Commit: 5854892d9504efde856197895c06f20f51024935
Author: Joseph Eagar
Date:   Mon Jan 31 09:32:23 2022 -0800
Branches: sculpt-dev
https://developer.blender.org/rB5854892d9504efde856197895c06f20f51024935

Sculpt-dev: fix merge errors

===================================================================

M       
source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_frag.glsl
D       
source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_info.hh
M       source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl
M       
source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
M       
source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl
D       source/blender/draw/engines/workbench/shaders/workbench_prepass_info.hh
M       
source/blender/draw/engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl
M       
source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
D       
source/blender/draw/engines/workbench/shaders/workbench_shader_interface_lib.glsl
M       
source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl
M       source/blender/draw/engines/workbench/workbench_shader_shared.h
M       source/blender/gpu/opengl/gl_shader.cc

===================================================================

diff --git 
a/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_frag.glsl
 
b/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_frag.glsl
index 06a62d63777..59222b588a0 100644
--- 
a/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_frag.glsl
+++ 
b/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_frag.glsl
@@ -4,21 +4,6 @@
 #pragma BLENDER_REQUIRE(workbench_cavity_lib.glsl)
 #pragma BLENDER_REQUIRE(workbench_curvature_lib.glsl)
 
-<<<<<<< HEAD
-#ifndef DRW_SHADER_SHARED_H
-
-uniform sampler2D depthBuffer;
-uniform sampler2D normalBuffer;
-uniform usampler2D objectIdBuffer;
-
-in vec4 uvcoordsvar;
-
-out vec4 fragColor;
-
-#endif
-
-=======
->>>>>>> master
 void main()
 {
   float cavity = 0.0, edges = 0.0, curvature = 0.0;
diff --git 
a/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_info.hh 
b/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_info.hh
deleted file mode 100644
index 31e5f5e7641..00000000000
--- 
a/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_info.hh
+++ /dev/null
@@ -1,28 +0,0 @@
-
-#include "gpu_shader_create_info.hh"
-
-GPU_SHADER_CREATE_INFO(workbench_effect_cavity_common)
-    .fragment_out(0, Type::VEC4, "fragColor")
-    .sampler(0, ImageType::FLOAT_2D, "depthBuffer")
-    .sampler(1, ImageType::FLOAT_2D, "normalBuffer")
-    .sampler(2, ImageType::UINT_2D, "objectIdBuffer")
-    .uniform_buf(3, "vec4", "samples_coords[512]")
-    .fragment_source("workbench_effect_cavity_frag.glsl")
-    .additional_info("draw_fullscreen")
-    .additional_info("draw_view");
-
-GPU_SHADER_CREATE_INFO(workbench_effect_cavity)
-    .do_static_compilation(true)
-    .define("USE_CAVITY")
-    .additional_info("workbench_effect_cavity_common");
-
-GPU_SHADER_CREATE_INFO(workbench_effect_curvature)
-    .do_static_compilation(true)
-    .define("USE_CURVATURE")
-    .additional_info("workbench_effect_cavity_common");
-
-GPU_SHADER_CREATE_INFO(workbench_effect_cavity_curvature)
-    .do_static_compilation(true)
-    .define("USE_CAVITY")
-    .define("USE_CURVATURE")
-    .additional_info("workbench_effect_cavity_common");
diff --git 
a/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl 
b/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl
index 4c0db2d8327..78782bdc777 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl
@@ -25,18 +25,6 @@ bool node_tex_tile_lookup(inout vec3 co, sampler2DArray ima, 
sampler1DArray map)
   return true;
 }
 
-<<<<<<< HEAD
-#ifndef WORKBENCH_SHADER_SHARED_H
-uniform sampler2DArray imageTileArray;
-uniform sampler1DArray imageTileData;
-uniform sampler2D imageTexture;
-
-uniform float imageTransparencyCutoff = 0.1;
-uniform bool imagePremult;
-#endif
-
-=======
->>>>>>> master
 vec3 workbench_image_color(vec2 uvs)
 {
 #ifdef V3D_SHADING_TEXTURE_COLOR
diff --git 
a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl 
b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
index 0abf472027a..1b20171b3ff 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
@@ -3,17 +3,6 @@
 #pragma BLENDER_REQUIRE(workbench_common_lib.glsl)
 #pragma BLENDER_REQUIRE(workbench_image_lib.glsl)
 
