Blender V4.3
gpu_shader_2D_image_overlays_merge_info.hh
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1/* SPDX-FileCopyrightText: 2022 Blender Authors
2 *
3 * SPDX-License-Identifier: GPL-2.0-or-later */
4
11
12GPU_SHADER_CREATE_INFO(gpu_shader_2D_image_overlays_merge)
13 .vertex_in(0, Type::VEC2, "pos")
14 .vertex_in(1, Type::VEC2, "texCoord")
15 .vertex_out(smooth_tex_coord_interp_iface)
16 .fragment_out(0, Type::VEC4, "fragColor")
17 .push_constant(Type::MAT4, "ModelViewProjectionMatrix")
18 .push_constant(Type::BOOL, "display_transform")
19 .push_constant(Type::BOOL, "overlay")
20 .push_constant(Type::BOOL, "use_hdr")
21 /* Sampler slots should match OCIO's. */
22 .sampler(0, ImageType::FLOAT_2D, "image_texture")
23 .sampler(1, ImageType::FLOAT_2D, "overlays_texture")
24 .vertex_source("gpu_shader_2D_image_vert.glsl")
25 .fragment_source("gpu_shader_image_overlays_merge_frag.glsl")
26 .do_static_compilation(true);
27
28/* Cycles display driver fallback shader. */
29GPU_SHADER_CREATE_INFO(gpu_shader_cycles_display_fallback)
30 .vertex_in(0, Type::VEC2, "pos")
31 .vertex_in(1, Type::VEC2, "texCoord")
32 .vertex_out(smooth_tex_coord_interp_iface)
33 .fragment_out(0, Type::VEC4, "fragColor")
34 .push_constant(Type::VEC2, "fullscreen")
35 .sampler(0, ImageType::FLOAT_2D, "image_texture")
36 .vertex_source("gpu_shader_display_fallback_vert.glsl")
37 .fragment_source("gpu_shader_display_fallback_frag.glsl")
38 .do_static_compilation(true);
#define GPU_SHADER_CREATE_INFO(_info)