other shaders (renderPass, lighting, surface) first
| 2511 | |
| 2512 | // other shaders (renderPass, lighting, surface) first |
| 2513 | TF_FOR_ALL(it, _shaders) { |
| 2514 | HdStShaderCodeSharedPtr const &shader = *it; |
| 2515 | if (_hasVS) { |
| 2516 | _genVS << shader->GetSource(HdShaderTokens->vertexShader); |
| 2517 | } |
| 2518 | if (_hasTCS) { |
| 2519 | _genTCS << shader->GetSource(HdShaderTokens->tessControlShader); |
| 2520 | } |
| 2521 | if (_hasTES) { |
| 2522 | _genTES << shader->GetSource(HdShaderTokens->tessEvalShader); |
| 2523 | } |
| 2524 | if (_hasPTCS) { |
| 2525 | _genPTCS << shader->GetSource( |
| 2526 | HdShaderTokens->postTessControlShader); |
| 2527 | } |
| 2528 | if (_hasPTVS) { |
| 2529 | _genPTVS << shader->GetSource(HdShaderTokens->postTessVertexShader); |
| 2530 | _genPTVS << shader->GetSource(HdShaderTokens->displacementShader); |
| 2531 | } |
| 2532 | if (_hasGS) { |
| 2533 | _genGS << shader->GetSource(HdShaderTokens->geometryShader); |
| 2534 | _genGS << shader->GetSource(HdShaderTokens->displacementShader); |
| 2535 | } |
| 2536 | if (_hasFS) { |
| 2537 | _genFS << shader->GetSource(HdShaderTokens->fragmentShader); |
| 2538 | } |
| 2539 | } |
| 2540 | |
| 2541 | // We need to include OpenSubdiv shader source only when processing |
| 2542 | // refined meshes. For all other meshes we need only a simplified |
no test coverage detected