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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 | |
Ground-lines | |
| pos | vertex_in (1, Type::VEC3, "inst_pos") .vertex_out(overlay_extra_iface) .fragment_out(0 |
Extra wires | |
| no_perspective(Type::VEC2, "stipple_coord") .flat(Type pos | vertex_in (1, Type::VEC4, "color") .vertex_in(2 |
| no_perspective(Type::VEC2, "stipple_coord") .flat(Type pos colorid | vertex_out (overlay_extra_wire_iface) .fragment_out(0 |
Extra points | |
| GPU_SHADER_INTERFACE_INFO(overlay_extra_loose_point_iface, "").smooth(Type pos | vertex_in (1, Type::VEC4, "vertex_color") .vertex_out(overlay_extra_loose_point_iface) .fragment_out(0 |
Extra shapes | |
| no_perspective(Type::VEC2, "edgePos") .flat(Type pos color fragColor | draw_globals |
| drw_clipped | |
| no_perspective(Type::VEC2, "edgePos") .flat(Type | do_static_compilation (true) .typedef_source("overlay_shader_shared.h") .vertex_in(0 |
| no_perspective(Type::VEC2, "edgePos") .flat(Type pos | vertex_in (1, Type::INT, "vclass") .vertex_in(2 |
| no_perspective(Type::VEC2, "edgePos") .flat(Type pos color | vertex_in (3, Type::MAT4, "inst_obmat") .vertex_out(overlay_extra_iface) .fragment_out(0 |
| no_perspective(Type::VEC2, "edgePos") .flat(Type pos color fragColor | fragment_out (1, Type::VEC4, "lineOutput") .vertex_source("overlay_extra_vert.glsl") .fragment_source("overlay_extra_frag.glsl") .additional_info("draw_view" |
Motion Path | |
| pos push_constant(Type::IVEC4, "mpathLineSettings") .push_constant(Type pos push_constant(Type::IVEC4, "mpathLineSettings") .push_constant(Type | float |
| pos push_constant(Type::IVEC4, "mpathLineSettings") .push_constant(Type pos push_constant(Type::IVEC4, "mpathLineSettings") .push_constant(Type | pos [] |
| GPU_SHADER_INTERFACE_INFO(overlay_motion_path_line_iface, "interp").smooth(Type | flat (Type::VEC2, "ss_pos") |
| pos push_constant(Type::IVEC4, "mpathLineSettings") .push_constant(Type | metal_backend_only (true) .do_static_compilation(true) .vertex_in(0 |
Particle | |
| GPU_SHADER_INTERFACE_INFO(overlay_particle_iface, "").flat(Type sampler(0, ImageType::FLOAT_1D, "weightTex") .push_constant(Type fragColor | draw_mesh |
| pos fragColor | draw_modelmat |
| pos fragColor | draw_resource_id_uniform |
| GPU_SHADER_INTERFACE_INFO(overlay_particle_iface, "").flat(Type sampler(0, ImageType::FLOAT_1D, "weightTex") .push_constant(Type | define ("pos", "vec3(0.0)") .fragment_out(0 |
| pos | vertex_in (4, Type::INT, "vclass") .fragment_out(0 |
| pos fragColor | fragment_source ("overlay_varying_color.glsl") .additional_info("overlay_particle" |
| GPU_SHADER_INTERFACE_INFO(overlay_particle_iface, "").flat(Type sampler(0, ImageType::FLOAT_1D, "weightTex") .push_constant(Type define | ( | "pos" | , |
| "vec3(0.0)" | ) |
| no_perspective(Type::VEC2, "edgePos") .flat(Type do_static_compilation | ( | true | ) |
Colors, weights, and Circle of confusion radii for the 4 pixels to scatter. Scaling factor for the bokeh distance. Sprite pixel position with origin at sprite center. In pixels.
| GPU_SHADER_INTERFACE_INFO(overlay_motion_path_line_iface, "interp").smooth(Type flat | ( | Type::VEC2 | , |
| "ss_pos" | ) |
| out_color fragment_out | ( | 1 | , |
| Type::VEC4 | , | ||
| "lineOutput" | ) |
| pos fragColor fragment_source | ( | "overlay_varying_color.glsl" | ) |
| pos push_constant(Type::IVEC4, "mpathLineSettings") .push_constant(Type metal_backend_only | ( | true | ) |
| no_perspective(Type::VEC2, "edgePos") .flat(Type pos vertex_in | ( | 1 | , |
| Type::INT | , | ||
| "vclass" | ) |
| pos vertex_in | ( | 1 | , |
| Type::VEC3 | , | ||
| "inst_pos" | ) |
| no_perspective(Type::VEC2, "stipple_coord") .flat(Type pos vertex_in | ( | 1 | , |
| Type::VEC4 | , | ||
| "color" | ) |
| GPU_SHADER_INTERFACE_INFO(overlay_extra_loose_point_iface, "").smooth(Type pos vertex_in | ( | 1 | , |
| Type::VEC4 | , | ||
| "vertex_color" | ) |
| no_perspective(Type::VEC2, "edgePos") .flat(Type pos color vertex_in | ( | 3 | , |
| Type::MAT4 | , | ||
| "inst_obmat" | ) |
| pos vertex_in | ( | 4 | , |
| Type::INT | , | ||
| "vclass" | ) |
| no_perspective(Type::VEC2, "stipple_coord") .flat(Type pos colorid vertex_out | ( | overlay_extra_wire_iface | ) |
| GPU_SHADER_INTERFACE_INFO(overlay_extra_loose_point_iface, "").smooth(Type pos fragColor draw_globals |
Definition at line 29 of file overlay_extra_info.hh.
| GPU_SHADER_INTERFACE_INFO(overlay_particle_iface, "").flat(Type sampler(0, ImageType::FLOAT_1D, "weightTex") .push_constant(Type fragColor draw_mesh |
Definition at line 347 of file overlay_extra_info.hh.
| pos fragColor draw_modelmat |
Definition at line 360 of file overlay_extra_info.hh.
Referenced by gpu_shader_create_info_init().
| pos fragColor draw_resource_id_uniform |
Definition at line 360 of file overlay_extra_info.hh.
| weightTex push_constant(Type::VEC4, "ucolor") .push_constant(Type pos vertex_in(1, Type::VEC3, "nor") .push_constant(Type drw_clipped |
Definition at line 38 of file overlay_extra_info.hh.
| pos push_constant(Type::IVEC4, "mpathLineSettings") .push_constant(Type pos push_constant(Type::IVEC4, "mpathLineSettings") .push_constant(Type float |
Definition at line 225 of file overlay_extra_info.hh.
| pos push_constant(Type::IVEC4, "mpathLineSettings") .push_constant(Type pos push_constant(Type::IVEC4, "mpathLineSettings") .push_constant(Type pos[] |
Definition at line 225 of file overlay_extra_info.hh.