160DEFINE_VALUE(
"blender_srgb_to_framebuffer_space(a)",
"a")
164FRAGMENT_SOURCE(
"overlay_point_varying_color_varying_outline_aa_frag.glsl")
#define GPU_SHADER_INTERFACE_END()
#define GPU_SHADER_NAMED_INTERFACE_INFO(_interface, _inst_name)
#define GPU_SHADER_NAMED_INTERFACE_END(_inst_name)
#define GPU_SHADER_INTERFACE_INFO(_interface)
#define GPU_SHADER_CREATE_INFO(_info)
#define GPU_SHADER_CREATE_END()
#define TYPEDEF_SOURCE(filename)
#define VERTEX_OUT(stage_interface)
#define SMOOTH(type, name)
#define SAMPLER(slot, type, name)
#define FRAGMENT_SOURCE(filename)
#define STORAGE_BUF_FREQ(slot, qualifiers, type_name, name, freq)
#define ADDITIONAL_INFO(info_name)
#define PUSH_CONSTANT(type, name)
#define FRAGMENT_OUT(slot, type, name)
#define NO_PERSPECTIVE(type, name)
#define STORAGE_BUF(slot, qualifiers, type_name, name)
#define VERTEX_SOURCE(filename)
#define VERTEX_IN(slot, type, name)
#define DO_STATIC_COMPILATION()
#define DEFINE_VALUE(name, value)
SamplerBase< float, 1 > sampler1D
SamplerBase< float, 2, false, false, false, true > sampler2DDepth
SamplerBase< float, 2 > sampler2D
ccl_device_inline float interp(const float a, const float b, const float t)
#define OVERLAY_INFO_VARIATIONS(name)
#define OVERLAY_INFO_CLIP_VARIATION(name)
#define OVERLAY_INFO_VARIATIONS_MODELMAT(name, base_info)