8 .smooth(Type::FLOAT,
"mask_weight");
11 .do_static_compilation(
true)
12 .push_constant(Type::BOOL,
"is_point_domain")
13 .push_constant(Type::FLOAT,
"selection_opacity")
14 .sampler(1, ImageType::FLOAT_BUFFER,
"selection_tx")
15 .vertex_out(overlay_sculpt_curves_selection_iface)
16 .vertex_source(
"overlay_sculpt_curves_selection_vert.glsl")
17 .fragment_source(
"overlay_sculpt_curves_selection_frag.glsl")
18 .fragment_out(0, Type::VEC4,
"out_color")
19 .additional_info(
"draw_hair",
"draw_globals");
22 .do_static_compilation(
true)
23 .additional_info(
"overlay_sculpt_curves_selection",
"drw_clipped");
26 .no_perspective(Type::VEC2,
"edgePos")
27 .flat(Type::VEC2,
"edgeStart")
28 .smooth(Type::VEC4,
"finalColor");
31 .do_static_compilation(
true)
32 .vertex_in(0, Type::VEC3,
"pos")
33 .vertex_in(1, Type::FLOAT,
"selection")
34 .vertex_out(overlay_sculpt_curves_cage_iface)
35 .fragment_out(0, Type::VEC4,
"fragColor")
36 .fragment_out(1, Type::VEC4,
"lineOutput")
37 .push_constant(Type::FLOAT,
"opacity")
38 .vertex_source(
"overlay_sculpt_curves_cage_vert.glsl")
39 .fragment_source(
"overlay_extra_frag.glsl")
40 .additional_info(
"draw_modelmat",
"draw_view",
"draw_globals");
43 .do_static_compilation(
true)
44 .additional_info(
"overlay_sculpt_curves_cage",
"drw_clipped");
#define GPU_SHADER_INTERFACE_INFO(_interface, _inst_name)
#define GPU_SHADER_CREATE_INFO(_info)