Go to the source code of this file.
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GPU_SHADER_INTERFACE_INFO(overlay_grid_iface, "").smooth(Type | do_static_compilation (true) .typedef_source("overlay_shader_shared.h") .vertex_in(0 |
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GPU_SHADER_INTERFACE_INFO(overlay_grid_iface, "").smooth(Type pos | vertex_out (overlay_grid_iface) .fragment_out(0 |
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GPU_SHADER_INTERFACE_INFO(overlay_grid_iface, "").smooth(Type pos out_color | sampler (0, ImageType::DEPTH_2D, "depth_tx") .uniform_buf(3 |
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GPU_SHADER_INTERFACE_INFO(overlay_grid_iface, "").smooth(Type pos out_color grid_buf push_constant(Type::VEC3, "plane_axes") .push_constant(Type pos sampler(0, ImageType::DEPTH_2D, "depthBuffer") .push_constant(Type pos | push_constant (Type::VEC4, "color") .fragment_out(0 |
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GPU_SHADER_INTERFACE_INFO(overlay_grid_iface, "").smooth(Type pos out_color grid_buf push_constant(Type::VEC3, "plane_axes") .push_constant(Type pos sampler(0, ImageType::DEPTH_2D, "depthBuffer") .push_constant(Type pos fragColor | vertex_source ("overlay_edit_uv_tiled_image_borders_vert.glsl") .fragment_source("overlay_uniform_color_frag.glsl") .additional_info("draw_modelmat") |
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◆ do_static_compilation()
◆ push_constant()
GPU_SHADER_INTERFACE_INFO (overlay_grid_iface, "").smooth(Type pos out_color grid_buf push_constant (Type::VEC3, "plane_axes") .push_constant(Type pos sampler (0, ImageType::DEPTH_2D, "depthBuffer") .push_constant(Type pos push_constant |
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Type::VEC4 |
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"color" |
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◆ sampler()
◆ vertex_out()
◆ vertex_source()
◆ OVERLAY_GridData