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#include "gpu_shader_create_info.hh"
GPU_SHADER_CREATE_INFO(eevee_transmittance_data)
.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(0, "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");
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