Blender V4.3
overlay_extra_info.hh File Reference

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"
 

Function Documentation

◆ define()

GPU_SHADER_INTERFACE_INFO(overlay_particle_iface, "").flat(Type sampler(0, ImageType::FLOAT_1D, "weightTex") .push_constant(Type define ( "pos" ,
"vec3(0.0)"  )

◆ do_static_compilation()

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.

◆ flat()

GPU_SHADER_INTERFACE_INFO(overlay_motion_path_line_iface, "interp").smooth(Type flat ( Type::VEC2 ,
"ss_pos"  )

◆ fragment_out()

out_color fragment_out ( 1 ,
Type::VEC4 ,
"lineOutput"  )

◆ fragment_source()

pos fragColor fragment_source ( "overlay_varying_color.glsl" )

◆ metal_backend_only()

pos push_constant(Type::IVEC4, "mpathLineSettings") .push_constant(Type metal_backend_only ( true )

◆ vertex_in() [1/6]

no_perspective(Type::VEC2, "edgePos") .flat(Type pos vertex_in ( 1 ,
Type::INT ,
"vclass"  )

◆ vertex_in() [2/6]

pos vertex_in ( 1 ,
Type::VEC3 ,
"inst_pos"  )

◆ vertex_in() [3/6]

no_perspective(Type::VEC2, "stipple_coord") .flat(Type pos vertex_in ( 1 ,
Type::VEC4 ,
"color"  )

◆ vertex_in() [4/6]

GPU_SHADER_INTERFACE_INFO(overlay_extra_loose_point_iface, "").smooth(Type pos vertex_in ( 1 ,
Type::VEC4 ,
"vertex_color"  )

◆ vertex_in() [5/6]

no_perspective(Type::VEC2, "edgePos") .flat(Type pos color vertex_in ( 3 ,
Type::MAT4 ,
"inst_obmat"  )

◆ vertex_in() [6/6]

pos vertex_in ( 4 ,
Type::INT ,
"vclass"  )

◆ vertex_out()

no_perspective(Type::VEC2, "stipple_coord") .flat(Type pos colorid vertex_out ( overlay_extra_wire_iface )

Variable Documentation

◆ draw_globals

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.

◆ draw_mesh

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.

◆ draw_modelmat

pos fragColor draw_modelmat

Definition at line 360 of file overlay_extra_info.hh.

Referenced by gpu_shader_create_info_init().

◆ draw_resource_id_uniform

pos fragColor draw_resource_id_uniform

Definition at line 360 of file overlay_extra_info.hh.

◆ drw_clipped

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.

◆ float

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

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.