License headers: add SPDX licenses for '*.glsl' files

When GLSL sources were first included in Blender they were treated as
data (like blend files) and had no license header.
Since then GLSL has been used for more sophisticated features
(EEVEE & real-time compositing)
where it makes sense to include licensing information.

Add SPDX copyright headers to *.glsl files, matching headers used for
C/C++, also include GLSL files in the license checking script.

As leading C-comments are now stripped,
added binary size of comments is no longer a concern.

Ref !111247
This commit is contained in:
Campbell Barton
2023-08-24 10:54:59 +10:00
parent 8d1ffe14b2
commit 0148293520
722 changed files with 2467 additions and 5 deletions

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/* SPDX-FileCopyrightText: 2013-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Blender OpenColorIO implementation */
/* -------------------------------------------------------------------- */

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/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
void main()

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
void main()

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)

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/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)

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/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
void main()

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{
ivec2 texel = ivec2(gl_GlobalInvocationID.xy);

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/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
void main()

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/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
/* Returns true if the given color is close enough to the given reference color within the

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/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
void main()

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
/* A shared table that stores the displaced coordinates of all pixels in the work group. This is

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/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
void main()

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/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
void main()

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
void main()

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
void main()

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{
/* Each invocation corresponds to one output pixel, where the output has twice the size of the

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/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
void main()

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
void main()

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{
/* The dispatch domain covers the output image size, which might be a fraction of the input image

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/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
void main()

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_image_diagonals.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)

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/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_image_diagonals.glsl)
void main()

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/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{
int width = imageSize(horizontal_img).x;

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
void main()

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
void main()

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
void main()

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
void main()

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
void main()

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
void main()

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_math_base_lib.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
/* An implementation of the Anisotropic Kuwahara filter described in the paper:
*
* Kyprianidis, Jan Eric, Henry Kang, and Jurgen Dollner. "Image and video abstraction by

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Computes the structure tensor of the image using a Dirac delta window function as described in
* section "3.2 Local Structure Estimation" of the paper:
*

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_compositor_summed_area_table_lib.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
/* A shared table that stores the UV coordinates of all pixels in the work group. This is necessary

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)

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/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* The Morphological Distance Feather operation is a linear combination between the result of two
* operations. The first operation is a Gaussian blur with a radius equivalent to the dilate/erode
* distance, which is straightforward and implemented as a separable filter similar to the blur

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* The Morphological Distance Threshold operation is effectively three consecutive operations
* implemented as a single operation. The three operations are as follows:
*

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/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)

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/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
void main()

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/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
void main()

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/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* This shader reduces the given texture into a smaller texture of a size equal to the number of
* work groups. In particular, each work group reduces its contents into a single value and writes
* that value to a single pixel in the output image. The shader can be dispatched multiple times to

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
void main()

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{
ivec2 texel = ivec2(gl_GlobalInvocationID.xy);

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
void main()

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
void main()

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/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_bicubic_sampler_lib.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)

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/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_hash.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_smaa_lib.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_smaa_lib.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_smaa_lib.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)

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/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
void main()

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
/* An intermediate shared memory where the result of X accumulation will be stored. */

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
/* A shared memory to sum the prologues using parallel reduction. See the parallel reduction shader

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
/* See the compute_complete_y_prologues function for a description of this shader. */

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
/* An intermediate shared memory where the result of X accumulation will be stored. */

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
void main()

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/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_blur_common.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)

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/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_compositor_blur_common.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)

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/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_blur_common.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)

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/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Tone mapping based on equation (1) and the trilinear interpolation between equations (6) and (7)
* from Reinhard, Erik, and Kate Devlin. "Dynamic range reduction inspired by photoreceptor
* physiology." IEEE transactions on visualization and computer graphics 11.1 (2005): 13-24. */

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/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Tone mapping based on equation (3) from Reinhard, Erik, et al. "Photographic tone reproduction
* for digital images." Proceedings of the 29th annual conference on Computer graphics and
* interactive techniques. 2002. */

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
void main()

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
void main()

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
void main()

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
void main()

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/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_composite_alpha_over_mixed(
float factor, vec4 color, vec4 over_color, float premultiply_factor, out vec4 result)
{

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/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Preprocess the input of the blur filter by squaring it in its alpha straight form, assuming the
* given color is alpha premultiplied. */
vec4 gamma_correct_blur_input(vec4 color)

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/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* The algorithm is by Werner D. Streidt
* (http://visca.com/ffactory/archives/5-99/msg00021.html)
* Extracted of OpenCV demhist.c

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
#define CMP_NODE_CHANNEL_MATTE_CS_RGB 1.0

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/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)

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/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
void node_composite_color_balance_lgg(

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)

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/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
void node_composite_color_matte(vec4 color,

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_composite_color_spill(vec4 color,
float factor,
const float spill_channel,

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
void color_to_luminance(vec4 color, const vec3 luminance_coefficients, out float result)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_composite_difference_matte(
vec4 color, vec4 key, float tolerance, float falloff, out vec4 result, out float matte)
{

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
void node_composite_distance_matte_rgba(

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_composite_exposure(vec4 color, float exposure, out vec4 result)
{
float multiplier = exp2(exposure);

