Overlay: Port UDIM Grid shader to shaderCreateInfo
Simple Straight forward port.
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@@ -858,12 +858,7 @@ GPUShader *OVERLAY_shader_grid_background(void)
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{
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OVERLAY_Shaders *sh_data = &e_data.sh_data[0];
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if (!sh_data->grid_background) {
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sh_data->grid_background = GPU_shader_create_from_arrays({
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.vert = (const char *[]){datatoc_common_view_lib_glsl,
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datatoc_edit_uv_tiled_image_borders_vert_glsl,
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NULL},
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.frag = (const char *[]){datatoc_grid_background_frag_glsl, NULL},
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});
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sh_data->grid_background = GPU_shader_create_from_info_name("overlay_grid_background");
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}
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return sh_data->grid_background;
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}
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@@ -872,12 +867,7 @@ GPUShader *OVERLAY_shader_grid_image(void)
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{
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OVERLAY_Shaders *sh_data = &e_data.sh_data[0];
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if (!sh_data->grid_image) {
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sh_data->grid_image = DRW_shader_create_with_shaderlib(
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datatoc_edit_uv_tiled_image_borders_vert_glsl,
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NULL,
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datatoc_gpu_shader_uniform_color_frag_glsl,
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e_data.lib,
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"#define blender_srgb_to_framebuffer_space(a) a\n");
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sh_data->grid_image = GPU_shader_create_from_info_name("overlay_grid_image");
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}
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return sh_data->grid_image;
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}
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@@ -1,6 +1,8 @@
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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
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#ifndef USE_GPU_SHADER_CREATE_INFO
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in vec3 pos;
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#endif
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void main()
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{
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@@ -1,9 +1,4 @@
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uniform vec4 color;
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uniform sampler2D depthBuffer;
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out vec4 fragColor;
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void main()
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{
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fragColor = color;
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@@ -18,3 +18,24 @@ GPU_SHADER_CREATE_INFO(overlay_grid)
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.vertex_source("grid_vert.glsl")
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.fragment_source("grid_frag.glsl")
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.additional_info("draw_view", "draw_globals");
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GPU_SHADER_CREATE_INFO(overlay_grid_background)
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.do_static_compilation(true)
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.vertex_in(0, Type::VEC3, "pos")
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.sampler(0, ImageType::DEPTH_2D, "depthBuffer")
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.push_constant(Type::VEC4, "color")
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.fragment_out(0, Type::VEC4, "fragColor")
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.vertex_source("edit_uv_tiled_image_borders_vert.glsl")
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.fragment_source("grid_background_frag.glsl")
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.additional_info("draw_modelmat");
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GPU_SHADER_CREATE_INFO(overlay_grid_image)
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.do_static_compilation(true)
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/* NOTE: Color already in Linear space. Which is what we want. */
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.define("srgbTarget", "false")
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.vertex_in(0, Type::VEC3, "pos")
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.push_constant(Type::VEC4, "color")
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.fragment_out(0, Type::VEC4, "fragColor")
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.vertex_source("edit_uv_tiled_image_borders_vert.glsl")
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.fragment_source("gpu_shader_uniform_color_frag.glsl")
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.additional_info("draw_modelmat");
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