#include "gpu_shader_create_info.hh" GPU_SHADER_CREATE_INFO(workbench_effect_cavity_common) .fragment_out(0, Type::VEC4, "fragColor") .sampler(0, ImageType::DEPTH_2D, "depthBuffer") .sampler(1, ImageType::FLOAT_2D, "normalBuffer") .sampler(2, ImageType::UINT_2D, "objectIdBuffer") .sampler(3, ImageType::FLOAT_2D, "cavityJitter") .uniform_buf(3, "vec4", "samples_coords[512]") .uniform_buf(4, "WorldData", "world_data", Frequency::PASS) .typedef_source("workbench_shader_shared.h") .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");