-<<<<<<< HEAD
-#ifndef WORKBENCH_SHADER_SHARED_H
-layout(location = 0) out vec4 materialData;
-layout(location = 1) out vec2 normalData;
-layout(location = 2) out uint objectId;
-#endif
-
-uniform bool useMatcap = false;
-
-=======
->>>>>>> master
 void main()
 {
   normalData = workbench_normal_encode(gl_FrontFacing, normal_interp);
diff --git 
a/source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl
 
b/source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl
index 2b8c7a5312e..65b9f4de4b6 100644
--- 
a/source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl
+++ 
b/source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl
@@ -5,14 +5,6 @@
 #pragma BLENDER_REQUIRE(workbench_material_lib.glsl)
 #pragma BLENDER_REQUIRE(workbench_image_lib.glsl)
 
-<<<<<<< HEAD
-#ifndef WORKBENCH_SHADER_SHARED_H
-uniform samplerBuffer ac; /* active color layer */
-uniform samplerBuffer au; /* active texture layer */
-#endif
-
-=======
->>>>>>> master
 /* From http://libnoise.sourceforge.net/noisegen/index.html */
 float integer_noise(int n)
 {
@@ -74,14 +66,6 @@ void main()
 
   normal_interp = normalize(normal_world_to_view(nor));
 
-<<<<<<< HEAD
-#ifndef WORKBENCH_SHADER_SHARED_H
-#  ifdef OPAQUE_MATERIAL
-  float metallic, roughness;
-#  endif
-#endif
-=======
->>>>>>> master
   workbench_material_data_get(resource_handle, color_interp, alpha_interp, 
roughness, metallic);
 
