Blender
V3.3
|
#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 |
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" | ) |
smooth (Type::VEC2, "uvs") .smooth(Type define | ( | "SMAA_GLSL_3" | ) |
smooth (Type::VEC2, "uvs") .smooth(Type viewportMetrics define | ( | "SMAA_PRESET_HIGH" | ) |
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 | ( | "SMAA_STAGE" | , |
"1" | |||
) |
define | ( | "SMAA_STAGE" | , |
"2" | |||
) |
smooth (Type::VEC4, "color_mul") .smooth(Type do_static_compilation | ( | true | ) |
edgesTex searchTex fragment_out | ( | 0 | , |
Type::VEC4 | , | ||
"out_weights" | |||
) |
colorBuf maskBuf push_constant (Type::INT, "blendMode") .push_constant(Type fragColor fragment_out | ( | 1 | , |
Type::VEC4 | , | ||
"fragRevealage" | |||
) |
edgesTex sampler | ( | 1 | , |
ImageType::FLOAT_2D | , | ||
"areaTex" | |||
) |
smooth (Type::VEC4, "color_mul") .smooth(Type gpFillTexture sampler | ( | 1 | , |
ImageType::FLOAT_2D | , | ||
"gpStrokeTexture" | |||
) |
colorBuf sampler | ( | 1 | , |
ImageType::FLOAT_2D | , | ||
"revealBuf" | |||
) |
colorTex sampler | ( | 1 | , |
ImageType::FLOAT_2D | , | ||
"revealTex" | |||
) |
smooth (Type::VEC4, "color_mul") .smooth(Type gpFillTexture gpSceneDepthTexture sampler | ( | 3 | , |
ImageType::FLOAT_2D | , | ||
"gpMaskTexture" | |||
) |
smooth (Type::VEC4, "color_mul") .smooth(Type gpFillTexture gpSceneDepthTexture gpMaterial |
Definition at line 29 of file gpencil_info.hh.
smooth (Type::VEC4, "color_mul") .smooth(Type gpFillTexture gpSceneDepthTexture materials[GPENCIL_MATERIAL_BUFFER_LEN] |
Definition at line 29 of file gpencil_info.hh.
Referenced by blender::deg::DepsgraphNodeBuilder::build_materials(), blender::deg::DepsgraphRelationBuilder::build_materials(), blender::io::obj::obj_mtl_parser_test::check_impl(), blender::io::obj::MeshFromGeometry::create_mesh(), CryptomatteSession::CryptomatteSession(), blender::io::obj::geometry_to_blender_objects(), ShaderManager::get_cryptomatte_materials(), blender::io::obj::get_or_create_material(), blender::io::obj::importer_main(), blender::eevee::ShaderModule::material_shader_get(), and blender::nodes::node_geo_boolean_cc::node_geo_exec().