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Blender V4.3
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#include "gpu_shader_create_info.hh"Go to the source code of this file.
Functions | |
| GPU_SHADER_INTERFACE_INFO(depth_2d_update_iface, "").smooth(Type | vertex_in (0, Type::VEC2, "pos") .vertex_out(depth_2d_update_iface) .fragment_out(0 |
| GPU_SHADER_INTERFACE_INFO(depth_2d_update_iface, "").smooth(Type fragColor push_constant(Type::VEC2, "extent") .push_constant(Type | metal_backend_only (true) .fragment_source("depth_2d_update_float_frag.glsl") .sampler(0 |
Variables | |
| GPU_SHADER_INTERFACE_INFO(depth_2d_update_iface, "").smooth(Type fragColor push_constant(Type::VEC2, "extent") .push_constant(Type | source_data |
| GPU_SHADER_INTERFACE_INFO(depth_2d_update_iface, "").smooth(Type fragColor push_constant(Type::VEC2, "extent") .push_constant(Type metal_backend_only | ( | true | ) |
| GPU_SHADER_INTERFACE_INFO(depth_2d_update_iface, "").smooth(Type vertex_in | ( | 0 | , |
| Type::VEC2 | , | ||
| "pos" | ) |
| GPU_SHADER_INTERFACE_INFO(depth_2d_update_iface, "").smooth(Type fragColor push_constant(Type::VEC2, "extent") .push_constant(Type Frequency::PASS additional_info("depth_2d_update_info_base") .do_static_compilation(true) .depth_write(DepthWrite Frequency::PASS do_static_compilation(true) .depth_write(DepthWrite source_data |
Definition at line 27 of file depth_2d_update_info.hh.
Referenced by blender::ed::outliner::TreeDisplayDataAPI::build_tree(), blender::ed::outliner::TreeDisplayIDOrphans::build_tree(), blender::ed::outliner::TreeDisplayLibraries::build_tree(), blender::ed::outliner::TreeDisplayOverrideLibraryHierarchies::build_tree(), blender::ed::outliner::TreeDisplayOverrideLibraryProperties::build_tree(), blender::ed::outliner::TreeDisplayScenes::build_tree(), blender::ed::outliner::TreeDisplaySequencer::build_tree(), blender::ed::outliner::TreeDisplayViewLayer::build_tree(), blender::gpu::VertexFormatConverter::convert(), blender::nodes::node_geo_distribute_points_on_faces_cc::interpolate_attribute(), and blender::ed::outliner::outliner_build_tree().