Blender  V3.3
engine_image_info.hh
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1 /* SPDX-License-Identifier: GPL-2.0-or-later */
2 
4 
5 GPU_SHADER_INTERFACE_INFO(image_engine_color_iface, "").smooth(Type::VEC2, "uv_screen");
6 
7 GPU_SHADER_CREATE_INFO(image_engine_color_shader)
8  .vertex_in(0, Type::VEC2, "pos")
9  .vertex_out(image_engine_color_iface)
10  .fragment_out(0, Type::VEC4, "fragColor")
11  .push_constant(Type::VEC4, "shuffle")
12  .push_constant(Type::VEC2, "farNearDistances")
13  .push_constant(Type::INT, "drawFlags")
14  .push_constant(Type::BOOL, "imgPremultiplied")
15  .sampler(0, ImageType::FLOAT_2D, "imageTexture")
16  .sampler(1, ImageType::DEPTH_2D, "depth_texture")
17  .vertex_source("image_engine_color_vert.glsl")
18  .fragment_source("image_engine_color_frag.glsl")
19  .additional_info("draw_modelmat")
20  .do_static_compilation(true);
21 
22 GPU_SHADER_INTERFACE_INFO(image_engine_depth_iface, "").smooth(Type::VEC2, "uv_image");
23 
24 GPU_SHADER_CREATE_INFO(image_engine_depth_shader)
25  .vertex_in(0, Type::VEC2, "pos")
26  .vertex_in(1, Type::VEC2, "uv")
27  .vertex_out(image_engine_depth_iface)
28  .push_constant(Type::VEC4, "min_max_uv")
29  .vertex_source("image_engine_depth_vert.glsl")
30  .fragment_source("image_engine_depth_frag.glsl")
31  .additional_info("draw_modelmat")
32  .do_static_compilation(true);
#define GPU_SHADER_INTERFACE_INFO(_interface, _inst_name)
#define GPU_SHADER_CREATE_INFO(_info)