For this we use a new shader that gets it's data from a uniform array. Vertex shader position the vertices using these data. Using glUniform is way faster than using imm for that matter. Like BLF rendering, UI icons are always (as far as I know) non occluded and displayed above everything else. They also does not overlap with texts so they can be batched at the same time.
250 lines
10 KiB
CMake
250 lines
10 KiB
CMake
# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# The Original Code is Copyright (C) 2006, Blender Foundation
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# All rights reserved.
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#
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# The Original Code is: all of this file.
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#
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# Contributor(s): Jacques Beaurain.
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#
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# ***** END GPL LICENSE BLOCK *****
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set(INC
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.
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../blenkernel
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../blenlib
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../bmesh
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../imbuf
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../makesdna
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../makesrna
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../draw
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../editors/include
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# For node muting stuff...
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../nodes
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../nodes/intern
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../../../intern/glew-mx
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../../../intern/guardedalloc
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../../../intern/smoke/extern
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../../../intern/gawain
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)
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set(INC_SYS
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${GLEW_INCLUDE_PATH}
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)
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set(SRC
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intern/gpu_basic_shader.c
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intern/gpu_batch.c
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intern/gpu_batch_presets.c
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intern/gpu_buffers.c
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intern/gpu_codegen.c
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intern/gpu_debug.c
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intern/gpu_draw.c
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intern/gpu_extensions.c
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intern/gpu_framebuffer.c
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intern/gpu_immediate.c
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intern/gpu_immediate_util.c
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intern/gpu_init_exit.c
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intern/gpu_lamp.c
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intern/gpu_material.c
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intern/gpu_matrix.c
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intern/gpu_select.c
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intern/gpu_select_pick.c
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intern/gpu_select_sample_query.c
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intern/gpu_shader.c
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intern/gpu_texture.c
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intern/gpu_uniformbuffer.c
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intern/gpu_viewport.c
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shaders/gpu_shader_fx_lib.glsl
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shaders/gpu_shader_fx_ssao_frag.glsl
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shaders/gpu_shader_fx_dof_frag.glsl
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shaders/gpu_shader_fx_dof_vert.glsl
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shaders/gpu_shader_fx_dof_hq_frag.glsl
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shaders/gpu_shader_fx_dof_hq_vert.glsl
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shaders/gpu_shader_fx_dof_hq_geo.glsl
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shaders/gpu_shader_material.glsl
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shaders/gpu_shader_sep_gaussian_blur_frag.glsl
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shaders/gpu_shader_sep_gaussian_blur_vert.glsl
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shaders/gpu_shader_basic_frag.glsl
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shaders/gpu_shader_basic_vert.glsl
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shaders/gpu_shader_basic_geom.glsl
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shaders/gpu_shader_vertex.glsl
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shaders/gpu_shader_vsm_store_frag.glsl
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shaders/gpu_shader_vsm_store_vert.glsl
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shaders/gpu_shader_fx_depth_resolve.glsl
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shaders/gpu_shader_fire_frag.glsl
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shaders/gpu_shader_smoke_frag.glsl
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shaders/gpu_shader_smoke_vert.glsl
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GPU_basic_shader.h
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GPU_batch.h
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GPU_buffers.h
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GPU_debug.h
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GPU_draw.h
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GPU_extensions.h
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GPU_framebuffer.h
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GPU_glew.h
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GPU_immediate.h
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GPU_immediate_util.h
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GPU_init_exit.h
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GPU_lamp.h
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GPU_legacy_stubs.h
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GPU_material.h
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GPU_matrix.h
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GPU_select.h
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GPU_shader.h
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GPU_texture.h
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GPU_uniformbuffer.h
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GPU_viewport.h
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intern/gpu_codegen.h
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intern/gpu_private.h
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intern/gpu_lamp_private.h
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intern/gpu_select_private.h
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intern/gpu_shader_private.h
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)
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data_to_c_simple(shaders/gpu_shader_depth_only_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_uniform_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_checker_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_diag_stripes_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_simple_lighting_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_simple_lighting_smooth_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_simple_lighting_smooth_color_alpha_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_flat_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_widget_base_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_flat_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_line_dashed_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_line_dashed_geom.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_smooth_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_smooth_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_image_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_image_rect_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_image_multi_rect_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_linear_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_shuffle_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_mask_uniform_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_modulate_alpha_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_alpha_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_varying_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_depth_linear_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_depth_copy_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_interlace_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_image_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_normal_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_line_dashed_uniform_color_legacy_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_line_dashed_uniform_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_smooth_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_normal_smooth_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_smooth_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_passthrough_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_instance_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_instance_objectspace_variying_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_instance_screenspace_variying_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_instance_screen_aligned_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_instance_camera_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_instance_distance_line_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_instance_edges_variying_color_geom.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_instance_edges_variying_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_instance_bone_envelope_solid_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_instance_bone_envelope_wire_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_instance_mball_handles_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_groundline_geom.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_groundpoint_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_point_uniform_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_point_uniform_color_aa_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_point_varying_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_geom.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_legacy_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_edges_front_back_ortho_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_edges_overlay_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_edges_overlay_geom.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_edges_overlay_simple_geom.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_edges_overlay_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_text_simple_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_text_simple_geom.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_text_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_text_geom.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_text_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_keyframe_diamond_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_keyframe_diamond_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_geometry.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_fire_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_smoke_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_smoke_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_material.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_sep_gaussian_blur_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_sep_gaussian_blur_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_basic_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_basic_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_basic_geom.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_vertex.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_vertex_world.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_vsm_store_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_vsm_store_vert.glsl SRC)
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if(WITH_GAMEENGINE)
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add_definitions(-DWITH_GAMEENGINE)
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endif()
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if(WITH_MOD_SMOKE)
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add_definitions(-DWITH_SMOKE)
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endif()
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add_definitions(${GL_DEFINITIONS})
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if(WITH_IMAGE_DDS)
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add_definitions(-DWITH_DDS)
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endif()
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if(WITH_OPENSUBDIV)
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add_definitions(-DWITH_OPENSUBDIV)
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endif()
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blender_add_lib(bf_gpu "${SRC}" "${INC}" "${INC_SYS}")
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