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Blender V4.3
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Go to the source code of this file.
Functions | |
Debug Type | |
| fragment_source ("gpu_shader_depth_only_frag.glsl") | |
| fragment_out (0, Type::VEC4, "out_debug_color") .fragment_source("workbench_shadow_debug_frag.glsl") | |
Variations Declaration | |
| #define | WORKBENCH_SHADOW_VARIATIONS(common, prefix, suffix, ...) |
| workbench_shadow | |
| _debug | |
| WORKBENCH_SHADOW_VARIATIONS ("workbench_shadow_common", workbench_shadow,, "workbench_shadow_no_debug") WORKBENCH_SHADOW_VARIATIONS("workbench_shadow_common" | |
Common | |
| storage_buf(3, Qualifier::READ, "float", "pos[]", Frequency::GEOMETRY) .push_constant(Type | ExtrudedFrustum |
| storage_buf(3, Qualifier::READ, "float", "pos[]", Frequency::GEOMETRY) .push_constant(Type extruded_frustum push_constant(Type::INT, "resource_len") .push_constant(Type | uint |
| storage_buf(3, Qualifier::READ, "float", "pos[]", Frequency::GEOMETRY) .push_constant(Type | local_group_size (DRW_VISIBILITY_GROUP_SIZE) .define("DRW_VIEW_LEN" |
| storage_buf(3, Qualifier::READ, "float", "pos[]", Frequency::GEOMETRY) .push_constant(Type | storage_buf (0, Qualifier::READ, "ObjectBounds", "bounds_buf[]") .uniform_buf(2 |
| storage_buf(3, Qualifier::READ, "float", "pos[]", Frequency::GEOMETRY) .push_constant(Type extruded_frustum push_constant(Type::INT, "resource_len") .push_constant(Type | additional_info ("workbench_shadow_visibility_compute_common") .define("DYNAMIC_PASS_SELECTION") .storage_buf(1 |
| storage_buf(3, Qualifier::READ, "float", "pos[]", Frequency::GEOMETRY) .push_constant(Type extruded_frustum push_constant(Type::INT, "resource_len") .push_constant(Type pass_visibility_buf[] | storage_buf (2, Qualifier::READ_WRITE, "uint", "fail_visibility_buf[]") .do_static_compilation(true) |
| visibility_buf[] | do_static_compilation (true) |
| #define WORKBENCH_SHADOW_VARIATIONS | ( | common, | |
| prefix, | |||
| suffix, | |||
| ... ) |
Definition at line 69 of file workbench_shadow_info.hh.
Referenced by WORKBENCH_SHADOW_VARIATIONS().
| additional_info | ( | "workbench_shadow_visibility_compute_common" | ) |
| visibility_buf[] 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 DOF_BOKEH_LUT_SIZE, DRW_DEBUG_PRINT_SLOT, DRW_FINALIZE_GROUP_SIZE, IRRADIANCE_BOUNDS_GROUP_SIZE, RAYTRACE_GROUP_SIZE, SHADOW_CLIPMAP_GROUP_SIZE, and SUBSURFACE_GROUP_SIZE.
| fragment_out | ( | 0 | , |
| Type::VEC4 | , | ||
| "out_debug_color" | ) |
| fragment_source | ( | "gpu_shader_depth_only_frag.glsl" | ) |
| storage_buf(3, Qualifier::READ, "float", "pos[]", Frequency::GEOMETRY) .push_constant(Type local_group_size | ( | DRW_VISIBILITY_GROUP_SIZE | ) |
References DRW_VISIBILITY_GROUP_SIZE.
| storage_buf(3, Qualifier::READ, "float", "pos[]", Frequency::GEOMETRY) .push_constant(Type storage_buf | ( | 0 | , |
| Qualifier::READ | , | ||
| "ObjectBounds" | , | ||
| "bounds_buf" | [] ) |
| storage_buf(3, Qualifier::READ, "float", "pos[]", Frequency::GEOMETRY) .push_constant(Type extruded_frustum push_constant(Type::INT, "resource_len") .push_constant(Type pass_visibility_buf[] storage_buf | ( | 2 | , |
| Qualifier::READ_WRITE | , | ||
| "uint" | , | ||
| "fail_visibility_buf" | [] ) |
| WORKBENCH_SHADOW_VARIATIONS | ( | "workbench_shadow_common" | , |
| workbench_shadow | , | ||
| "workbench_shadow_no_debug" | ) |
References workbench_shadow, and WORKBENCH_SHADOW_VARIATIONS.
| _debug |
Definition at line 111 of file workbench_shadow_info.hh.
| storage_buf(3, Qualifier::READ, "float", "pos[]", Frequency::GEOMETRY) .push_constant(Type ExtrudedFrustum |
Definition at line 28 of file workbench_shadow_info.hh.
Definition at line 41 of file workbench_shadow_info.hh.
| workbench_shadow |
Definition at line 110 of file workbench_shadow_info.hh.
Referenced by WORKBENCH_SHADOW_VARIATIONS().