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/* SPDX-License-Identifier: GPL-2.0-or-later */
#include "gpu_shader_create_info.hh"
GPU_SHADER_CREATE_INFO(overlay_background)
.do_static_compilation(true)
.typedef_source("overlay_shader_shared.h")
.sampler(0, ImageType::FLOAT_2D, "colorBuffer")
.sampler(1, ImageType::DEPTH_2D, "depthBuffer")
.push_constant(Type::INT, "bgType")
.push_constant(Type::VEC4, "colorOverride")
.fragment_source("overlay_background_frag.glsl")
.fragment_out(0, Type::VEC4, "fragColor")
.additional_info("draw_fullscreen", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_clipbound)
.do_static_compilation(true)
.push_constant(Type::VEC4, "color")
.push_constant(Type::VEC3, "boundbox", 8)
.vertex_source("overlay_clipbound_vert.glsl")
.fragment_out(0, Type::VEC4, "fragColor")
.fragment_source("overlay_uniform_color_frag.glsl")
.additional_info("draw_view");
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