Rename text shader glyph "depth" to "glyph_comp_len", as requested by Clément Foucault. Pull Request: https://projects.blender.org/blender/blender/pulls/115640
35 lines
1.1 KiB
C++
35 lines
1.1 KiB
C++
/* SPDX-FileCopyrightText: 2022 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*/
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#include "gpu_shader_create_info.hh"
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GPU_SHADER_INTERFACE_INFO(text_iface, "")
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.flat(Type::VEC4, "color_flat")
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.no_perspective(Type::VEC2, "texCoord_interp")
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.flat(Type::INT, "glyph_offset")
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.flat(Type::INT, "glyph_comp_len")
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.flat(Type::INT, "glyph_mode")
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.flat(Type::IVEC2, "glyph_dim")
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.flat(Type::INT, "interp_size");
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GPU_SHADER_CREATE_INFO(gpu_shader_text)
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.vertex_in(0, Type::VEC4, "pos")
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.vertex_in(1, Type::VEC4, "col")
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.vertex_in(2, Type ::IVEC2, "glyph_size")
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.vertex_in(3, Type ::INT, "offset")
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.vertex_in(4, Type ::INT, "comp_len")
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.vertex_in(5, Type ::INT, "mode")
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.vertex_out(text_iface)
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.fragment_out(0, Type::VEC4, "fragColor")
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.push_constant(Type::MAT4, "ModelViewProjectionMatrix")
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.sampler(0, ImageType::FLOAT_2D, "glyph", Frequency::PASS)
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.vertex_source("gpu_shader_text_vert.glsl")
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.fragment_source("gpu_shader_text_frag.glsl")
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.additional_info("gpu_srgb_to_framebuffer_space")
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.do_static_compilation(true);
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