Blender V4.3
workbench_shadow_info.hh File Reference

Go to the source code of this file.

Functions

Debug Type
 fragment_source ("gpu_shader_depth_only_frag.glsl")
 
 fragment_out (0, Type::VEC4, "out_debug_color") .fragment_source("workbench_shadow_debug_frag.glsl")
 

Variations Declaration

#define WORKBENCH_SHADOW_VARIATIONS(common, prefix, suffix, ...)
 
 workbench_shadow
 
 _debug
 
 WORKBENCH_SHADOW_VARIATIONS ("workbench_shadow_common", workbench_shadow,, "workbench_shadow_no_debug") WORKBENCH_SHADOW_VARIATIONS("workbench_shadow_common"
 

Common

storage_buf(3, Qualifier::READ, "float", "pos[]", Frequency::GEOMETRY) .push_constant(Type ExtrudedFrustum
 
storage_buf(3, Qualifier::READ, "float", "pos[]", Frequency::GEOMETRY) .push_constant(Type extruded_frustum push_constant(Type::INT, "resource_len") .push_constant(Type uint
 
storage_buf(3, Qualifier::READ, "float", "pos[]", Frequency::GEOMETRY) .push_constant(Type local_group_size (DRW_VISIBILITY_GROUP_SIZE) .define("DRW_VIEW_LEN"
 
storage_buf(3, Qualifier::READ, "float", "pos[]", Frequency::GEOMETRY) .push_constant(Type storage_buf (0, Qualifier::READ, "ObjectBounds", "bounds_buf[]") .uniform_buf(2
 
storage_buf(3, Qualifier::READ, "float", "pos[]", Frequency::GEOMETRY) .push_constant(Type extruded_frustum push_constant(Type::INT, "resource_len") .push_constant(Type additional_info ("workbench_shadow_visibility_compute_common") .define("DYNAMIC_PASS_SELECTION") .storage_buf(1
 
storage_buf(3, Qualifier::READ, "float", "pos[]", Frequency::GEOMETRY) .push_constant(Type extruded_frustum push_constant(Type::INT, "resource_len") .push_constant(Type pass_visibility_buf[] storage_buf (2, Qualifier::READ_WRITE, "uint", "fail_visibility_buf[]") .do_static_compilation(true)
 
visibility_buf[] do_static_compilation (true)
 

Macro Definition Documentation

◆ WORKBENCH_SHADOW_VARIATIONS

#define WORKBENCH_SHADOW_VARIATIONS ( common,
prefix,
suffix,
... )

Definition at line 69 of file workbench_shadow_info.hh.

Function Documentation

◆ additional_info()

additional_info ( "workbench_shadow_visibility_compute_common" )

◆ do_static_compilation()

visibility_buf[] 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.

◆ fragment_out()

fragment_out ( 0 ,
Type::VEC4 ,
"out_debug_color"  )

◆ fragment_source()

fragment_source ( "gpu_shader_depth_only_frag.glsl" )

◆ local_group_size()

storage_buf(3, Qualifier::READ, "float", "pos[]", Frequency::GEOMETRY) .push_constant(Type local_group_size ( DRW_VISIBILITY_GROUP_SIZE )

◆ storage_buf() [1/2]

storage_buf(3, Qualifier::READ, "float", "pos[]", Frequency::GEOMETRY) .push_constant(Type storage_buf ( 0 ,
Qualifier::READ ,
"ObjectBounds" ,
"bounds_buf" [] )

◆ storage_buf() [2/2]

storage_buf(3, Qualifier::READ, "float", "pos[]", Frequency::GEOMETRY) .push_constant(Type extruded_frustum push_constant(Type::INT, "resource_len") .push_constant(Type pass_visibility_buf[] storage_buf ( 2 ,
Qualifier::READ_WRITE ,
"uint" ,
"fail_visibility_buf" [] )

◆ WORKBENCH_SHADOW_VARIATIONS()

WORKBENCH_SHADOW_VARIATIONS ( "workbench_shadow_common" ,
workbench_shadow ,
"workbench_shadow_no_debug"  )

Variable Documentation

◆ _debug

_debug

Definition at line 111 of file workbench_shadow_info.hh.

◆ ExtrudedFrustum

storage_buf(3, Qualifier::READ, "float", "pos[]", Frequency::GEOMETRY) .push_constant(Type ExtrudedFrustum

Definition at line 28 of file workbench_shadow_info.hh.

◆ uint

Definition at line 41 of file workbench_shadow_info.hh.

◆ workbench_shadow

workbench_shadow

Definition at line 110 of file workbench_shadow_info.hh.