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl)
void node_composite_gamma(vec4 color, float gamma, out vec4 result)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
/* Curve maps are stored in sampler objects that are evaluated in the [0, 1] range, so normalize

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
void node_composite_hue_saturation_value(

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Computes the number of diagonals in the matrix of the given size, where the diagonals are
* indexed from the upper left corner to the lower right corner such that their start is at the
* left and bottom edges of the matrix as shown in the diagram below. The numbers in the diagram

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
void node_composite_invert(float fac, vec4 color, float do_rgb, float do_alpha, out vec4 result)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
void node_composite_luminance_matte(vec4 color,

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* The compute shader that will be dispatched by the compositor ShaderOperation. It just calls the
* evaluate function that will be dynamically generated and appended to this shader in the
* ShaderOperation::generate_code method. */

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* An arbitrary value determined by Blender. */
#define BLENDER_ZMAX 10000.0

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_composite_normal(vec3 input_vector,
vec3 input_normal,
out vec3 result_normal,

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
/* OCIOMain will be dynamically generated in the OCIOColorSpaceConversionShader class and appended

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_composite_posterize(vec4 color, float steps, out vec4 result)
{
steps = clamp(steps, 2.0, 1024.0);

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
/* ** Combine/Separate XYZ ** */

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_composite_set_alpha_apply(vec4 color, float alpha, out vec4 result)
{
result = color * alpha;

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* The following functions are called to store the given value in the output identified by the
* given ID. The ID is an unsigned integer that is encoded in a float, so floatBitsToUint is called
* to get the actual identifier. The functions have an output value as their last argument that is

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Computes the sum of the rectangular region defined by the given lower and upper bounds from the
* given summed area table. It is assumed that the given upper bound is larger than the given lower
* bound, otherwise, undefined behavior is invoked. Looking at the diagram below, in order to

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* A shorthand for 1D textureSize with a zero LOD. */
int texture_size(sampler1D sampler_1d)
{

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
float float_from_vec4(vec4 vector)
{
return dot(vector.rgb, vec3(1.0)) / 3.0;

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2020-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Adaptation of Conservative Rasterization
* from GPU Gems 2
* Using method 2.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_hair_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma USE_SSBO_VERTEX_FETCH(TriangleList, 3)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(surface_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_math_lib.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
#pragma BLENDER_REQUIRE(bsdf_sampling_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2021 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Sampling distribution routines for Monte-carlo integration.

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
#pragma BLENDER_REQUIRE(bsdf_sampling_lib.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2021-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(lights_lib.glsl)
#pragma BLENDER_REQUIRE(lightprobe_lib.glsl)
#pragma BLENDER_REQUIRE(ambient_occlusion_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2021-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
#pragma BLENDER_REQUIRE(lights_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2021-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
// #pragma (gpu_shader_codegen_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2021-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
#pragma BLENDER_REQUIRE(lights_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(closure_eval_diffuse_lib.glsl)
#pragma BLENDER_REQUIRE(closure_eval_glossy_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2021-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
#pragma BLENDER_REQUIRE(lights_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void output_aov(vec4 color, float value, uint hash)
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_codegen_lib.glsl)
/* #pragma (common_math_geom_lib.glsl) */

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#define COMMON_UNIFORMS_LIB

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(bsdf_common_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(closure_type_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Fallback implementation for hardware not supporting cubemap arrays.
* `samplerCubeArray` fallback declaration as sampler2DArray in `glsl_shader_defines.glsl`. */

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Empty GLSL source to satisfy the GPUShaderCreateInfo requirements. */
/* Needed includes for shader nodes. */

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Empty GLSL source to satisfy the GPUShaderCreateInfo requirements. */
/* Needed includes for shader nodes. */

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Original implementation by Keijiro Takahashi
* Blender integration by Clément Foucault
*

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2021-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Bokeh Look Up Table: This outputs a radius multiplier to shape the sampling in gather pass or

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2021-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Tile dilate pass: Takes the 8x8 Tiles buffer and converts dilates the tiles with large CoC to

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2021-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Downsample pass: CoC aware downsample to quarter resolution.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2021-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Gather Filter pass: Filter the gather pass result to reduce noise.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2021-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Tile flatten pass: Takes the halfres CoC buffer and converts it to 8x8 tiles.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2021-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Gather pass: Convolve foreground and background parts in separate passes.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2021-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2021-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Reduce pass: Downsample the color buffer to generate mipmaps.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2021-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Recombine Pass: Load separate convolution layer and composite with self slight defocus

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2021-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Scatter pass: Use sprites to scatter the color of very bright pixel to have higher quality blur.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2021-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(effect_dof_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2021-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Setup pass: CoC and luma aware downsample to half resolution of the input scene color buffer.

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Simple down-sample shader. Takes the average of the 4 texels of lower mip.
*/

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Simple down-sample shader.
* Do a gaussian filter using 4 bilinear texture samples.

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* This shader only compute maximum horizon angles for each directions.
* The final integration is done at the resolve stage with the shading normal.

