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

Go to the source code of this file.

Functions

Fullscreen shaders
colorBuf sampler (1, ImageType::FLOAT_2D, "revealBuf") .sampler(2
 
colorBuf maskBuf push_constant(Type::INT, "blendMode") .push_constant(Type fragColor fragment_out (1, Type::VEC4, "fragRevealage") .fragment_source("gpencil_mask_invert_frag.glsl") .additional_info("draw_fullscreen")
 
Anti-Aliasing
smooth(Type::VEC2, "uvs") .smooth(Type define ("SMAA_GLSL_3") .define("SMAA_RT_METRICS"
 
smooth(Type::VEC2, "uvs") .smooth(Type viewportMetrics define ("SMAA_PRESET_HIGH") .define("SMAA_LUMA_WEIGHT"
 
smooth(Type::VEC2, "uvs") .smooth(Type viewportMetrics float4(lumaWeight, lumaWeight, lumaWeight, 0.0)") .define("SMAA_NO_DISCARD") .vertex_out(gpencil_antialiasing_iface) .push_constant(Type define ("SMAA_STAGE", "0") .sampler(0
 
smooth(Type::VEC2, "uvs") .smooth(Type viewportMetrics float4(lumaWeight, lumaWeight, lumaWeight, 0.0)") .define("SMAA_NO_DISCARD") .vertex_out(gpencil_antialiasing_iface) .push_constant(Type colorTex sampler (1, ImageType::FLOAT_2D, "revealTex") .fragment_out(0
 
smooth(Type::VEC2, "uvs") .smooth(Type viewportMetrics float4(lumaWeight, lumaWeight, lumaWeight, 0.0)") .define("SMAA_NO_DISCARD") .vertex_out(gpencil_antialiasing_iface) .push_constant(Type colorTex out_edges additional_info ("gpencil_antialiasing") .do_static_compilation(true)
 
 define ("SMAA_STAGE", "1") .sampler(0
 
edgesTex sampler (1, ImageType::FLOAT_2D, "areaTex") .sampler(2
 
edgesTex searchTex fragment_out (0, Type::VEC4, "out_weights") .additional_info("gpencil_antialiasing") .do_static_compilation(true)
 
 define ("SMAA_STAGE", "2") .sampler(0
 

GPencil Object rendering

smooth(Type::VEC4, "color_mul") .smooth(Type gpFillTexture gpSceneDepthTexture gpMaterial
 
smooth(Type::VEC4, "color_mul") .smooth(Type gpFillTexture gpSceneDepthTexture materials [GPENCIL_MATERIAL_BUFFER_LEN]
 
smooth(Type::VEC4, "color_mul") .smooth(Type do_static_compilation (true) .typedef_source("gpencil_defines.h") .typedef_source("gpencil_shader_shared.h") .sampler(0
 
smooth(Type::VEC4, "color_mul") .smooth(Type gpFillTexture sampler (1, ImageType::FLOAT_2D, "gpStrokeTexture") .sampler(2
 
smooth(Type::VEC4, "color_mul") .smooth(Type gpFillTexture gpSceneDepthTexture sampler (3, ImageType::FLOAT_2D, "gpMaskTexture") .uniform_buf(2
 

Function Documentation

◆ additional_info()

smooth (Type::VEC2, "uvs") .smooth(Type viewportMetrics float4 (lumaWeight, lumaWeight, lumaWeight, 0.0)") .define("SMAA_NO_DISCARD") .vertex_out(gpencil_antialiasing_iface) .push_constant(Type colorTex out_edges additional_info ( "gpencil_antialiasing"  )

◆ define() [1/5]

smooth (Type::VEC2, "uvs") .smooth(Type define ( "SMAA_GLSL_3"  )

◆ define() [2/5]

smooth (Type::VEC2, "uvs") .smooth(Type viewportMetrics define ( "SMAA_PRESET_HIGH"  )

◆ define() [3/5]

smooth (Type::VEC2, "uvs") .smooth(Type viewportMetrics float4 (lumaWeight, lumaWeight, lumaWeight, 0.0)") .define("SMAA_NO_DISCARD") .vertex_out(gpencil_antialiasing_iface) .push_constant(Type define ( "SMAA_STAGE"  ,
"0"   
)

◆ define() [4/5]

define ( "SMAA_STAGE"  ,
"1"   
)

◆ define() [5/5]

define ( "SMAA_STAGE"  ,
"2"   
)

◆ do_static_compilation()

smooth (Type::VEC4, "color_mul") .smooth(Type do_static_compilation ( true  )

◆ fragment_out() [1/2]

edgesTex searchTex fragment_out ( ,
Type::VEC4  ,
"out_weights"   
)

◆ fragment_out() [2/2]

colorBuf maskBuf push_constant (Type::INT, "blendMode") .push_constant(Type fragColor fragment_out ( ,
Type::VEC4  ,
"fragRevealage"   
)

◆ sampler() [1/5]

edgesTex sampler ( ,
ImageType::FLOAT_2D  ,
"areaTex"   
)

◆ sampler() [2/5]

smooth (Type::VEC4, "color_mul") .smooth(Type gpFillTexture sampler ( ,
ImageType::FLOAT_2D  ,
"gpStrokeTexture"   
)

◆ sampler() [3/5]

colorBuf sampler ( ,
ImageType::FLOAT_2D  ,
"revealBuf"   
)

◆ sampler() [4/5]

colorTex sampler ( ,
ImageType::FLOAT_2D  ,
"revealTex"   
)

◆ sampler() [5/5]

smooth (Type::VEC4, "color_mul") .smooth(Type gpFillTexture gpSceneDepthTexture sampler ( ,
ImageType::FLOAT_2D  ,
"gpMaskTexture"   
)

Variable Documentation

◆ gpMaterial

smooth (Type::VEC4, "color_mul") .smooth(Type gpFillTexture gpSceneDepthTexture gpMaterial

Definition at line 29 of file gpencil_info.hh.

◆ materials

smooth (Type::VEC4, "color_mul") .smooth(Type gpFillTexture gpSceneDepthTexture materials[GPENCIL_MATERIAL_BUFFER_LEN]