Cleanup: Subdiv: Remove common_ prefix
The `common_` prefix can be confusing as there are other common_ files as well. Pull Request: https://projects.blender.org/blender/blender/pulls/134184
This commit is contained in:
@@ -555,18 +555,18 @@ set(GLSL_SRC
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intern/shaders/common_math_lib.glsl
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intern/shaders/common_pointcloud_lib.glsl
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intern/shaders/common_shape_lib.glsl
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intern/shaders/common_subdiv_custom_data_interp_comp.glsl
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intern/shaders/common_subdiv_ibo_lines_comp.glsl
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intern/shaders/common_subdiv_ibo_tris_comp.glsl
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intern/shaders/common_subdiv_lib.glsl
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intern/shaders/common_subdiv_normals_accumulate_comp.glsl
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intern/shaders/common_subdiv_normals_finalize_comp.glsl
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intern/shaders/common_subdiv_patch_evaluation_comp.glsl
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intern/shaders/common_subdiv_vbo_edge_fac_comp.glsl
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intern/shaders/common_subdiv_vbo_edituv_strech_angle_comp.glsl
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intern/shaders/common_subdiv_vbo_edituv_strech_area_comp.glsl
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intern/shaders/common_subdiv_vbo_lnor_comp.glsl
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intern/shaders/common_subdiv_vbo_sculpt_data_comp.glsl
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intern/shaders/subdiv_custom_data_interp_comp.glsl
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intern/shaders/subdiv_ibo_lines_comp.glsl
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intern/shaders/subdiv_ibo_tris_comp.glsl
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intern/shaders/subdiv_lib.glsl
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intern/shaders/subdiv_normals_accumulate_comp.glsl
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intern/shaders/subdiv_normals_finalize_comp.glsl
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intern/shaders/subdiv_patch_evaluation_comp.glsl
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intern/shaders/subdiv_vbo_edge_fac_comp.glsl
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intern/shaders/subdiv_vbo_edituv_strech_angle_comp.glsl
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intern/shaders/subdiv_vbo_edituv_strech_area_comp.glsl
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intern/shaders/subdiv_vbo_lnor_comp.glsl
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intern/shaders/subdiv_vbo_sculpt_data_comp.glsl
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intern/shaders/common_view_clipping_lib.glsl
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intern/shaders/draw_command_generate_comp.glsl
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intern/shaders/draw_debug_draw_display_frag.glsl
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@@ -45,18 +45,18 @@
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#include "draw_cache_inline.hh"
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#include "mesh_extractors/extract_mesh.hh"
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extern "C" char datatoc_common_subdiv_custom_data_interp_comp_glsl[];
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extern "C" char datatoc_common_subdiv_ibo_lines_comp_glsl[];
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extern "C" char datatoc_common_subdiv_ibo_tris_comp_glsl[];
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extern "C" char datatoc_common_subdiv_lib_glsl[];
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extern "C" char datatoc_common_subdiv_normals_accumulate_comp_glsl[];
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extern "C" char datatoc_common_subdiv_normals_finalize_comp_glsl[];
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extern "C" char datatoc_common_subdiv_patch_evaluation_comp_glsl[];
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extern "C" char datatoc_common_subdiv_vbo_edge_fac_comp_glsl[];
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extern "C" char datatoc_common_subdiv_vbo_lnor_comp_glsl[];
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extern "C" char datatoc_common_subdiv_vbo_sculpt_data_comp_glsl[];
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extern "C" char datatoc_common_subdiv_vbo_edituv_strech_angle_comp_glsl[];
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extern "C" char datatoc_common_subdiv_vbo_edituv_strech_area_comp_glsl[];
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extern "C" char datatoc_subdiv_custom_data_interp_comp_glsl[];
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extern "C" char datatoc_subdiv_ibo_lines_comp_glsl[];
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extern "C" char datatoc_subdiv_ibo_tris_comp_glsl[];
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extern "C" char datatoc_subdiv_lib_glsl[];
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extern "C" char datatoc_subdiv_normals_accumulate_comp_glsl[];
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extern "C" char datatoc_subdiv_normals_finalize_comp_glsl[];
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extern "C" char datatoc_subdiv_patch_evaluation_comp_glsl[];
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extern "C" char datatoc_subdiv_vbo_edge_fac_comp_glsl[];
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extern "C" char datatoc_subdiv_vbo_lnor_comp_glsl[];
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extern "C" char datatoc_subdiv_vbo_sculpt_data_comp_glsl[];
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extern "C" char datatoc_subdiv_vbo_edituv_strech_angle_comp_glsl[];
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extern "C" char datatoc_subdiv_vbo_edituv_strech_area_comp_glsl[];
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namespace blender::draw {
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@@ -96,46 +96,46 @@ static StringRefNull get_shader_code(SubdivShaderType shader_type)
