42 pass.
bind_texture(
"depth_txInfront", &res.xray_depth_in_front_tx);
44 pass.
bind_texture(
"xray_depth_txInfront", &res.depth_in_front_tx);
57 manager.submit(xray_fade_ps_);
void GPU_framebuffer_bind(blender::gpu::FrameBuffer *fb)
void framebuffer_set(gpu::FrameBuffer **framebuffer)
void shader_set(gpu::Shader *shader)
void bind_texture(const char *name, gpu::Texture *texture, GPUSamplerState state=sampler_auto)
void draw_procedural(GPUPrimType primitive, uint instance_len, uint vertex_len, uint vertex_first=-1, ResourceIndexRange res_index={}, uint custom_id=0)
void state_set(DRWState state, int clip_plane_count=0)
void push_constant(const char *name, const float &data)
void begin_sync(Resources &res, const State &state) final
void draw_color_only(Framebuffer &framebuffer, Manager &manager, View &) final
detail::Pass< command::DrawCommandBuf > PassSimple