Blender V4.3
overlay_grid_info.hh
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1/* SPDX-FileCopyrightText: 2023 Blender Authors
2 *
3 * SPDX-License-Identifier: GPL-2.0-or-later */
4
6
7/* We use the normalized local position to avoid precision loss during interpolation. */
8GPU_SHADER_INTERFACE_INFO(overlay_grid_iface, "").smooth(Type::VEC3, "local_pos");
9
10GPU_SHADER_CREATE_INFO(overlay_grid)
11 .do_static_compilation(true)
12 .typedef_source("overlay_shader_shared.h")
13 .vertex_in(0, Type::VEC3, "pos")
14 .vertex_out(overlay_grid_iface)
15 .fragment_out(0, Type::VEC4, "out_color")
16 .sampler(0, ImageType::DEPTH_2D, "depth_tx")
17 .uniform_buf(3, "OVERLAY_GridData", "grid_buf")
18 .push_constant(Type::VEC3, "plane_axes")
19 .push_constant(Type::INT, "grid_flag")
20 .vertex_source("overlay_grid_vert.glsl")
21 .fragment_source("overlay_grid_frag.glsl")
22 .additional_info("draw_view", "draw_globals");
23
24GPU_SHADER_CREATE_INFO(overlay_grid_background)
25 .do_static_compilation(true)
26 .vertex_in(0, Type::VEC3, "pos")
27 .sampler(0, ImageType::DEPTH_2D, "depthBuffer")
28 .push_constant(Type::VEC4, "ucolor")
29 .fragment_out(0, Type::VEC4, "fragColor")
30 .vertex_source("overlay_edit_uv_tiled_image_borders_vert.glsl")
31 .fragment_source("overlay_grid_background_frag.glsl")
32 .additional_info("draw_modelmat");
33
34GPU_SHADER_CREATE_INFO(overlay_grid_image)
35 .do_static_compilation(true)
36 .vertex_in(0, Type::VEC3, "pos")
37 .push_constant(Type::VEC4, "ucolor")
38 .fragment_out(0, Type::VEC4, "fragColor")
39 .vertex_source("overlay_edit_uv_tiled_image_borders_vert.glsl")
40 .fragment_source("overlay_uniform_color_frag.glsl")
41 .additional_info("draw_modelmat");
#define GPU_SHADER_INTERFACE_INFO(_interface, _inst_name)
#define GPU_SHADER_CREATE_INFO(_info)