6 .flat(Type::VEC2,
"edgeStart")
7 .smooth(Type::VEC4,
"finalColor")
8 .no_perspective(Type::VEC2,
"edgePos");
11 .do_static_compilation(
true)
14 .push_constant(Type::BOOL,
"useColoring")
15 .push_constant(Type::BOOL,
"isTransform")
16 .push_constant(Type::BOOL,
"isObjectColor")
17 .push_constant(Type::BOOL,
"isRandomColor")
18 .push_constant(Type::BOOL,
"isHair")
19 .push_constant(Type::MAT4,
"hairDupliMatrix")
21 .sampler(0, ImageType::DEPTH_2D,
"depthTex")
22 .vertex_in(0, Type::VEC3,
"pos")
23 .vertex_in(1, Type::VEC3,
"nor")
25 .vertex_out(overlay_wireframe_iface)
26 .vertex_source(
"overlay_wireframe_vert.glsl")
27 .fragment_source(
"overlay_wireframe_frag.glsl")
28 .fragment_out(0, Type::VEC4,
"fragColor")
29 .fragment_out(1, Type::VEC4,
"lineOutput")
30 .additional_info(
"draw_mesh",
"draw_object_infos",
"draw_globals");
33 .do_static_compilation(
true)
34 .additional_info(
"overlay_wireframe",
"drw_clipped");
37 .do_static_compilation(
true)
38 .define(
"CUSTOM_DEPTH_BIAS")
39 .additional_info(
"overlay_wireframe");
42 .do_static_compilation(
true)
43 .additional_info(
"overlay_wireframe_custom_depth",
"drw_clipped");
46 .do_static_compilation(
true)
47 .define(
"SELECT_EDGES")
48 .additional_info(
"overlay_wireframe");
51 .do_static_compilation(
true)
52 .additional_info(
"overlay_wireframe_select",
"drw_clipped");
#define GPU_SHADER_INTERFACE_INFO(_interface, _inst_name)
#define GPU_SHADER_CREATE_INFO(_info)