Allow compilation of shaders using C++ for linting and IDE support. Related #127983 Pull Request: https://projects.blender.org/blender/blender/pulls/128724
54 lines
1.6 KiB
C++
54 lines
1.6 KiB
C++
/* SPDX-FileCopyrightText: 2024 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*/
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#ifdef GPU_SHADER
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# pragma once
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# include "gpu_glsl_cpp_stubs.hh"
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# include "GPU_shader_shared.hh"
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#endif
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#include "gpu_interface_info.hh"
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#include "gpu_shader_create_info.hh"
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GPU_SHADER_INTERFACE_INFO(gpu_seq_strip_iface)
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NO_PERSPECTIVE(VEC2, co_interp)
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FLAT(UINT, strip_id)
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GPU_SHADER_INTERFACE_END()
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GPU_SHADER_CREATE_INFO(gpu_shader_sequencer_strips)
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VERTEX_OUT(gpu_seq_strip_iface)
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FRAGMENT_OUT(0, VEC4, fragColor)
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PUSH_CONSTANT(MAT4, ModelViewProjectionMatrix)
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UNIFORM_BUF(0, SeqStripDrawData, strip_data[GPU_SEQ_STRIP_DRAW_DATA_LEN])
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UNIFORM_BUF(1, SeqContextDrawData, context_data)
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TYPEDEF_SOURCE("GPU_shader_shared.hh")
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VERTEX_SOURCE("gpu_shader_sequencer_strips_vert.glsl")
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FRAGMENT_SOURCE("gpu_shader_sequencer_strips_frag.glsl")
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DO_STATIC_COMPILATION()
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GPU_SHADER_CREATE_END()
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GPU_SHADER_INTERFACE_INFO(gpu_seq_thumb_iface)
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NO_PERSPECTIVE(VEC2, pos_interp)
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NO_PERSPECTIVE(VEC2, texCoord_interp)
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FLAT(UINT, thumb_id)
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GPU_SHADER_INTERFACE_END()
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GPU_SHADER_CREATE_INFO(gpu_shader_sequencer_thumbs)
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VERTEX_OUT(gpu_seq_thumb_iface)
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FRAGMENT_OUT(0, VEC4, fragColor)
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PUSH_CONSTANT(MAT4, ModelViewProjectionMatrix)
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UNIFORM_BUF(0, SeqStripThumbData, thumb_data[GPU_SEQ_STRIP_DRAW_DATA_LEN])
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UNIFORM_BUF(1, SeqContextDrawData, context_data)
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SAMPLER(0, FLOAT_2D, image)
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TYPEDEF_SOURCE("GPU_shader_shared.hh")
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VERTEX_SOURCE("gpu_shader_sequencer_thumbs_vert.glsl")
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FRAGMENT_SOURCE("gpu_shader_sequencer_thumbs_frag.glsl")
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DO_STATIC_COMPILATION()
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GPU_SHADER_CREATE_END()
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