Files
test/source/blender/gpu/shaders/infos/gpu_shader_text_info.hh
Harley Acheson c8d1bb5902 BLF: Rename Text Shader Depth to Component Len
Rename text shader glyph "depth" to "glyph_comp_len", as requested
by Clément Foucault.

Pull Request: https://projects.blender.org/blender/blender/pulls/115640
2023-12-01 02:07:57 +01:00

35 lines
1.1 KiB
C++

/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "gpu_shader_create_info.hh"
GPU_SHADER_INTERFACE_INFO(text_iface, "")
.flat(Type::VEC4, "color_flat")
.no_perspective(Type::VEC2, "texCoord_interp")
.flat(Type::INT, "glyph_offset")
.flat(Type::INT, "glyph_comp_len")
.flat(Type::INT, "glyph_mode")
.flat(Type::IVEC2, "glyph_dim")
.flat(Type::INT, "interp_size");
GPU_SHADER_CREATE_INFO(gpu_shader_text)
.vertex_in(0, Type::VEC4, "pos")
.vertex_in(1, Type::VEC4, "col")
.vertex_in(2, Type ::IVEC2, "glyph_size")
.vertex_in(3, Type ::INT, "offset")
.vertex_in(4, Type ::INT, "comp_len")
.vertex_in(5, Type ::INT, "mode")
.vertex_out(text_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.push_constant(Type::MAT4, "ModelViewProjectionMatrix")
.sampler(0, ImageType::FLOAT_2D, "glyph", Frequency::PASS)
.vertex_source("gpu_shader_text_vert.glsl")
.fragment_source("gpu_shader_text_frag.glsl")
.additional_info("gpu_srgb_to_framebuffer_space")
.do_static_compilation(true);