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GPU_SHADER_INTERFACE_INFO(overlay_edit_flat_color_iface, "").flat(Type GPU_SHADER_INTERFACE_INFO(overlay_edit_smooth_color_iface, "").smooth(Type | no_perspective (Type::VEC4, "finalColor") |
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au vertex_in(1, Type::INT, "flag") .push_constant(Type au vertex_in(1, Type::INT, "flag") .push_constant(Type smooth(Type::VEC4, "fillColor") .smooth(Type au vertex_in(1, Type::INT, "flag") .push_constant(Type pos | push_constant (Type::VEC4, "color") .fragment_out(0 |
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au vertex_in(1, Type::INT, "flag") .push_constant(Type au vertex_in(1, Type::INT, "flag") .push_constant(Type smooth(Type::VEC4, "fillColor") .smooth(Type au vertex_in(1, Type::INT, "flag") .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_mesh") |
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GPU_SHADER_INTERFACE_INFO(edit_uv_image_iface, "").smooth(Type pos | vertex_out (edit_uv_image_iface) .vertex_source("overlay_edit_uv_image_vert.glsl") .sampler(0 |
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GPU_SHADER_INTERFACE_INFO(edit_uv_image_iface, "").smooth(Type pos imgTexture push_constant(Type::BOOL, "imgPremultiplied") .push_constant(Type pos imgTexture fragColor | vertex_source ("overlay_edit_uv_image_vert.glsl") .fragment_source("overlay_edit_uv_image_mask_frag.glsl") .additional_info("draw_mesh") |
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vertex_in(0, Type::VEC2, "pos") .push_constant(Type ratio | push_constant (Type::FLOAT, "totalAreaRatio") .additional_info("overlay_edit_uv_stretching") |
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uv_angles | vertex_in (2, Type::FLOAT, "angle") .additional_info("overlay_edit_uv_stretching") |
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pos | vertex_in (1, Type::VEC3, "nor") .vertex_in(2 |
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pos | vertex_in (1, Type::INT, "data") .vertex_out(overlay_edit_flat_color_iface) .fragment_out(0 |
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pos fragColor | vertex_source ("overlay_edit_lattice_point_vert.glsl") .fragment_source("overlay_point_varying_color_frag.glsl") .additional_info("draw_mesh" |
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pos weightTex | vertex_out (overlay_edit_smooth_color_iface) .fragment_out(0 |
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pos weightTex fragColor | vertex_source ("overlay_edit_lattice_wire_vert.glsl") .fragment_source("overlay_varying_color.glsl") .additional_info("draw_mesh" |
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pos | vertex_in (1, Type::FLOAT, "color") .sampler(0 |
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pos weightTex | push_constant (Type::BOOL, "useWeight") .vertex_out(overlay_edit_smooth_color_iface) .fragment_out(0 |
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pos weightTex fragColor | vertex_source ("overlay_edit_particle_strand_vert.glsl") .fragment_source("overlay_varying_color.glsl") .additional_info("draw_mesh" |
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pos fragColor | vertex_source ("overlay_edit_particle_point_vert.glsl") .fragment_source("overlay_point_varying_color_frag.glsl") .additional_info("draw_mesh" |
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| typedef_source ("overlay_shader_shared.h") .vertex_in(0 |
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pos | vertex_in (1, Type::INT, "ma") .vertex_in(2 |
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Used to occlude edit geometry which might not be rendered by the render engine.
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pos | vertex_source ("overlay_depth_only_vert.glsl") .fragment_source("overlay_depth_only_frag.glsl") .additional_info("draw_mesh") |
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pos local_pos fragColor | draw_globals |
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| drw_clipped |
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| define ("blender_srgb_to_framebuffer_space(a)", "a") .sampler(0 |
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depthTex fragment_out(0, Type::VEC4, "fragColor") .push_constant(Type smooth(Type::VEC4, "finalColor") .smooth(Type do_static_compilation(true) .builtins(BuiltinBits smooth(Type::VEC4, "finalColor_") .smooth(Type smooth(Type::VEC4, "finalColor") .flat(Type | do_static_compilation (true) .define("EDGE") .vertex_in(0 |
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depthTex fragment_out(0, Type::VEC4, "fragColor") .push_constant(Type smooth(Type::VEC4, "finalColor") .smooth(Type do_static_compilation(true) .builtins(BuiltinBits smooth(Type::VEC4, "finalColor_") .smooth(Type smooth(Type::VEC4, "finalColor") .flat(Type pos | vertex_in (1, Type::IVEC4, "data") .vertex_in(2 |
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pos vnor | vertex_out (overlay_edit_flat_color_iface) .fragment_source("overlay_varying_color.glsl") .additional_info("overlay_edit_mesh_common") |
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pos norAndFlag | define ("vnor", "norAndFlag.xyz") .vertex_out(overlay_edit_flat_color_iface) .fragment_source("overlay_point_varying_color_frag.glsl") .additional_info("overlay_edit_mesh_common") |
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pos | vertex_in (1, Type::VEC4, "lnor") .vertex_in(2 |
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pos vnor | vertex_in (3, Type::VEC4, "norAndFlag") .sampler(0 |
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pos vnor depthTex push_constant(Type::FLOAT, "normalSize") .push_constant(Type GPU_SHADER_INTERFACE_INFO(overlay_edit_mesh_analysis_iface, "").smooth(Type pos | vertex_in (1, Type::FLOAT, "weight") .sampler(0 |
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pos vnor depthTex push_constant(Type::FLOAT, "normalSize") .push_constant(Type GPU_SHADER_INTERFACE_INFO(overlay_edit_mesh_analysis_iface, "").smooth(Type pos weightTex | fragment_out (0, Type::VEC4, "fragColor") .vertex_out(overlay_edit_mesh_analysis_iface) .vertex_source("overlay_edit_mesh_analysis_vert.glsl") .fragment_source("overlay_edit_mesh_analysis_frag.glsl") .additional_info("draw_modelmat") |
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pos | vertex_in (1, Type::FLOAT, "size") .vertex_in(2 |
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pos local_pos fragColor | vertex_source ("overlay_edit_mesh_skin_root_vert.glsl") .fragment_source("overlay_varying_color.glsl") .additional_info("draw_modelmat_instanced_attr" |
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