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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);
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