#include "gpu_shader_create_info.hh" GPU_SHADER_CREATE_INFO(eevee_transmittance_data) .define("SSS_TRANSMITTANCE") .sampler(0, ImageType::FLOAT_1D, "sss_transmittance_tx"); GPU_SHADER_CREATE_INFO(eevee_subsurface_eval) .do_static_compilation(true) .additional_info("eevee_shared") .uniform_buf(2, "SubsurfaceData", "sss_buf") .uniform_buf(1, "HiZData", "hiz_buf") .sampler(0, ImageType::FLOAT_2D, "hiz_tx") .sampler(1, ImageType::FLOAT_2D, "radiance_tx") .sampler(2, ImageType::FLOAT_2D, "transmit_color_tx") .sampler(3, ImageType::FLOAT_2D, "transmit_normal_tx") .sampler(4, ImageType::FLOAT_2D, "transmit_data_tx") .fragment_out(0, Type::VEC4, "out_combined") .fragment_source("eevee_subsurface_eval_frag.glsl") /* TODO(fclem) Output to diffuse pass without feedback loop. */ .additional_info("draw_fullscreen", "draw_view");