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#include "gpu_shader_create_info.hh"
GPU_SHADER_INTERFACE_INFO(image_engine_iface, "")
.smooth(Type::VEC2, "uv_screen")
.smooth(Type::VEC2, "uv_image");
GPU_SHADER_CREATE_INFO(image_engine_shader)
.vertex_in(0, Type::VEC2, "pos")
.vertex_in(1, Type::VEC2, "uv")
.vertex_out(image_engine_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.push_constant(Type::VEC4, "shuffle")
.push_constant(Type::VEC2, "maxUv")
.push_constant(Type::VEC2, "farNearDistances")
.push_constant(Type::INT, "drawFlags")
.push_constant(Type::BOOL, "imgPremultiplied")
.sampler(0, ImageType::FLOAT_2D, "imageTexture")
.vertex_source("image_engine_vert.glsl")
.fragment_source("image_engine_frag.glsl")
.additional_info("draw_modelmat")
.do_static_compilation(true);
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