9#ifndef USE_GPU_SHADER_CREATE_INFO
94#define GPU_SEQ_STRIP_DRAW_DATA_LEN 256
143 float left, right, bottom,
top;
144 float x1, y1, x2, y2;
145 float u1, v1, u2,
v2;
153struct SeqContextDrawData {
#define BLI_STATIC_ASSERT(a, msg)
#define BLI_STATIC_ASSERT_ALIGN(st, align)
@ GPU_SEQ_FLAG_BACKGROUND
@ GPU_SEQ_FLAG_SINGLE_IMAGE
@ GPU_SEQ_FLAG_MISSING_CONTENT
@ GPU_SEQ_FLAG_ANY_HANDLE
@ GPU_SEQ_FLAG_COLOR_BAND
@ GPU_SEQ_FLAG_TRANSITION
@ GPU_SEQ_FLAG_SELECTED_LH
@ GPU_SEQ_FLAG_SELECTED_RH
@ GPU_SEQ_FLAG_MISSING_TITLE
#define GPU_SEQ_STRIP_DRAW_DATA_LEN
@ GPU_KEYFRAME_SHAPE_INNER_DOT
@ GPU_KEYFRAME_SHAPE_CIRCLE
@ GPU_KEYFRAME_SHAPE_SQUARE
@ GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL
@ GPU_KEYFRAME_SHAPE_ARROW_END_MIXED
@ GPU_KEYFRAME_SHAPE_DIAMOND
@ GPU_KEYFRAME_SHAPE_ARROW_END_MAX
@ GPU_KEYFRAME_SHAPE_ARROW_END_MIN
@ GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL
ATTR_WARN_UNUSED_RESULT const BMVert * v2
no_perspective(Type::VEC2, "pos_interp") .no_perspective(Type fragColor SeqStripThumbData
float4 calls_data[MAX_CALLS *3]