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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_INTERFACE_INFO(smooth_normal_iface, "").smooth(Type::VEC3, "normal");
GPU_SHADER_CREATE_INFO(gpu_shader_simple_lighting)
.vertex_in(0, Type::VEC3, "pos")
.vertex_in(1, Type::VEC3, "nor")
.vertex_out(smooth_normal_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.uniform_buf(0, "SimpleLightingData", "simple_lighting_data", Frequency::PASS)
.push_constant(Type::MAT4, "ModelViewProjectionMatrix")
.push_constant(Type::MAT3, "NormalMatrix")
.typedef_source("GPU_shader_shared.h")
.vertex_source("gpu_shader_3D_normal_vert.glsl")
.fragment_source("gpu_shader_simple_lighting_frag.glsl")
.do_static_compilation(true);
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