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Shader that down-sample depth buffer,
* saving min and max value of each texel in the above mipmaps.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/*
* Based on:
* A Fast and Stable Feature-Aware Motion Blur Filter

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2021-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Based on:
* "Stochastic Screen Space Reflections"
* by Tomasz Stachowiak.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2021-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Based on:
* "Stochastic Screen Space Reflections"
* by Tomasz Stachowiak.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_math_lib.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2020-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Shaders that down-sample velocity buffer,
*

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(common_uniforms_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(lightprobe_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(random_lib.glsl)
#pragma BLENDER_REQUIRE(bsdf_sampling_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(random_lib.glsl)
#pragma BLENDER_REQUIRE(bsdf_sampling_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(random_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
const vec3 maj_axes[6] = vec3[6](vec3(1.0, 0.0, 0.0),
vec3(-1.0, 0.0, 0.0),

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(irradiance_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(engine_eevee_legacy_shared.h)
#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Simple down-sample shader. Takes the average of the 4 texels of lower mip.
*/

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Non-geometry shader equivalent for eevee_legacy_lightprobe_vert + eevee_legacy_lightprobe_geom.
* generates geometry instance per cubeface for multi-layered rendering. */

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(engine_eevee_shared_defines.h)
#pragma BLENDER_REQUIRE(engine_eevee_legacy_shared.h)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Adapted from :
* Real-Time Polygonal-Light Shading with Linearly Transformed Cosines.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_hair_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2020 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
vec2 mapping_octahedron(vec3 cubevec, vec2 texel_size)
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Required by some nodes. */
#pragma BLENDER_REQUIRE(common_hair_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2021 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Random numbers and low discrepancy sequences utilities.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** Stupidly simple shader to allow alpha blended accumulation. */

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2020-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#define EEVEE_AOV_HASH_COLOR_TYPE_MASK 1u
/* ---------------------------------------------------------------------- */

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)

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/* SPDX-FileCopyrightText: 2017-2019 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
#pragma BLENDER_REQUIRE(bsdf_common_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Required by some nodes. */
#pragma BLENDER_REQUIRE(common_hair_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(surface_lib.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** This describe the entire interface of the shader. */
#pragma BLENDER_REQUIRE(common_math_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_hair_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_math_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* This shader is used to add default values to the volume accum textures.
* so it looks similar (transmittance = 1, scattering = 0) */

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Based on Frosbite Unified Volumetric.
* https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Based on Frosbite Unified Volumetric.
* https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(lights_lib.glsl)
#pragma BLENDER_REQUIRE(lightprobe_lib.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Based on Frosbite Unified Volumetric.
* https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Based on Frosbite Unified Volumetric.
* https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* BxDF evaluation functions.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Sampling of Normal Distribution Function for various BxDF.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Camera projection / uv functions and utils.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* -------------------------------------------------------------------- */
/** \name YCoCg

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** Storing/merging and sorting cryptomatte samples. */
bool cryptomatte_can_merge_sample(vec2 dst, vec2 src)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Fallback implementation for hardware not supporting cubemap arrays.
* `samplerCubeArray` fallback declaration as sampler2DArray in `glsl_shader_defines.glsl`. */

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(eevee_lightprobe_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(eevee_sampling_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_lib.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
#pragma BLENDER_REQUIRE(common_debug_draw_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Compute light objects lighting contribution using Gbuffer data.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Depth of Field Gather accumulator.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Bokeh Look Up Table: This outputs a radius multiplier to shape the sampling in gather pass or

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Downsample pass: CoC aware downsample to quarter resolution.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Gather Filter pass: Filter the gather pass result to reduce noise.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Gather pass: Convolve foreground and background parts in separate passes.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Holefill pass: Gather background parts where foreground is present.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Depth of Field utils.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Reduce copy pass: filter fireflies and split color between scatter and gather input.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Recombine Pass: Load separate convolution layer and composite with self

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Scatter pass: Use sprites to scatter the color of very bright pixel to have higher quality blur.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Scatter pass: Use sprites to scatter the color of very bright pixel to have higher quality blur.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Setup pass: CoC and luma aware downsample to half resolution of the input scene color buffer.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Temporal Stabilization of the Depth of field input.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Tile dilate pass: Takes the 8x8 Tiles buffer and converts dilates the tiles with large CoC to

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Tile flatten pass: Takes the halfres CoC buffer and converts it to 8x8 tiles.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(eevee_spherical_harmonics_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_lightprobe_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_film_lib.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#define CRYPTOMATTE_LEVELS_MAX 16

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_film_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Film accumulation utils functions.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* G-buffer: Packing and upacking of G-buffer data.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_hair_lib.glsl) /* TODO rename to curve. */
#pragma BLENDER_REQUIRE(common_math_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_gpencil_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_attributes_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_math_rotation_lib.glsl)
#pragma BLENDER_REQUIRE(common_pointcloud_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Custom fullscreen triangle with placeholders varyings.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Debug hiz down sampling pass.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Shader that down-sample depth buffer, creating a Hierarchical-Z buffer.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Debug Shader outputting a gradient of orange - white - blue to mark culling hotspots.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Select the visible items inside the active view and put them inside the sorting buffer.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Sort the lights by their Z distance to the camera.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* 2D Culling pass for lights.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Create the Zbins from Z-sorted lights.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* The resources expected to be defined are:

