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| smooth(Type::VEC4, "finalColor") .smooth(Type smooth(Type::VEC4, "mColor") .smooth(Type | vertex_in (0, Type::VEC4, "color") .vertex_in(1 |
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| 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 |
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| 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) |
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◆ metal_backend_only()
◆ vertex_in() [1/2]
| smooth(Type::VEC4, "finalColor") .smooth(Type smooth(Type::VEC4, "mColor") .smooth(Type vertex_in |
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0 | , |
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Type::VEC4 | , |
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"color" | ) |
◆ vertex_in() [2/2]
| smooth(Type::VEC4, "finalColor") .smooth(Type smooth(Type::VEC4, "mColor") .smooth(Type pos vertex_in |
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2 | , |
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Type::FLOAT | , |
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"thickness" | ) |