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switch (shader_type) {
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case SHADER_BUFFER_LINES:
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case SHADER_BUFFER_LINES_LOOSE: {
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return datatoc_common_subdiv_ibo_lines_comp_glsl;
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return datatoc_subdiv_ibo_lines_comp_glsl;
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}
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case SHADER_BUFFER_EDGE_FAC: {
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return datatoc_common_subdiv_vbo_edge_fac_comp_glsl;
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return datatoc_subdiv_vbo_edge_fac_comp_glsl;
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}
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case SHADER_BUFFER_LNOR: {
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return datatoc_common_subdiv_vbo_lnor_comp_glsl;
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return datatoc_subdiv_vbo_lnor_comp_glsl;
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}
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case SHADER_BUFFER_TRIS:
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case SHADER_BUFFER_TRIS_MULTIPLE_MATERIALS: {
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return datatoc_common_subdiv_ibo_tris_comp_glsl;
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return datatoc_subdiv_ibo_tris_comp_glsl;
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}
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case SHADER_BUFFER_NORMALS_ACCUMULATE: {
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return datatoc_common_subdiv_normals_accumulate_comp_glsl;
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return datatoc_subdiv_normals_accumulate_comp_glsl;
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}
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case SHADER_BUFFER_NORMALS_FINALIZE:
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case SHADER_BUFFER_CUSTOM_NORMALS_FINALIZE: {
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return datatoc_common_subdiv_normals_finalize_comp_glsl;
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return datatoc_subdiv_normals_finalize_comp_glsl;
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}
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case SHADER_PATCH_EVALUATION:
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case SHADER_PATCH_EVALUATION_FVAR:
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case SHADER_PATCH_EVALUATION_FACE_DOTS:
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case SHADER_PATCH_EVALUATION_FACE_DOTS_WITH_NORMALS:
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case SHADER_PATCH_EVALUATION_ORCO: {
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return datatoc_common_subdiv_patch_evaluation_comp_glsl;
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return datatoc_subdiv_patch_evaluation_comp_glsl;
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}
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case SHADER_COMP_CUSTOM_DATA_INTERP_1D:
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case SHADER_COMP_CUSTOM_DATA_INTERP_2D:
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case SHADER_COMP_CUSTOM_DATA_INTERP_3D:
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case SHADER_COMP_CUSTOM_DATA_INTERP_4D: {
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return datatoc_common_subdiv_custom_data_interp_comp_glsl;
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return datatoc_subdiv_custom_data_interp_comp_glsl;
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}
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case SHADER_BUFFER_SCULPT_DATA: {
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return datatoc_common_subdiv_vbo_sculpt_data_comp_glsl;
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return datatoc_subdiv_vbo_sculpt_data_comp_glsl;
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}
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case SHADER_BUFFER_UV_STRETCH_ANGLE: {
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return datatoc_common_subdiv_vbo_edituv_strech_angle_comp_glsl;
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return datatoc_subdiv_vbo_edituv_strech_angle_comp_glsl;
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}
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case SHADER_BUFFER_UV_STRETCH_AREA: {
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return datatoc_common_subdiv_vbo_edituv_strech_area_comp_glsl;
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return datatoc_subdiv_vbo_edituv_strech_area_comp_glsl;
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}
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}
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BLI_assert_unreachable();
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@@ -253,7 +253,7 @@ static GPUShader *get_patch_evaluation_shader(SubdivShaderType shader_type)
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/* Merge OpenSubdiv library code with our own library code. */
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const StringRefNull patch_basis_source = openSubdiv_getGLSLPatchBasisSource();
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const StringRefNull subdiv_lib_code = datatoc_common_subdiv_lib_glsl;
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const StringRefNull subdiv_lib_code = datatoc_subdiv_lib_glsl;
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std::string library_code = patch_basis_source + subdiv_lib_code;
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g_subdiv_shaders[shader_type] = GPU_shader_create_compute(
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compute_code, library_code, defines, get_shader_name(shader_type));
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@@ -311,7 +311,7 @@ static GPUShader *get_subdiv_shader(SubdivShaderType shader_type)
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}
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g_subdiv_shaders[shader_type] = GPU_shader_create_compute(
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compute_code, datatoc_common_subdiv_lib_glsl, defines, get_shader_name(shader_type));