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_math_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_ltc_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* The resources expected to be defined are:

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Surface Capture: Output surface parameters to diverse storage.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Load an input lightgrid cache texture into the atlas.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* For every irradiance probe sample, check if close to a surounding surfel and try to offset the

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* For every irradiance probe sample, compute the incomming radiance from both side.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_math_vector_lib.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Directive for resetting the line numbering so the failing tests lines can be printed.
* This conflict with the shader compiler error logging scheme.
* Comment out for correct compilation error line. */

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Adapted from :

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Dilate motion vector tiles until we covered maximum velocity.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Shaders that down-sample velocity buffer into squared tile of MB_TILE_DIVISOR pixels wide.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Perform two gather blur in the 2 motion blur directions

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@@ -1,4 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* -------------------------------------------------------------------- */
/** \name Tile indirection packing

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_lib.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Convert from a cubemap vector to an octahedron UV coordinate.
*/

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Bilateral filtering of denoised raytraced radiance.

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Spatial ray reuse. Denoise raytrace result using ratio estimator.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Temporal Reprojection and accumulation of denoised raytraced radiance.

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Generate Ray direction along with other data that are then used
* by the next pass to trace the rays.

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Ray generation routines for each BSDF types.
*/

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* This pass load Gbuffer data and output a mask of tiles to process.
* This mask is then processed by the compaction phase.

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* This pass scans the tile mask generated by the classify step and output indirect dispatch args.
*

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Use screen space tracing against depth buffer to find intersection with the scene.

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Screen-space raytracing routine.
*

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_lib.glsl)

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_math_base_lib.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_codegen_lib.glsl)

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(eevee_cubemap_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_octahedron_lib.glsl)

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Shader to convert cubemap to octahedral projection. */

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Shader to extract spherical harmonics cooefs from octahedral mapped reflection probe. */

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/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Sampling data accessors and random number generators.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_utildefines_lib.glsl)

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Debug drawing for virtual shadowmaps.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(eevee_shadow_tilemap_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Virtual shadowmapping: Allocation.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Virtual shadowmapping: Page Clear.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Virtual shadowmapping: Defrag.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Virtual shadowmapping: Tile page freeing.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Virtual shadowmapping: Usage un-tagging

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Operations to move virtual shadow map pages between heaps and tiles.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Virtual shadowmapping: Update tagging

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Virtual shadowmapping: Usage tagging

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Virtual shadowmapping: Usage tagging

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Virtual shadowmapping: Usage tagging

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Virtual shadowmapping: Usage tagging

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Virtual shadowmapping: Usage tagging

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Directive for resetting the line numbering so the failing tests lines can be printed.
* This conflict with the shader compiler error logging scheme.
* Comment out for correct compilation error line. */

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Virtual shadowmapping: Bounds computation for directional shadows.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Virtual shadowmapping: Tilemap to texture conversion.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Virtual shadowmapping: Setup phase for tilemaps.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(common_shape_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_math_base_lib.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_math_vector_lib.glsl)

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Postprocess diffuse radiance output from the diffuse evaluation pass to mimic subsurface

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Surface Capture: Output surface parameters to diverse storage.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Deferred lighting evaluation: Lighting is evaluated in a separate pass.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Depth shader that can stochastically discard transparent pixel.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Forward lighting evaluation: Lighting is evaluated during the geometry rasterization.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_codegen_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Virtual Shadow map output.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Background used to shade the world.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Takes scene surfel representation and build list of surfels inside 3D cells.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Apply lights contribution to scene surfel representation.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Takes scene surfel representation and build list of surfels aligning in a given direction.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_math_matrix_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Sort a buffer of surfel list by distance along a direction.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* For every surfel, compute the incomming radiance from both side.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* From the paper "Hashed Alpha Testing" by Chris Wyman and Morgan McGuire. */
float transparency_hash(vec2 a)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_camera_lib.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Based on Frosbite Unified Volumetric.
* https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* The resources expected to be defined are:
* - volumes_info_buf

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(eevee_volume_lib.glsl)
/* Needed includes for shader nodes. */

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Based on Frosbite Unified Volumetric.
* https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Based on Frosbite Unified Volumetric.
* https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_smaa_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_smaa_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Must match eGPLayerBlendModes */
#define MODE_REGULAR 0

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_gpencil_lib.glsl)
#pragma BLENDER_REQUIRE(common_colormanagement_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpencil_common_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_gpencil_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpencil_common_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_grease_pencil_lib.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_colormanagement_lib.glsl)
/* Keep in sync with image_engine.c */

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
void main()

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_colormanagement_lib.glsl)
#define Z_DEPTH_BORDER 1.0

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
void main()

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* We want to know how much a pixel is covered by a line.
* We replace the square pixel with a circle of the same area and try to find the intersection

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma USE_SSBO_VERTEX_FETCH(LineList, 2)
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(select_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,4 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_math_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2020-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#define OVERLAY_UV_LINE_STYLE_OUTLINE 0
#define OVERLAY_UV_LINE_STYLE_DASH 1
#define OVERLAY_UV_LINE_STYLE_BLACK 2

