21# define POINTCLOUD_SHADER
22# define DRW_POINTCLOUD_INFO
24# define SHADOW_UPDATE_ATOMIC_RASTER
25# define MAT_TRANSPARENT
68DEFINE(
"MAT_GEOM_POINTCLOUD")
138#define image_out(slot, qualifier, format, name) \
139 image(slot, format, qualifier, ImageType::Float2D, name, Frequency::PASS)
140#define image_array_out(slot, qualifier, format, name) \
141 image(slot, format, qualifier, ImageType::Float2DArray, name, Frequency::PASS)
251FLAT(
int, shadow_view_id)
263BUILTINS(BuiltinBits::VIEWPORT_INDEX)
274DEFINE(
"SHADOW_UPDATE_ATOMIC_RASTER")
275BUILTINS(BuiltinBits::TEXTURE_ATOMIC)
283DEFINE(
"SHADOW_UPDATE_TBDR")
293#undef image_array_out
324BUILTINS(BuiltinBits::TEXTURE_ATOMIC)
349# define EEVEE_MAT_GEOM_VARIATIONS(prefix, ...) \
350 CREATE_INFO_VARIANT(prefix##_world, eevee_geom_world, __VA_ARGS__) \
351 CREATE_INFO_VARIANT(prefix##_curves, eevee_geom_curves, __VA_ARGS__) \
352 CREATE_INFO_VARIANT(prefix##_mesh, eevee_geom_mesh, __VA_ARGS__) \
353 CREATE_INFO_VARIANT(prefix##_pointcloud, eevee_geom_pointcloud, __VA_ARGS__) \
354 CREATE_INFO_VARIANT(prefix##_volume, eevee_geom_volume, __VA_ARGS__)
356# define EEVEE_MAT_PIPE_VARIATIONS(name, ...) \
357 EEVEE_MAT_GEOM_VARIATIONS(name##_world, eevee_surf_world, __VA_ARGS__) \
358 EEVEE_MAT_GEOM_VARIATIONS(name##_depth, eevee_surf_depth, __VA_ARGS__) \
359 EEVEE_MAT_GEOM_VARIATIONS(name##_deferred, eevee_surf_deferred, __VA_ARGS__) \
360 EEVEE_MAT_GEOM_VARIATIONS(name##_forward, eevee_surf_forward, __VA_ARGS__) \
361 EEVEE_MAT_GEOM_VARIATIONS(name##_capture, eevee_surf_capture, __VA_ARGS__) \
362 EEVEE_MAT_GEOM_VARIATIONS(name##_volume, eevee_surf_volume, __VA_ARGS__) \
363 EEVEE_MAT_GEOM_VARIATIONS(name##_occupancy, eevee_surf_occupancy, __VA_ARGS__) \
364 EEVEE_MAT_GEOM_VARIATIONS(name##_shadow_atomic, eevee_surf_shadow_atomic, __VA_ARGS__) \
365 EEVEE_MAT_GEOM_VARIATIONS(name##_shadow_tbdr, eevee_surf_shadow_tbdr, __VA_ARGS__)
#define VOLUME_PROP_SCATTERING_IMG_SLOT
#define DEFERRED_GBUFFER_ROG_ID
#define VOLUME_HIT_DEPTH_SLOT
#define VOLUME_PROP_PHASE_WEIGHT_IMG_SLOT
#define VOLUME_HIT_COUNT_SLOT
#define VOLUME_OCCUPANCY_SLOT
#define GBUF_CLOSURE_SLOT
#define SHADOW_ATLAS_IMG_SLOT
#define SHADOW_RENDER_MAP_BUF_SLOT
#define VOLUME_PROP_EXTINCTION_IMG_SLOT
#define SHADOW_RENDER_VIEW_BUF_SLOT
#define VOLUME_PROP_PHASE_IMG_SLOT
#define VOLUME_PROP_EMISSION_IMG_SLOT
#define SHADOW_RENDER_MAP_SIZE
#define EEVEE_MAT_PIPE_VARIATIONS(name,...)
#define GPU_SHADER_NAMED_INTERFACE_INFO(_interface, _inst_name)
#define GPU_SHADER_NAMED_INTERFACE_END(_inst_name)
#define GPU_SHADER_CREATE_INFO(_info)
#define GPU_SHADER_CREATE_END()
#define TYPEDEF_SOURCE(filename)
#define VERTEX_OUT(stage_interface)
#define FRAGMENT_OUT_DUAL(slot, type, name, blend)
#define SMOOTH(type, name)
#define UNIFORM_BUF(slot, type_name, name)
#define FRAGMENT_SOURCE(filename)
#define IMAGE_FREQ(slot, format, qualifiers, type, name, freq)
#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 VERTEX_IN(slot, type, name)
#define IMAGE(slot, format, qualifiers, type, name)
#define DO_STATIC_COMPILATION()
#define DEPTH_WRITE(value)
#define EARLY_FRAGMENT_TEST(enable)
#define DEFINE_VALUE(name, value)
#define FRAGMENT_OUT_ROG(slot, type, name, rog)
ImageBase< uint, 2, true, true > uimage2DArrayAtomic
ImageBase< uint, 2, false, true > uimage2DAtomic
ImageBase< uint, 3, false, true > uimage3DAtomic
ImageBase< uint, 2, true > uimage2DArray
ImageBase< float, 2, true > image2DArray
ImageBase< float, 3 > image3D
ccl_device_inline float interp(const float a, const float b, const float t)