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compute_code, datatoc_subdiv_lib_glsl, defines, get_shader_name(shader_type));
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}
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return g_subdiv_shaders[shader_type];
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}
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@@ -348,7 +348,7 @@ static GPUShader *get_subdiv_custom_data_shader(int comp_type, int dimensions)
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}
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shader = GPU_shader_create_compute(
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compute_code, datatoc_common_subdiv_lib_glsl, defines, get_shader_name(shader_type));
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compute_code, datatoc_subdiv_lib_glsl, defines, get_shader_name(shader_type));
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}
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return shader;
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}
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@@ -27,7 +27,7 @@ struct MEdgeDataPrev {
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/**
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* Calculates a factor that is used to identify the minimum angle in the shader to display an edge.
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* NOTE: Keep in sync with `common_subdiv_vbo_edge_fac_comp.glsl`.
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* NOTE: Keep in sync with `subdiv_vbo_edge_fac_comp.glsl`.
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*/
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template<typename T> T edge_factor_calc(const float3 &a, const float3 &b);
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@@ -2,7 +2,7 @@
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/* To be compiled with common_subdiv_lib.glsl */
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/* To be compiled with subdiv_lib.glsl */
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layout(std430, binding = 1) readonly restrict buffer sourceBuffer
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{
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@@ -2,7 +2,7 @@
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/* To be compiled with common_subdiv_lib.glsl */
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/* To be compiled with subdiv_lib.glsl */
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#ifndef LINES_LOOSE
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@@ -2,7 +2,7 @@
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/* To be compiled with common_subdiv_lib.glsl */
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/* To be compiled with subdiv_lib.glsl */
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/* Generate triangles from subdivision quads indices. */
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@@ -2,7 +2,7 @@
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/* To be compiled with common_subdiv_lib.glsl */
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/* To be compiled with subdiv_lib.glsl */
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layout(std430, binding = 0) readonly buffer inputVertexData
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{
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@@ -2,7 +2,7 @@
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/* To be compiled with common_subdiv_lib.glsl */
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/* To be compiled with subdiv_lib.glsl */
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#ifdef CUSTOM_NORMALS
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struct CustomNormal {
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@@ -2,7 +2,7 @@
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/* To be compiled with common_subdiv_lib.glsl */
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/* To be compiled with subdiv_lib.glsl */
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/* Source buffer. */
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layout(std430, binding = 0) buffer src_buffer
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@@ -2,7 +2,7 @@
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/* To be compiled with common_subdiv_lib.glsl */
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/* To be compiled with subdiv_lib.glsl */
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layout(std430, binding = 0) readonly buffer inputVertexData
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{
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@@ -2,7 +2,7 @@
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/* To be compiled with common_subdiv_lib.glsl */
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/* To be compiled with subdiv_lib.glsl */
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layout(std430, binding = 0) readonly buffer inputVerts
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{
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@@ -2,7 +2,7 @@
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/* To be compiled with common_subdiv_lib.glsl */
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/* To be compiled with subdiv_lib.glsl */
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layout(std430, binding = 1) readonly buffer inputCoarseData
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{
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@@ -2,7 +2,7 @@
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/* To be compiled with common_subdiv_lib.glsl */
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/* To be compiled with subdiv_lib.glsl */
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layout(std430, binding = 1) readonly buffer inputVertexData
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{
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@@ -2,7 +2,7 @@
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/* To be compiled with common_subdiv_lib.glsl */
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/* To be compiled with subdiv_lib.glsl */
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struct SculptData {
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uint face_set_color;
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