Blender  V3.3
workbench_shadow_info.hh File Reference
#include "gpu_shader_create_info.hh"

Go to the source code of this file.

Macros

Variations Declaration
#define WORKBENCH_SHADOW_VARIATIONS(suffix, ...)
 

Functions

Manifold Type
 geometry_layout (PrimitiveIn::LINES_ADJACENCY, PrimitiveOut::TRIANGLE_STRIP, 4, 1) .geometry_source("workbench_shadow_geom.glsl")
 
 geometry_layout (PrimitiveIn::LINES_ADJACENCY, PrimitiveOut::TRIANGLE_STRIP, 4, 2) .geometry_source("workbench_shadow_geom.glsl")
 
Caps Type
 geometry_layout (PrimitiveIn::TRIANGLES, PrimitiveOut::TRIANGLE_STRIP, 3, 2) .geometry_source("workbench_shadow_caps_geom.glsl")
 
Debug Type
 fragment_source ("gpu_shader_depth_only_frag.glsl")
 
 fragment_out (0, Type::VEC4, "materialData") .fragment_out(1
 
normalData fragment_out (2, Type::UINT, "objectId") .fragment_source("workbench_shadow_debug_frag.glsl")
 

Macro Definition Documentation

◆ WORKBENCH_SHADOW_VARIATIONS

#define WORKBENCH_SHADOW_VARIATIONS (   suffix,
  ... 
)
Value:
GPU_SHADER_CREATE_INFO(workbench_shadow_pass_manifold_no_caps##suffix) \
.define("SHADOW_PASS") \
.additional_info("workbench_shadow_common", "workbench_shadow_manifold", __VA_ARGS__) \
.do_static_compilation(true); \
GPU_SHADER_CREATE_INFO(workbench_shadow_pass_no_manifold_no_caps##suffix) \
.define("SHADOW_PASS") \
.define("DOUBLE_MANIFOLD") \
.additional_info("workbench_shadow_common", "workbench_shadow_no_manifold", __VA_ARGS__) \
.do_static_compilation(true); \
GPU_SHADER_CREATE_INFO(workbench_shadow_fail_manifold_caps##suffix) \
.define("SHADOW_FAIL") \
.additional_info("workbench_shadow_common", "workbench_shadow_caps", __VA_ARGS__) \
.do_static_compilation(true); \
GPU_SHADER_CREATE_INFO(workbench_shadow_fail_manifold_no_caps##suffix) \
.define("SHADOW_FAIL") \
.additional_info("workbench_shadow_common", "workbench_shadow_manifold", __VA_ARGS__) \
.do_static_compilation(true); \
GPU_SHADER_CREATE_INFO(workbench_shadow_fail_no_manifold_caps##suffix) \
.define("SHADOW_FAIL") \
.define("DOUBLE_MANIFOLD") \
.additional_info("workbench_shadow_common", "workbench_shadow_caps", __VA_ARGS__) \
.do_static_compilation(true); \
GPU_SHADER_CREATE_INFO(workbench_shadow_fail_no_manifold_no_caps##suffix) \
.define("SHADOW_FAIL") \
.define("DOUBLE_MANIFOLD") \
.additional_info("workbench_shadow_common", "workbench_shadow_no_manifold", __VA_ARGS__) \
.do_static_compilation(true);
#define GPU_SHADER_CREATE_INFO(_info)

Definition at line 67 of file workbench_shadow_info.hh.

Function Documentation

◆ fragment_out() [1/2]

fragment_out ( ,
Type::VEC4  ,
"materialData"   
)

◆ fragment_out() [2/2]

normalData fragment_out ( ,
Type::UINT  ,
"objectId"   
)

◆ fragment_source()

fragment_source ( "gpu_shader_depth_only_frag.glsl"  )

◆ geometry_layout() [1/3]

geometry_layout ( PrimitiveIn::LINES_ADJACENCY  ,
PrimitiveOut::TRIANGLE_STRIP  ,
,
 
)

◆ geometry_layout() [2/3]

geometry_layout ( PrimitiveIn::LINES_ADJACENCY  ,
PrimitiveOut::TRIANGLE_STRIP  ,
,
 
)

◆ geometry_layout() [3/3]

geometry_layout ( PrimitiveIn::TRIANGLES  ,
PrimitiveOut::TRIANGLE_STRIP  ,
,
 
)