Blender V4.5
overlay_background_info.hh
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1/* SPDX-FileCopyrightText: 2023 Blender Authors
2 *
3 * SPDX-License-Identifier: GPL-2.0-or-later */
4
5#ifdef GPU_SHADER
6# pragma once
7# include "gpu_glsl_cpp_stubs.hh"
8
9# include "draw_view_info.hh"
11
12# include "overlay_common_info.hh"
14#endif
15
17
18GPU_SHADER_CREATE_INFO(overlay_background)
20TYPEDEF_SOURCE("overlay_shader_shared.hh")
21SAMPLER(0, sampler2D, color_buffer)
22SAMPLER(1, sampler2DDepth, depth_buffer)
23PUSH_CONSTANT(int, bg_type)
24PUSH_CONSTANT(float4, color_override)
25FRAGMENT_SOURCE("overlay_background_frag.glsl")
26FRAGMENT_OUT(0, float4, frag_color)
27ADDITIONAL_INFO(gpu_fullscreen)
28ADDITIONAL_INFO(draw_globals)
30
31GPU_SHADER_CREATE_INFO(overlay_clipbound)
33PUSH_CONSTANT(float4, ucolor)
34PUSH_CONSTANT_ARRAY(float3, boundbox, 8)
35VERTEX_SOURCE("overlay_clipbound_vert.glsl")
36FRAGMENT_OUT(0, float4, frag_color)
37FRAGMENT_SOURCE("overlay_uniform_color_frag.glsl")
38ADDITIONAL_INFO(draw_view)
VecBase< float, 4 > float4
SamplerBase< float, 2, false, false, false, true > sampler2DDepth
SamplerBase< float, 2 > sampler2D
#define TYPEDEF_SOURCE(filename)
#define PUSH_CONSTANT_ARRAY(type, name, array_size)
#define SAMPLER(slot, type, name)
#define FRAGMENT_SOURCE(filename)
#define ADDITIONAL_INFO(info_name)
#define PUSH_CONSTANT(type, name)
#define FRAGMENT_OUT(slot, type, name)
#define GPU_SHADER_CREATE_INFO(_info)
#define VERTEX_SOURCE(filename)
#define GPU_SHADER_CREATE_END()
#define DO_STATIC_COMPILATION()