27FLAT(
int, surfel_index)
78VERTEX_OUT(eevee_display_lightprobe_volume_iface)
102DEFINE(
"LIGHT_ITER_FORCE_NO_CULLING")
119BUILTINS(BuiltinBits::TEXTURE_ATOMIC)
131BUILTINS(BuiltinBits::TEXTURE_ATOMIC)
137STORAGE_BUF(6, read_write, SurfelListInfoData, list_info_buf)
144BUILTINS(BuiltinBits::TEXTURE_ATOMIC)
151STORAGE_BUF(6, read_write, SurfelListInfoData, list_info_buf)
158BUILTINS(BuiltinBits::TEXTURE_ATOMIC)
165STORAGE_BUF(2, write,
float, list_item_distance_buf[])
166STORAGE_BUF(3, write,
int, list_item_surfel_id_buf[])
189BUILTINS(BuiltinBits::TEXTURE_ATOMIC)
197STORAGE_BUF(6, read_write, SurfelListInfoData, list_info_buf)
218STORAGE_BUF(0, read_write, CaptureInfoData, capture_info_buf)
239IMAGE(0, SFLOAT_32_32_32_32, read_write,
image3D, irradiance_L0_img)
240IMAGE(1, SFLOAT_32_32_32_32, read_write,
image3D, irradiance_L1_a_img)
241IMAGE(2, SFLOAT_32_32_32_32, read_write,
image3D, irradiance_L1_b_img)
242IMAGE(3, SFLOAT_32_32_32_32, read_write,
image3D, irradiance_L1_c_img)
260IMAGE(1, SFLOAT_16_16_16_16, read_write,
image3D, virtual_offset_img)
275DEFINE(
"IRRADIANCE_GRID_UPLOAD")
292DEFINE(
"IRRADIANCE_GRID_UPLOAD")
#define SURFEL_GROUP_SIZE
#define IRRADIANCE_BOUNDS_GROUP_SIZE
#define SURFEL_LIST_GROUP_SIZE
#define IRRADIANCE_GRID_MAX
#define IRRADIANCE_GRID_BRICK_SIZE
#define IRRADIANCE_GRID_GROUP_SIZE
#define VOLUME_PROBE_FORMAT
#define GPU_SHADER_INTERFACE_END()
#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 UNIFORM_BUF(slot, type_name, name)
#define FRAGMENT_SOURCE(filename)
#define ADDITIONAL_INFO(info_name)
#define PUSH_CONSTANT(type, name)
#define FRAGMENT_OUT(slot, type, name)
#define BUILTINS(builtin)
#define STORAGE_BUF(slot, qualifiers, type_name, name)
#define VERTEX_SOURCE(filename)
#define LOCAL_GROUP_SIZE(...)
#define IMAGE(slot, format, qualifiers, type, name)
#define COMPUTE_SOURCE(filename)
#define DO_STATIC_COMPILATION()
#define DEFINE_VALUE(name, value)
ImageBase< int, 3, false, true > iimage3DAtomic
ImageBase< float, 3 > image3D
SamplerBase< float, 3 > sampler3D
BLI_INLINE void grid_to_world(HairGrid *grid, float vecw[3], const float vec[3])