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
34 lines
1.1 KiB
GLSL
34 lines
1.1 KiB
GLSL
/* SPDX-FileCopyrightText: 2022 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/* Prototype of functions to implement to load attributes data.
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* Implementation changes based on object data type. */
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#ifndef GPU_METAL /* MSL does not require prototypes. */
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vec3 attr_load_orco(vec4 orco);
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vec4 attr_load_tangent(vec4 tangent);
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vec4 attr_load_vec4(vec4 attr);
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vec3 attr_load_vec3(vec3 attr);
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vec2 attr_load_vec2(vec2 attr);
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float attr_load_float(float attr);
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vec3 attr_load_orco(samplerBuffer orco);
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vec4 attr_load_tangent(samplerBuffer tangent);
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vec4 attr_load_vec4(samplerBuffer attr);
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vec3 attr_load_vec3(samplerBuffer attr);
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vec2 attr_load_vec2(samplerBuffer attr);
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float attr_load_float(samplerBuffer attr);
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vec3 attr_load_orco(sampler3D orco);
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vec4 attr_load_tangent(sampler3D tangent);
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vec4 attr_load_vec4(sampler3D tex);
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vec3 attr_load_vec3(sampler3D tex);
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vec2 attr_load_vec2(sampler3D tex);
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float attr_load_float(sampler3D tex);
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float attr_load_temperature_post(float attr);
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vec4 attr_load_color_post(vec4 attr);
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vec4 attr_load_uniform(vec4 attr, const uint attr_hash);
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#endif
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