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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2022 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#include "gpu_interface_info.hh"
#include "gpu_shader_create_info.hh"
GPU_SHADER_INTERFACE_INFO(gpu_shader_3D_polyline_iface, "interp")
.smooth(Type::VEC4, "final_color")
.smooth(Type::FLOAT, "clip")
.no_perspective(Type::FLOAT, "smoothline");
GPU_SHADER_CREATE_INFO(gpu_shader_3D_polyline)
.define("SMOOTH_WIDTH", "1.0")
.push_constant(Type::MAT4, "ModelViewProjectionMatrix")
.push_constant(Type::VEC2, "viewportSize")
.push_constant(Type::FLOAT, "lineWidth")
.push_constant(Type::BOOL, "lineSmooth")
.vertex_in(0, Type::VEC3, "pos")
.vertex_out(gpu_shader_3D_polyline_iface)
.geometry_layout(PrimitiveIn::LINES, PrimitiveOut::TRIANGLE_STRIP, 4)
.geometry_out(gpu_shader_3D_polyline_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("gpu_shader_3D_polyline_vert.glsl")
.geometry_source("gpu_shader_3D_polyline_geom.glsl")
.fragment_source("gpu_shader_3D_polyline_frag.glsl")
.additional_info("gpu_srgb_to_framebuffer_space");
GPU_SHADER_CREATE_INFO(gpu_shader_3D_polyline_no_geom)
.define("SMOOTH_WIDTH", "1.0")
.push_constant(Type::MAT4, "ModelViewProjectionMatrix")
.push_constant(Type::VEC2, "viewportSize")
.push_constant(Type::FLOAT, "lineWidth")
.push_constant(Type::BOOL, "lineSmooth")
.vertex_in(0, Type::VEC3, "pos")
.vertex_out(gpu_shader_3D_polyline_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("gpu_shader_3D_polyline_vert_no_geom.glsl")
.fragment_source("gpu_shader_3D_polyline_frag.glsl")
.additional_info("gpu_srgb_to_framebuffer_space");
GPU_SHADER_CREATE_INFO(gpu_shader_3D_polyline_uniform_color)
.do_static_compilation(true)
.define("UNIFORM")
.push_constant(Type::VEC4, "color")
.additional_info("gpu_shader_3D_polyline");
GPU_SHADER_CREATE_INFO(gpu_shader_3D_polyline_uniform_color_no_geom)
.do_static_compilation(true)
.define("UNIFORM")
.push_constant(Type::VEC4, "color")
.additional_info("gpu_shader_3D_polyline_no_geom");
GPU_SHADER_CREATE_INFO(gpu_shader_3D_polyline_uniform_color_clipped)
.do_static_compilation(true)
/* TODO(fclem): Put in a UBO to fit the 128byte requirement. */
.push_constant(Type::MAT4, "ModelMatrix")
.push_constant(Type::VEC4, "ClipPlane")
.define("CLIP")
.additional_info("gpu_shader_3D_polyline_uniform_color");
GPU_SHADER_CREATE_INFO(gpu_shader_3D_polyline_uniform_color_clipped_no_geom)
.do_static_compilation(true)
/* TODO(fclem): Put in an UBO to fit the 128byte requirement. */
.push_constant(Type::MAT4, "ModelMatrix")
.push_constant(Type::VEC4, "ClipPlane")
.define("CLIP")
.additional_info("gpu_shader_3D_polyline_uniform_color_no_geom");
GPU_SHADER_CREATE_INFO(gpu_shader_3D_polyline_flat_color)
.do_static_compilation(true)
.define("FLAT")
.vertex_in(1, Type::VEC4, "color")
.additional_info("gpu_shader_3D_polyline");
GPU_SHADER_CREATE_INFO(gpu_shader_3D_polyline_flat_color_no_geom)
.do_static_compilation(true)
.define("FLAT")
.vertex_in(1, Type::VEC4, "color")
.additional_info("gpu_shader_3D_polyline_no_geom");
GPU_SHADER_CREATE_INFO(gpu_shader_3D_polyline_smooth_color)
.do_static_compilation(true)
.define("SMOOTH")
.vertex_in(1, Type::VEC4, "color")
.additional_info("gpu_shader_3D_polyline");
GPU_SHADER_CREATE_INFO(gpu_shader_3D_polyline_smooth_color_no_geom)
.do_static_compilation(true)
.define("SMOOTH")
.vertex_in(1, Type::VEC4, "color")
.additional_info("gpu_shader_3D_polyline_no_geom");
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