/* SPDX-License-Identifier: GPL-2.0-or-later */ #include "gpu_shader_create_info.hh" GPU_SHADER_CREATE_INFO(workbench_merge_infront) .fragment_out(0, Type::VEC4, "fragColor") .sampler(0, ImageType::DEPTH_2D, "depthBuffer") .fragment_source("workbench_merge_infront_frag.glsl") .additional_info("draw_fullscreen") .do_static_compilation(true);