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2016-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(select_lib.glsl)
void main()

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
vec4 EDIT_MESH_edge_color_outer(uint edge_flag, uint face_flag, float crease, float bweight)
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* We want to know how much a pixel is covered by a line.
* We replace the square pixel with a circle of the same area and try to find the intersection

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma USE_SSBO_VERTEX_FETCH(TriangleList, 6)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2016-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* We want to know how much a pixel is covered by a line.
* We replace the square pixel with a circle of the same area and try to find the intersection

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(overlay_common_lib.glsl)
void do_vertex(

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
void main()

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma USE_SSBO_VERTEX_FETCH(TriangleList, 6)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
void main()

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2020-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
void main()

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2021-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_colormanagement_lib.glsl)
void main()

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2020-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
void main()

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
vec3 weight_to_rgb(float weight)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2020-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#ifndef USE_GPU_SHADER_CREATE_INFO

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
void main()

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(select_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2021-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Infinite grid:
* Draw anti-aliased grid and axes of different sizes with smooth blending between levels of

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Infinite grid:
* Draw anti-aliased grid and axes of different sizes with smooth blending between Level of

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_colormanagement_lib.glsl)
void main()

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma USE_SSBO_VERTEX_FETCH(TriangleList, 6)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_gpencil_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma USE_SSBO_VERTEX_FETCH(LineList, 2)
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2018-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_colormanagement_lib.glsl)
void main()

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
vec3 linear_to_srgb_attr(vec3 c)
{
c = max(c, vec3(0.0));

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
float contours(float value, float steps, float width_px, float max_rel_width, float gradient)
{
/* Minimum visible and minimum full strength line width in screen space for fade out. */

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2016-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_pointcloud_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_hair_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{
fragColor = ucolor;

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{
fragColor = finalColor;

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_hair_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_pointcloud_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{
fragColor = floatBitsToUint(intBitsToFloat(select_id));

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#ifndef SELECT_ENABLE
/* Avoid requesting the select_id when not in selection mode. */

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_common_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#define EPSILON 0.00001

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_common_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(workbench_common_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_common_lib.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Separable Hexagonal Bokeh Blur by Colin Barré-Brisebois
* https://colinbarrebrisebois.com/2017/04/18/hexagonal-bokeh-blur-revisited-part-1-basic-3-pass-version/

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_smaa_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_smaa_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* TODO(fclem): deduplicate code. */
bool node_tex_tile_lookup(inout vec3 co, sampler2DArray ima, sampler1DArray map)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
vec2 matcap_uv_compute(vec3 I, vec3 N, bool flipped)
{

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@@ -1,4 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void workbench_material_data_get(int handle,
vec3 vertex_color,

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_common_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Prepare the Depth Buffer for the Overlay Engine. */
void main()

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_common_lib.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_hair_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2016-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2016-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2018-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#ifdef GPU_ARB_gpu_shader5
# define USE_INVOC_EXT
#endif

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma USE_SSBO_VERTEX_FETCH(TriangleList, 6)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2018-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#ifdef GPU_ARB_gpu_shader5
# define USE_INVOC_EXT
#endif

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Two variants, split pass, generates either 2 triangles or 6 triangles depending on input
* geometry manifold type */

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(common_intersect_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_common_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Based on :
* McGuire and Bavoil, Weighted Blended Order-Independent Transparency, Journal of

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* [Drobot2014a] Low Level Optimizations for GCN */
vec4 fast_rcp(vec4 v)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_shape_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Prototype of functions to implement to load attributes data.
* Implementation changes based on object data type. */

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
float linearrgb_to_srgb(float c)
{
if (c < 0.0031308) {

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Debugging drawing library

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Debug print implementation for shaders.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Debug drawing of shapes.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2015-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#ifndef USE_GPU_SHADER_CREATE_INFO
out vec4 uvcoordsvar;

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* ---------------------------------------------------------------------------------
* File: es3-kepler\FXAA/FXAA3_11.h
* SDK Version: v3.00

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_lib.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2018-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Library to create hairs dynamically from control points.
* This is less bandwidth intensive than fetching the vertex attributes

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2021-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_hair_lib.glsl)
#ifndef USE_GPU_SHADER_CREATE_INFO

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_hair_lib.glsl)
void main(void)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Intersection library used for culling.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_math_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* WORKAROUND: to guard against double include in EEVEE. */
#ifndef COMMON_MATH_LIB_GLSL

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* NOTE: To be used with UNIFORM_RESOURCE_ID and INSTANCED_ATTR as define. */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Geometric shape structures.
* Some constructors might seems redundant but are here to make the API cleaner and

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2021-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* To be compiled with common_subdiv_lib.glsl */

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2021-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* To be compiled with common_subdiv_lib.glsl */

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2021-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* To be compiled with common_subdiv_lib.glsl */

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2021-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2021-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* To be compiled with common_subdiv_lib.glsl */

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2021-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* To be compiled with common_subdiv_lib.glsl */

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2021-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* To be compiled with common_subdiv_lib.glsl */

