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Blender V4.3
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Go to the source code of this file.
| color additional_info | ( | "gpu_shader_3D_polyline" | ) |
| color additional_info | ( | "gpu_shader_3D_polyline_no_geom" | ) |
| define("SMOOTH_WIDTH", "1.0") .push_constant(Type define("SMOOTH_WIDTH", "1.0") .push_constant(Type do_static_compilation(true) .define("UNIFORM") .push_constant(Type metal_backend_only(true) .do_static_compilation(true) .define("UNIFORM") .push_constant(Type do_static_compilation(true) .push_constant(Type metal_backend_only(true) .do_static_compilation(true) .push_constant(Type do_static_compilation | ( | true | ) |
Colors, weights, and Circle of confusion radii for the 4 pixels to scatter. Scaling factor for the bokeh distance. Sprite pixel position with origin at sprite center. In pixels.
References GPU_R32F, GPU_R32UI, GPU_RGBA16F, VOLUME_HIT_COUNT_SLOT, VOLUME_HIT_DEPTH_SLOT, and VOLUME_OCCUPANCY_SLOT.
| metal_backend_only | ( | true | ) |
| smooth(Type::VEC4, "final_color") .smooth(Type no_perspective | ( | Type::FLOAT | , |
| "smoothline" | ) |