Cleanup: GPU: Avoid glsl functions with only one void argument
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@@ -78,7 +78,7 @@ SubSurfaceSample sample_neighborhood(vec2 sample_uv)
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return samp;
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}
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void main(void)
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void main()
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{
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const uint tile_size = SUBSURFACE_GROUP_SIZE;
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uvec2 tile_coord = unpackUvec2x16(tiles_coord_buf[gl_WorkGroupID.x]);
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@@ -14,7 +14,7 @@
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shared uint has_visible_sss;
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void main(void)
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void main()
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{
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ivec2 texel = ivec2(gl_GlobalInvocationID.xy);
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@@ -14,7 +14,7 @@ float length_squared(vec3 v)
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return dot(v, v);
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}
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vec3 gpencil_lighting(void)
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vec3 gpencil_lighting()
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{
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vec3 light_accum = vec3(0.0);
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for (int i = 0; i < GPENCIL_LIGHT_BUFFER_LEN; i++) {
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@@ -4,7 +4,7 @@
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#include "common_view_clipping_lib.glsl"
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void main(void)
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void main()
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{
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finalColor = vec4(geom_in[0].vColSize.rgb, 1.0);
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@@ -7,7 +7,7 @@
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/* 4x4 bayer matrix prepared for 8bit UNORM precision error. */
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#define P(x) (((x + 0.5) * (1.0 / 16.0) - 0.5) * (1.0 / 255.0))
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float dither(void)
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float dither()
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{
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/* NOTE(Metal): Declaring constant array in function scope to avoid increasing local shader
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* memory pressure. */
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@@ -12,7 +12,7 @@ vec2 compute_dir(vec2 v0, vec2 v1)
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return dir;
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}
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void main(void)
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void main()
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{
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vec2 t;
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vec2 edge_dir = compute_dir(interp_flat[0].ss_pos, interp_flat[1].ss_pos) * sizeViewportInv;
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@@ -7,7 +7,7 @@
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#include "common_view_lib.glsl"
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#include "gpu_shader_utildefines_lib.glsl"
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uint outline_colorid_get(void)
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uint outline_colorid_get()
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{
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#ifdef OBINFO_NEW
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eObjectInfoFlag ob_flag = eObjectInfoFlag(floatBitsToUint(drw_infos[resource_id].infos.w));
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@@ -6,7 +6,7 @@
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#include "common_view_clipping_lib.glsl"
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#include "common_view_lib.glsl"
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uint outline_colorid_get(void)
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uint outline_colorid_get()
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{
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#ifdef OBINFO_NEW
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eObjectInfoFlag ob_flag = eObjectInfoFlag(floatBitsToUint(drw_infos[resource_id].infos.w));
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@@ -7,7 +7,7 @@
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#include "common_view_lib.glsl"
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#include "gpu_shader_utildefines_lib.glsl"
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uint outline_colorid_get(void)
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uint outline_colorid_get()
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{
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#ifdef OBINFO_NEW
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eObjectInfoFlag ob_flag = eObjectInfoFlag(floatBitsToUint(drw_infos[resource_id].infos.w));
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@@ -6,7 +6,7 @@
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#include "common_view_lib.glsl"
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#include "gpu_shader_utildefines_lib.glsl"
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uint outline_colorid_get(void)
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uint outline_colorid_get()
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{
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#ifdef OBINFO_NEW
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eObjectInfoFlag ob_flag = eObjectInfoFlag(floatBitsToUint(drw_infos[resource_id].infos.w));
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@@ -11,7 +11,7 @@
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gl_Position = vec4(0.0); \
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return;
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uint outline_colorid_get(void)
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uint outline_colorid_get()
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{
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#ifdef OBINFO_NEW
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eObjectInfoFlag ob_flag = eObjectInfoFlag(floatBitsToUint(drw_infos[resource_id].infos.w));
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@@ -26,7 +26,7 @@ float linear_zdepth(float depth, mat4 proj_mat)
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* McGuire and Bavoil, Weighted Blended Order-Independent Transparency, Journal of
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* Computer Graphics Techniques (JCGT), vol. 2, no. 2, 122–141, 2013
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*/
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float calculate_transparent_weight(void)
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float calculate_transparent_weight()
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{
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float z = linear_zdepth(gl_FragCoord.z, drw_view.winmat);
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#if 0
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@@ -146,12 +146,12 @@ void hair_get_interp_attrs(
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# if !defined(HAIR_PHASE_SUBDIV) && defined(GPU_VERTEX_SHADER)
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int hair_get_strand_id(void)
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int hair_get_strand_id()
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{
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return gl_VertexID / (hairStrandsRes * hairThicknessRes);
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}
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int hair_get_base_id(void)
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int hair_get_base_id()
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{
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return gl_VertexID / hairThicknessRes;
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}
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@@ -270,13 +270,13 @@ vec4 hair_get_customdata_vec4(const samplerBuffer cd_buf)
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return texelFetch(cd_buf, id).rgba;
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}
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vec3 hair_get_strand_pos(void)
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vec3 hair_get_strand_pos()
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{
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int id = hair_get_strand_id() * hairStrandsRes;
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return texelFetch(hairPointBuffer, id).point_position;
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}
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vec2 hair_get_barycentric(void)
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vec2 hair_get_barycentric()
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{
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/* To match cycles without breaking into individual segment we encode if we need to invert
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* the first component into the second component. We invert if the barycentricTexCo.y
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@@ -17,7 +17,7 @@ layout(std430, binding = 0) writeonly buffer hairPointOutputBuffer
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out_vertbuf;
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#endif
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void main(void)
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void main()
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{
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float interp_time;
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vec4 data0, data1, data2, data3;
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@@ -123,7 +123,7 @@ vec4 pointcloud_get_customdata_vec4(const samplerBuffer cd_buf)
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return texelFetch(cd_buf, id).rgba;
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}
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vec2 pointcloud_get_barycentric(void)
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vec2 pointcloud_get_barycentric()
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{
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/* TODO: To be implemented. */
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return vec2(0.0);
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@@ -14,7 +14,7 @@
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#define MID_VERTEX 65
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void main(void)
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void main()
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{
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const float start_gradient_threshold = 0.35;
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const float end_gradient_threshold = 0.65;
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@@ -46,7 +46,7 @@ void do_vertex(const int i, vec4 pos, vec2 ofs)
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gpu_EmitVertex();
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}
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void main(void)
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void main()
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{
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vec4 p0 = clip_line_point_homogeneous_space(gl_in[0].gl_Position, gl_in[1].gl_Position);
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vec4 p1 = clip_line_point_homogeneous_space(gl_in[1].gl_Position, gl_in[0].gl_Position);
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