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2021-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* To be compiled with common_subdiv_lib.glsl */

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2021-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* To be compiled with common_subdiv_lib.glsl */

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2021-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* To be compiled with common_subdiv_lib.glsl */

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2021-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* To be compiled with common_subdiv_lib.glsl */

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2021-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* To be compiled with common_subdiv_lib.glsl */

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* WORKAROUND: to guard against double include in EEVEE. */
#ifndef COMMON_VIEW_LIB_GLSL

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Convert DrawPrototype into draw commands.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Display debug edge list.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Display debug edge list.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Display characters using an ascii table.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Display characters using an ascii table. Outputs one point per character.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Finish computation of a few draw resource after sync.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Compute culling data for each views of a given view buffer.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Compute visibility of each resource bounds for a given view.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,4 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,4 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \param f: Offset from texel center in pixel space. */
void cubic_bspline_coefficients(vec2 f, out vec2 w0, out vec2 w1, out vec2 w2, out vec2 w3)
{

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void valtorgb_opti_constant(
float fac, float edge, vec4 color1, vec4 color2, out vec4 outcol, out float outalpha)
{

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void rgb_to_hsv(vec4 rgb, out vec4 outcol)
{
float cmax, cmin, h, s, v, cdelta;

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
vec4 white_balance(vec4 color, vec4 black_level, vec4 white_level)
{
vec4 range = max(white_level - black_level, vec4(1e-5f));

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* ***** Jenkins Lookup3 Hash Functions ***** */
/* Source: http://burtleburtle.net/bob/c/lookup3.c */

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl)
void math_add(float a, float b, float c, out float result)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Float Math */
/* WORKAROUND: To be removed once we port all code to use gpu_shader_math_base_lib.glsl. */

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
void mix_blend(float fac, vec4 col1, vec4 col2, out vec4 outcol)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* WORKAROUND: to guard against double include in EEVEE. */
#ifndef GPU_SHADER_MATH_BASE_LIB_GLSL

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* WORKAROUND: to guard against double include in EEVEE. */
#ifndef GPU_SHADER_MATH_FAST_LIB_GLSL

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_math_vector_lib.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_math_rotation_lib.glsl)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_utildefines_lib.glsl)

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_math_base_lib.glsl)

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/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Copyright (C) 2013 Jorge Jimenez <jorge@iryoku.com>
* Copyright (C) 2013 Jose I. Echevarria <joseignacioechevarria@gmail.com>

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* clang-format off */
#ifndef GPU_METAL

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* WORKAROUND: to guard against double include in EEVEE. */
#ifndef GPU_SHADER_UTILDEFINES_GLSL

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/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Simple shader that just draw one icon at the specified location
* does not need any vertex input (producing less call to immBegin/End)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;

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/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/*
* Fragment Shader for dashed lines, with uniform multi-color(s),
* or any single-color, and any thickness.

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/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#define ANTIALIAS 1.5
#define MINIMUM_ALPHA 0.5

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/* SPDX-FileCopyrightText: 2018-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* 2D Cubic Bezier thick line drawing
*/

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/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2018-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_colorspace_lib.glsl)
vec3 compute_masks(vec2 uv)

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/* SPDX-FileCopyrightText: 2018-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#define recti parameters[widgetID * MAX_PARAM + 0]
#define rect parameters[widgetID * MAX_PARAM + 1]
#define radsi parameters[widgetID * MAX_PARAM + 2].x

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/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2018-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#define BIT_RANGE(x) uint((1 << x) - 1)
/* 2 bits for corner */

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/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_cfg_world_clip_lib.glsl)
void main()

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/*
* Vertex Shader for dashed lines with 3D coordinates,
* with uniform multi-colors or uniform single-color, and unary thickness.

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_cfg_world_clip_lib.glsl)
void main()

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_colorspace_lib.glsl)
void main()

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Clips point to near clip plane before perspective divide. */
vec4 clip_line_point_homogeneous_space(vec4 p, vec4 q)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma USE_SSBO_VERTEX_FETCH(TriangleList, 6)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_colorspace_lib.glsl)
void main()

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_cfg_world_clip_lib.glsl)
void main()

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_cfg_world_clip_lib.glsl)
void main()

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#ifdef USE_WORLD_CLIP_PLANES
# if defined(GPU_VERTEX_SHADER) || defined(GPU_GEOMETRY_SHADER)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
vec3 calc_barycentric_distances(vec3 pos0, vec3 pos1, vec3 pos2)
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Undefine the macro that avoids compilation errors. */
#undef blender_srgb_to_framebuffer_space

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
vec2 normalize_coordinates()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_colorspace_lib.glsl)
void main()

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2018-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#ifdef USE_GEOMETRY_SHADER
vec4 fragment_in_color()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#define GP_XRAY_FRONT 0
#define GP_XRAY_3DSPACE 1

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
float defaultpixsize = gpencil_stroke_data.pixsize * (1000.0 / gpencil_stroke_data.pixfactor);

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma USE_SSBO_VERTEX_FETCH(TriangleList, 27)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Draw the icons, leaving a semi-transparent rectangle on top of the icon.
*

