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gpu_shader_3D_uniform_color_info.hh « infos « shaders « gpu « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/* SPDX-License-Identifier: GPL-2.0-or-later
 * Copyright 2022 Blender Foundation. All rights reserved. */

/** \file
 * \ingroup gpu
 */

#include "gpu_shader_create_info.hh"

GPU_SHADER_CREATE_INFO(gpu_shader_3D_uniform_color)
    .vertex_in(0, Type::VEC3, "pos")
    .fragment_out(0, Type::VEC4, "fragColor")
    .push_constant(Type::MAT4, "ModelViewProjectionMatrix")
    .push_constant(Type::VEC4, "color")
    .vertex_source("gpu_shader_3D_vert.glsl")
    .fragment_source("gpu_shader_uniform_color_frag.glsl")
    .additional_info("gpu_srgb_to_framebuffer_space")
    .do_static_compilation(true);

GPU_SHADER_CREATE_INFO(gpu_shader_3D_uniform_color_clipped)
    .additional_info("gpu_shader_3D_uniform_color")
    .additional_info("gpu_clip_planes")
    .do_static_compilation(true);

/* Confusing naming convention. But this is a version with only one local clip plane. */
GPU_SHADER_CREATE_INFO(gpu_shader_3D_clipped_uniform_color)
    .vertex_in(0, Type::VEC3, "pos")
    .fragment_out(0, Type::VEC4, "fragColor")
    .push_constant(Type::MAT4, "ModelViewProjectionMatrix")
    .push_constant(Type::VEC4, "color")
    /* TODO(@fclem): Put those two to one UBO. */
    .push_constant(Type::MAT4, "ModelMatrix")
    .push_constant(Type::VEC4, "ClipPlane")
    .vertex_source("gpu_shader_3D_clipped_uniform_color_vert.glsl")
    .fragment_source("gpu_shader_uniform_color_frag.glsl")
    .additional_info("gpu_srgb_to_framebuffer_space")
    .do_static_compilation(true);