#pragma BLENDER_REQUIRE(common_view_lib.glsl) #pragma BLENDER_REQUIRE(eevee_film_lib.glsl) void main() { ivec2 texel_film = ivec2(gl_GlobalInvocationID.xy); /* Not used. */ vec4 out_color; float out_depth; film_process_data(texel_film, out_color, out_depth); }