Blender V4.3
gpu_shader_3D_polyline_info.hh File Reference

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Functions

smooth(Type::VEC4, "final_color") .smooth(Type no_perspective (Type::FLOAT, "smoothline")
 
define("SMOOTH_WIDTH", "1.0") .push_constant(Type define("SMOOTH_WIDTH", "1.0") .push_constant(Type do_static_compilation(true) .define("UNIFORM") .push_constant(Type metal_backend_only(true) .do_static_compilation(true) .define("UNIFORM") .push_constant(Type do_static_compilation(true) .push_constant(Type metal_backend_only(true) .do_static_compilation(true) .push_constant(Type do_static_compilation (true) .define("FLAT") .vertex_in(1
 
define("SMOOTH_WIDTH", "1.0") .push_constant(Type define("SMOOTH_WIDTH", "1.0") .push_constant(Type do_static_compilation(true) .define("UNIFORM") .push_constant(Type metal_backend_only(true) .do_static_compilation(true) .define("UNIFORM") .push_constant(Type do_static_compilation(true) .push_constant(Type metal_backend_only(true) .do_static_compilation(true) .push_constant(Type color additional_info ("gpu_shader_3D_polyline")
 
 metal_backend_only (true) .do_static_compilation(true) .define("FLAT") .vertex_in(1
 
color additional_info ("gpu_shader_3D_polyline_no_geom")
 

Function Documentation

◆ additional_info() [1/2]

color additional_info ( "gpu_shader_3D_polyline" )

◆ additional_info() [2/2]

color additional_info ( "gpu_shader_3D_polyline_no_geom" )

◆ do_static_compilation()

define("SMOOTH_WIDTH", "1.0") .push_constant(Type define("SMOOTH_WIDTH", "1.0") .push_constant(Type do_static_compilation(true) .define("UNIFORM") .push_constant(Type metal_backend_only(true) .do_static_compilation(true) .define("UNIFORM") .push_constant(Type do_static_compilation(true) .push_constant(Type metal_backend_only(true) .do_static_compilation(true) .push_constant(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.

◆ metal_backend_only()

metal_backend_only ( true )

◆ no_perspective()

smooth(Type::VEC4, "final_color") .smooth(Type no_perspective ( Type::FLOAT ,
"smoothline"  )