Blender V4.3
gpu_shader_gpencil_stroke_info.hh File Reference

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Functions

smooth(Type::VEC4, "finalColor") .smooth(Type smooth(Type::VEC4, "mColor") .smooth(Type vertex_in (0, Type::VEC4, "color") .vertex_in(1
 
smooth(Type::VEC4, "finalColor") .smooth(Type smooth(Type::VEC4, "mColor") .smooth(Type pos vertex_in (2, Type::FLOAT, "thickness") .vertex_out(gpencil_stroke_vert_iface) .fragment_out(0
 
smooth(Type::VEC4, "finalColor") .smooth(Type smooth(Type::VEC4, "mColor") .smooth(Type pos fragColor uniform_buf(0, "GPencilStrokeData", "gpencil_stroke_data") .push_constant(Type additional_info("gpu_shader_gpencil_stroke_base") .geometry_layout(PrimitiveIn metal_backend_only (true) .define("USE_GEOMETRY_IFACE_COLOR") .additional_info("gpu_shader_gpencil_stroke_base") .vertex_out(gpencil_stroke_geom_iface) .vertex_source("gpu_shader_gpencil_stroke_vert_no_geom.glsl") .do_static_compilation(true)
 

Function Documentation

◆ metal_backend_only()

smooth(Type::VEC4, "finalColor") .smooth(Type smooth(Type::VEC4, "mColor") .smooth(Type pos fragColor uniform_buf(0, "GPencilStrokeData", "gpencil_stroke_data") .push_constant(Type additional_info("gpu_shader_gpencil_stroke_base") .geometry_layout(PrimitiveIn metal_backend_only ( true )

◆ vertex_in() [1/2]

smooth(Type::VEC4, "finalColor") .smooth(Type smooth(Type::VEC4, "mColor") .smooth(Type vertex_in ( 0 ,
Type::VEC4 ,
"color"  )

◆ vertex_in() [2/2]

smooth(Type::VEC4, "finalColor") .smooth(Type smooth(Type::VEC4, "mColor") .smooth(Type pos vertex_in ( 2 ,
Type::FLOAT ,
"thickness"  )