
.vertex_out(flat_color_iface)
.push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
.vertex_source("gpu_shader_3D_vert.glsl")
.fragment_source("gpu_shader_depth_only_frag.glsl")
.do_static_compilation(true);
GPU_SHADER_CREATE_INFO(gpu_shader_3D_depth_only_clipped)
.additional_info("gpu_shader_3D_depth_only")
.additional_info("gpu_clip_planes");
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