8 .flat(Type::VEC3,
"faceset_color")
9 .smooth(Type::FLOAT,
"mask_color")
10 .smooth(Type::VEC4,
"finalColor");
13 .do_static_compilation(
true)
14 .push_constant(Type::FLOAT,
"maskOpacity")
15 .push_constant(Type::FLOAT,
"faceSetsOpacity")
16 .vertex_in(0, Type::VEC3,
"pos")
17 .vertex_in(1, Type::VEC3,
"fset")
18 .vertex_in(2, Type::FLOAT,
"msk")
19 .vertex_out(overlay_sculpt_mask_iface)
20 .vertex_source(
"overlay_sculpt_mask_vert.glsl")
21 .fragment_source(
"overlay_sculpt_mask_frag.glsl")
22 .fragment_out(0, Type::VEC4,
"fragColor")
23 .additional_info(
"draw_mesh",
"draw_object_infos",
"draw_globals");
26 .do_static_compilation(
true)
27 .additional_info(
"overlay_sculpt_mask",
"drw_clipped");
#define GPU_SHADER_INTERFACE_INFO(_interface, _inst_name)
#define GPU_SHADER_CREATE_INFO(_info)