#include "gpu_shader_create_info.hh" GPU_SHADER_CREATE_INFO(workbench_effect_dof) /* TODO(fclem): Split resources per stage. */ .sampler(0, ImageType::FLOAT_2D, "inputCocTex") .sampler(1, ImageType::FLOAT_2D, "maxCocTilesTex") .sampler(2, ImageType::FLOAT_2D, "sceneColorTex") .sampler(3, ImageType::FLOAT_2D, "sceneDepthTex") .sampler(4, ImageType::FLOAT_2D, "backgroundTex") .sampler(5, ImageType::FLOAT_2D, "halfResColorTex") .sampler(6, ImageType::FLOAT_2D, "blurTex") .sampler(7, ImageType::FLOAT_2D, "noiseTex") .push_constant(0, Type::VEC2, "invertedViewportSize") .push_constant(1, Type::VEC2, "nearFar") .push_constant(2, Type::VEC3, "dofParams") .push_constant(3, Type::FLOAT, "noiseOffset") .fragment_source("workbench_effect_dof_frag.glsl") .additional_info("draw_fullscreen") .additional_info("draw_view"); GPU_SHADER_CREATE_INFO(workbench_effect_dof_prepare) .define("PREPARE") .fragment_out(0, Type::VEC4, "halfResColor") .fragment_out(1, Type::VEC2, "normalizedCoc") .additional_info("workbench_effect_dof") .do_static_compilation(true); GPU_SHADER_CREATE_INFO(workbench_effect_dof_downsample) .define("DOWNSAMPLE") .fragment_out(0, Type::VEC4, "outColor") .fragment_out(1, Type::VEC2, "outCocs") .additional_info("workbench_effect_dof") .do_static_compilation(true); GPU_SHADER_CREATE_INFO(workbench_effect_dof_blur1) .define("BLUR1") .define("NUM_SAMPLES", "49") .uniform_buf(1, "vec4", "samples[49]") .fragment_out(0, Type::VEC4, "blurColor") .additional_info("workbench_effect_dof") .do_static_compilation(true); GPU_SHADER_CREATE_INFO(workbench_effect_dof_blur2) .define("BLUR2") .fragment_out(0, Type::VEC4, "finalColor") .additional_info("workbench_effect_dof") .do_static_compilation(true); GPU_SHADER_CREATE_INFO(workbench_effect_dof_resolve) .define("RESOLVE") .fragment_out(0, Type::VEC4, "finalColorAdd", DualBlend::SRC_0) .fragment_out(0, Type::VEC4, "finalColorMul", DualBlend::SRC_1) .additional_info("workbench_effect_dof") .do_static_compilation(true);