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2018-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Simple shader that just draw multiple icons at the specified locations
* does not need any vertex input (producing less call to immBegin/End)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Simple shader that just draw one icon at the specified location
* does not need any vertex input (producing less call to immBegin/End)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Merge overlays texture on top of image texture and transform to display space (assume sRGB) */

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#define S3D_DISPLAY_ANAGLYPH 0
#define S3D_DISPLAY_INTERLACE 1

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
const float diagonal_scale = sqrt(0.5);

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
const float line_falloff = 1.0;
const float circle_scale = sqrt(2.0 / 3.1416);

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2016-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_colorspace_lib.glsl)
void main()

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2016-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_colorspace_lib.glsl)
//#define GPU_NEAREST

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_colorspace_lib.glsl)
void main()

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_add_shader(inout Closure shader1, inout Closure shader2, out Closure shader)
{
shader = closure_add(shader1, shader2);

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_ambient_occlusion(vec4 color,
float dist,

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_attribute_color(vec4 attr, out vec4 out_attr)
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_background(vec4 color, float strength, float weight, out Closure result)
{

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_bevel(float radius, vec3 N, out vec3 result)
{
result = N;

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_blackbody(float temperature, sampler1DArray spectrummap, float layer, out vec4 color)
{
float t = (temperature - 800.0) / (12000.0 - 800.0);

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void brightness_contrast(vec4 col, float brightness, float contrast, out vec4 outcol)
{
float a = 1.0 + contrast;

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void differentiate_texco(vec3 v, out vec3 df)
{

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void camera(out vec3 outview, out float outdepth, out float outdist)
{
vec3 vP = transform_point(ViewMatrix, g_data.P);

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2020 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void clamp_value(float value, float min, float max, out float result)
{
result = clamp(value, min, max);

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
void combine_color_rgb(float r, float g, float b, out vec4 col)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
void combine_hsv(float h, float s, float v, out vec4 col)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void combine_rgb(float r, float g, float b, out vec4 col)
{
col = vec4(r, g, b, 1.0);

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void combine_xyz(float x, float y, float z, out vec3 vec)
{
vec = vec3(x, y, z);

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_bsdf_diffuse(vec4 color, float roughness, vec3 N, float weight, out Closure result)
{

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_displacement_object(float height, float midlevel, float scale, vec3 N, out vec3 result)
{
N = transform_direction(ModelMatrixInverse, N);

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_eevee_specular(vec4 diffuse,
vec4 specular,

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_emission(vec4 color, float strength, float weight, out Closure result)
{

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_hash.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_material_noise.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_hash.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_material_voronoi.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
float fresnel_dielectric_cos(float cosi, float eta)
{
/* compute fresnel reflectance without explicitly computing

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl)
void node_gamma(vec4 col, float gamma, out vec4 outcol)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_material_tangent.glsl)
void node_geometry(vec3 orco_attr,

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_bsdf_glass(vec4 color,
float roughness,

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_bsdf_glossy(vec4 color,
float roughness,

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_bsdf_hair(vec4 color,
float offset,

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_hash.glsl)
void node_hair_info(float hair_length,

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_holdout(float weight, out Closure result)
{

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
void hue_sat(float hue, float sat, float value, float fac, vec4 col, out vec4 outcol)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void invert(float fac, vec4 col, out vec4 outcol)
{
outcol.xyz = mix(col.xyz, vec3(1.0) - col.xyz, fac);

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_material_fresnel.glsl)
void node_layer_weight(float blend, vec3 N, out float fresnel, out float facing)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_light_falloff(float strength,
float tsmooth,
out float quadratic,

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_light_path(out float is_camera_ray,
out float is_shadow_ray,
out float is_diffuse_ray,

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl)
float smootherstep(float edge0, float edge1, float x)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl)
void mapping_mat4(

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
void node_mix_blend(float fac,

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_mix_shader(float fac, inout Closure shader1, inout Closure shader2, out Closure shader)
{
shader = closure_mix(shader1, shader2, fac);

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_hash.glsl)
/* clang-format off */

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void normal_new_shading(vec3 nor, vec3 dir, out vec3 outnor, out float outdot)
{
outnor = dir;

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#ifdef OBINFO_LIB
void node_normal_map(vec4 tangent, float strength, vec3 texnormal, out vec3 outnormal)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_object_info(float mat_index,
out vec3 location,
out vec4 color,

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2020-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_output_aov(vec4 color, float value, float hash, out Closure dummy)
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_output_material_surface(Closure surface, out Closure out_surface)
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_output_world_surface(Closure surface, out Closure out_surface)
{

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void particle_info(out float index,
out float random,
out float age,

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_hash.glsl)
void node_point_info(out vec3 position, out float radius, out float random)

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
vec3 tint_from_color(vec3 color)
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_bsdf_refraction(
vec4 color, float roughness, float ior, vec3 N, float weight, out Closure result)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void rgbtobw(vec4 color, out float outval)
{
vec3 factors = vec3(0.2126, 0.7152, 0.0722);

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
void separate_color_rgb(vec4 col, out float r, out float g, out float b)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
void separate_hsv(vec4 col, out float h, out float s, out float v)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void separate_rgb(vec4 col, out float r, out float g, out float b)
{
r = col.r;