   if (materialIndex == 0) {
diff --git 
a/source/blender/draw/engines/workbench/shaders/workbench_prepass_info.hh 
b/source/blender/draw/engines/workbench/shaders/workbench_prepass_info.hh
deleted file mode 100644
index 1dd706c9460..00000000000
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_info.hh
+++ /dev/null
@@ -1,136 +0,0 @@
-
-#include "gpu_shader_create_info.hh"
-
-/* -------------------------------------------------------------------- */
-/** \name Object Type
- * \{ */
-
-GPU_SHADER_CREATE_INFO(workbench_mesh)
-    .vertex_in(0, Type::VEC3, "pos")
-    .vertex_in(1, Type::VEC3, "nor")
-    .vertex_in(2, Type::VEC4, "ac")
-    .vertex_in(3, Type::VEC2, "au")
-    .vertex_source("workbench_prepass_vert.glsl")
-    .additional_info("draw_mesh");
-
-GPU_SHADER_CREATE_INFO(workbench_hair)
-    .sampler(0, ImageType::FLOAT_BUFFER, "ac", Frequency::BATCH)
-    .sampler(1, ImageType::FLOAT_BUFFER, "au", Frequency::BATCH)
-    .vertex_source("workbench_prepass_hair_vert.glsl")
-    .additional_info("draw_hair");
-
-GPU_SHADER_CREATE_INFO(workbench_pointcloud)
-    .vertex_source("workbench_prepass_pointcloud_vert.glsl")
-    .additional_info("draw_pointcloud");
-
-/** \} */
-
-/* -------------------------------------------------------------------- */
-/** \name Texture Type
- * \{ */
-
-GPU_SHADER_CREATE_INFO(workbench_texture_none).define("TEXTURE_NONE");
-
-GPU_SHADER_CREATE_INFO(workbench_texture_single)
-    .sampler(2, ImageType::FLOAT_2D, "imageTexture", Frequency::BATCH)
-    .push_constant(1, Type::BOOL, "imagePremult")
-    .push_constant(2, Type::FLOAT, "imageTransparencyCutoff")
-    .define("V3D_SHADING_TEXTURE_COLOR");
-
-GPU_SHADER_CREATE_INFO(workbench_texture_tile)
-    .sampler(2, ImageType::FLOAT_2D_ARRAY, "imageTileArray", Frequency::BATCH)
-    .sampler(3, ImageType::FLOAT_1D_ARRAY, "imageTileData", Frequency::BATCH)
-    .push_constant(1, Type::BOOL, "imagePremult")
-    .push_constant(2, Type::FLOAT, "imageTransparencyCutoff")
-    .define("TEXTURE_IMAGE_ARRAY");
-
-/** \} */
-
-/* -------------------------------------------------------------------- */
-/** \name Lighting Type
- * \{ */
-
-GPU_SHADER_CREATE_INFO(workbench_lighting_studio).define("V3D_LIGHTING_STUDIO");
-GPU_SHADER_CREATE_INFO(workbench_lighting_matcap).define("V3D_LIGHTING_MATCAP");
-GPU_SHADER_CREATE_INFO(workbench_lighting_flat).define("V3D_LIGHTING_FLAT");
-
-/** \} */
-
-/* -------------------------------------------------------------------- */
-/** \name Material Interface
- * \{ */
-
-GPU_SHADER_INTERFACE_INFO(workbench_material_iface, "")
-    .smooth(Type::VEC3, "normal_interp")
-    .smooth(Type::VEC3, "color_interp")
-    .smooth(Type::FLOAT, "alpha_interp")
-    .smooth(Type::VEC2, "uv_interp")
-    .flat(Type::INT, "object_id")
-    .flat(Type::FLOAT, "roughness")
-    .flat(Type::FLOAT, "metallic");
-
-GPU_SHADER_CREATE_INFO(workbench_material).vertex_out(workbench_material_iface);
-
-/** \} */
-
-/* -------------------------------------------------------------------- */
-/** \name Pipeline Type
- * \{ */
-
-GPU_SHADER_CREATE_INFO(workbench_transparent_accum)
-    /* Note: Blending will be skipped on objectId because output is a
-       non-normalized integer buffer. */
-    .fragment_out(0, Type::VEC4, "transparentAccum")
-    .fragment_out(1, Type::VEC4, "revealageAccum")
-    .fragment_out(2, Type::UINT, "objectId")
-    .uniform_buf(4, "WorldData", "world_data", Frequency::PASS)
-    .typedef_source("workbench_shader_shared.h")
-    .fragment_source("workbench_transparent_accum_frag.glsl")
-    .additional_info("workbench_material");
-
-GPU_SHADER_CREATE_INFO(workbench_opaque)
-    .fragment_out(0, Type::VEC4, "materialData")
-    .fragment_out(1, Type::VEC2, "normalData")
-    .fragment_out(2, Type::UINT, "objectId")
-    .uniform_buf(4, "WorldData", "world_data", Frequency::PASS)
-    .typedef_source("workbench_shader_shared.h")
-    .fragment_source("workbench_prepass_frag.glsl")
-    .additional_info("workbench_material");
-
-/** \} */
-
-/* -------------------------------------------------------------------- */
-/** \name Variations Declaration
- * \{ */
-
-#define WORKBENCH_SURFACETYPE_VARIATIONS(prefix, ...) \
-  GPU_SHADER_CREATE_INFO(prefix##_mesh) \
-      .additional_info("workbench_mesh", __VA_ARGS__) \
-      .do_static_compilation(true); \
-  GPU_SHADER_CREATE_INFO(prefix##_hair) \
-      .additional_info("workbench_hair", __VA_ARGS__) \
-      .do_static_compilation(true); \
-  GPU_SHADER_CREATE_INFO(prefix##_ptcloud) \
-      .additional_info("workbench_pointcloud", __VA_ARGS__) \
-      .do_static_compilation(true);
-
-#define WORKBENCH_PIPELINE_VARIATIONS(prefix, ...) \
-  WORKBENCH_SURFACETYPE_VARIATIONS(prefix##_transp_studio, \
-                                   "workbench_transparent_accum", \
-                                   "workbench_lighting_studio", \
-                                   __VA_ARGS__) \
-  WORKBENCH_SURFACETYPE_VARIATIONS(prefix##_transp_matcap, \
-                                   "workbench_transparent_accum", \
-                                   "workbench_lighting_matcap", \
-                                   __VA_ARGS__) \
-  WORKBENCH_SURFACETYPE_VARIATIONS(prefix##_transp_flat, \
-             

@@ Diff output truncated at 10240 characters. @@

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