Go to the source code of this file.
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| | vertex_in (0, Type::VEC3, "pos") .fragment_out(0 |
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| fragColor | sampler (0, ImageType::DEPTH_2D, "depthBuffer") .sampler(1 |
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| fragColor densityTexture push_constant(Type::INT, "samplesLen") .push_constant(Type | define ("WORKBENCH_NEXT") .sampler(6 |
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| fragColor densityTexture push_constant(Type::INT, "samplesLen") .push_constant(Type stencil_tx | additional_info ("workbench_volume_common", "draw_object_infos_new", "draw_view") |
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| | define ("VOLUME_SMOKE") .sampler(2 |
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| flameTexture | sampler (3, ImageType::FLOAT_1D, "flameColorTexture") .additional_info("draw_resource_id_varying") |
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| define("VOLUME_OBJECT") .push_constant(Type | additional_info ("workbench_volume_smoke_common", "draw_modelmat_new") |
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| | additional_info ("workbench_volume_object_common", "draw_volume_new") |
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| | define ("USE_COBA") .sampler(4 |
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| | GPU_SHADER_CREATE_INFO (workbench_volume_linear).define("USE_TRILINEAR") |
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| | GPU_SHADER_CREATE_INFO (workbench_volume_cubic).define("USE_TRICUBIC") |
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| | GPU_SHADER_CREATE_INFO (workbench_volume_closest).define("USE_CLOSEST") |
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| GPU_SHADER_INTERFACE_INFO(workbench_volume_iface, "").smooth(Type | define ("VOLUME_SLICE") .vertex_in(1 |
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◆ WORKBENCH_VOLUME_COBA_VARIATIONS
| #define WORKBENCH_VOLUME_COBA_VARIATIONS |
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| prefix, |
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| ... ) |
Value:
WORKBENCH_VOLUME_SLICE_VARIATIONS(prefix##_no_coba, "workbench_volume_no_coba", __VA_ARGS__)
#define WORKBENCH_VOLUME_SLICE_VARIATIONS(prefix,...)
Definition at line 111 of file workbench_volume_info.hh.
◆ WORKBENCH_VOLUME_INTERP_VARIATIONS
| #define WORKBENCH_VOLUME_INTERP_VARIATIONS |
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| prefix, |
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| ... ) |
Value:
WORKBENCH_VOLUME_COBA_VARIATIONS(prefix##_cubic, "workbench_volume_cubic", __VA_ARGS__) \
WORKBENCH_VOLUME_COBA_VARIATIONS(prefix##_closest, "workbench_volume_closest", __VA_ARGS__)
#define WORKBENCH_VOLUME_COBA_VARIATIONS(prefix,...)
Definition at line 115 of file workbench_volume_info.hh.
◆ WORKBENCH_VOLUME_SLICE_VARIATIONS
| #define WORKBENCH_VOLUME_SLICE_VARIATIONS |
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| prefix, |
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| ... ) |
Value:
.additional_info("workbench_volume_slice", __VA_ARGS__) \
.do_static_compilation(true); \
GPU_SHADER_CREATE_INFO(prefix##_no_slice) \
.additional_info(__VA_ARGS__) \
.do_static_compilation(true);
#define GPU_SHADER_CREATE_INFO(_info)
Definition at line 103 of file workbench_volume_info.hh.
◆ WORKBENCH_VOLUME_SMOKE_VARIATIONS
| #define WORKBENCH_VOLUME_SMOKE_VARIATIONS |
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| prefix, |
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| ... ) |
Value:
WORKBENCH_VOLUME_INTERP_VARIATIONS(prefix##_object, "workbench_volume_object", __VA_ARGS__)
#define WORKBENCH_VOLUME_INTERP_VARIATIONS(prefix,...)
Definition at line 120 of file workbench_volume_info.hh.
◆ additional_info() [1/3]
| fragColor densityTexture push_constant(Type::INT, "samplesLen") .push_constant(Type stencil_tx additional_info |
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"workbench_volume_common" | , |
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"draw_object_infos_new" | , |
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"draw_view" | ) |
◆ additional_info() [2/3]
| additional_info |
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"workbench_volume_object_common" | , |
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"draw_volume_new" | ) |
◆ additional_info() [3/3]
| define("VOLUME_OBJECT") .push_constant(Type additional_info |
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"workbench_volume_smoke_common" | , |
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"draw_modelmat_new" | ) |
◆ define() [1/4]
◆ define() [2/4]
◆ define() [3/4]
| define |
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"VOLUME_SMOKE" | | ) |
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◆ define() [4/4]
◆ GPU_SHADER_CREATE_INFO() [1/3]
| GPU_SHADER_CREATE_INFO |
( |
workbench_volume_closest | | ) |
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◆ GPU_SHADER_CREATE_INFO() [2/3]
| GPU_SHADER_CREATE_INFO |
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workbench_volume_cubic | | ) |
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◆ GPU_SHADER_CREATE_INFO() [3/3]
| GPU_SHADER_CREATE_INFO |
( |
workbench_volume_linear | | ) |
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◆ sampler() [1/2]
| fragColor sampler |
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0 | , |
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ImageType::DEPTH_2D | , |
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"depthBuffer" | ) |
◆ sampler() [2/2]
| flameTexture sampler |
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3 | , |
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ImageType::FLOAT_1D | , |
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"flameColorTexture" | ) |
◆ vertex_in()
| vertex_in |
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0 | , |
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Type::VEC3 | , |
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"pos" | ) |