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void separate_xyz(vec3 vec, out float x, out float y, out float z)
{
x = vec.r;

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void set_value(float val, out float outval)
{
outval = val;

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_shader_to_rgba(Closure cl, out vec4 outcol, out float outalpha)
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_bsdf_sheen(vec4 color, float roughness, vec3 N, float weight, out Closure result)
{

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void squeeze(float val, float width, float center, out float outval)
{
outval = 1.0 / (1.0 + pow(2.71828183, -((val - center) * width)));

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_subsurface_scattering(vec4 color,
float scale,

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void tangent_orco_x(vec3 orco_in, out vec3 orco_out)
{
orco_out = orco_in.xzy * vec3(0.0, -0.5, 0.5) + vec3(0.0, 0.25, -0.25);

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_hash.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_tex_checker(
vec3 co, vec4 color1, vec4 color2, float scale, out vec4 color, out float fac)
{

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl)
void node_tex_environment_equirectangular(vec3 co, out vec3 uv)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
float calc_gradient(vec3 p, int gradient_type)
{
float x, y, z;

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_bicubic_sampler_lib.glsl)
void point_texco_remap_square(vec3 vin, out vec3 vout)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2021 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_tex_magic(
vec3 co, float scale, float distortion, float depth, out vec4 color, out float fac)
{

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* 1D Musgrave fBm
*
* H: fractal increment parameter

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* The following offset functions generate random offsets to be added to texture
* coordinates to act as a seed since the noise functions don't have seed values.
* A seed value is needed for generating distortion textures and color outputs.

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
float sky_angle_between(float thetav, float phiv, float theta, float phi)
{
float cospsi = sin(thetav) * sin(theta) * cos(phi - phiv) + cos(thetav) * cos(theta);

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/*
* Original code is under the MIT License, Copyright (c) 2013 Inigo Quilez.
*

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_hash.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_material_noise.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_material_fractal_noise.glsl)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_hash.glsl)
/* White Noise */

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_tex_coord_position(out vec3 out_pos)
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_bsdf_toon(
vec4 color, float size, float tsmooth, vec3 N, float weight, out Closure result)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void normal_transform_object_to_world(vec3 vin, out vec3 vout)
{
vout = normal_object_to_world(vin);

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_bsdf_translucent(vec4 color, vec3 N, float weight, out Closure result)
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_bsdf_transparent(vec4 color, float weight, out Closure result)
{

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_uvmap(vec4 attr_uv, out vec3 outvec)
{
outvec = attr_uv.xyz;

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_vector_displacement_tangent(
vec4 vector, float midlevel, float scale, vec4 T, out vec3 result)
{

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl)
void vector_math_add(vec3 a, vec3 b, vec3 c, float scale, out vec3 outVector, out float outValue)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2020-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl)
vec3 rotate_around_axis(vec3 p, vec3 axis, float angle)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_vertex_color(vec4 vertexColor, out vec4 outColor, out float outAlpha)
{
outColor = vertexColor;

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_volume_absorption(vec4 color, float density, float weight, out Closure result)
{

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_material_blackbody.glsl)
void node_volume_principled(vec4 color,

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_volume_scatter(
vec4 color, float density, float anisotropy, float weight, out Closure result)

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/*
* Original code is under the MIT License, Copyright (c) 2013 Inigo Quilez.
*

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2021-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_wavelength(float wavelength, sampler1DArray spectrummap, float layer, out vec4 color)
{
float t = (wavelength - 380.0) / (780.0 - 380.0);

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_wireframe(float size, out float fac)
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void world_normals_get(out vec3 N)
{

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Cubemap support and fallback implementation declarations. */
#ifdef GPU_ARB_texture_cube_map_array

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{
int index = int(gl_GlobalInvocationID.x);

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{
int index = int(gl_GlobalInvocationID.x);

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{
vec4 pixel = vec4(1.0, 0.5, 0.2, 1.0);

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@@ -1 +1,5 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main() {}

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{
int store_index = int(gl_GlobalInvocationID.x);

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{
int store_index = int(gl_GlobalInvocationID.x);

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{
int index = int(gl_GlobalInvocationID.x);

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@@ -1,3 +1,6 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#ifdef GPU_VERTEX_SHADER
void main()

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Directive for resetting the line numbering so the failing tests lines can be printed.
* This conflict with the shader compiler error logging scheme.
* Comment out for correct compilation error line. */

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@@ -1,3 +1,7 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void main()
{
data_out[0] = float_in;

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@@ -88,6 +88,8 @@ def filename_is_c_compat(filename: str) -> bool:
# Objective-C/C++
".m",
".mm",
# OpenGL Shading Language.
".glsl",
# OPENCL.
".cl",
# CUDA.
@@ -509,6 +511,9 @@ def main() -> None:
# Files:
# This file is generated by a configure script (no point in manually setting the license).
"./build_files/build_environment/patches/config_gmpxx.h",
# A modified `Apache-2.0` license.
"./intern/opensubdiv/internal/evaluator/shaders/glsl_compute_kernel.glsl",
),
),
Pass(