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/* SPDX-License-Identifier: GPL-2.0-or-later */
#include "gpu_shader_create_info.hh"
/* -------------------------------------------------------------------- */
/** \name Base Composite
* \{ */
GPU_SHADER_CREATE_INFO(workbench_composite)
.sampler(0, ImageType::FLOAT_2D, "normalBuffer", Frequency::PASS)
.sampler(1, ImageType::FLOAT_2D, "materialBuffer", Frequency::PASS)
.uniform_buf(4, "WorldData", "world_data", Frequency::PASS)
.push_constant(Type::BOOL, "forceShadowing")
.fragment_out(0, Type::VEC4, "fragColor")
.typedef_source("workbench_shader_shared.h")
.fragment_source("workbench_composite_frag.glsl")
.additional_info("draw_fullscreen", "draw_view");
/** \} */
/* -------------------------------------------------------------------- */
/** \name Lighting Type
* \{ */
GPU_SHADER_CREATE_INFO(workbench_composite_studio)
.define("V3D_LIGHTING_STUDIO")
.additional_info("workbench_composite")
.do_static_compilation(true);
GPU_SHADER_CREATE_INFO(workbench_composite_matcap)
.define("V3D_LIGHTING_MATCAP")
.sampler(2, ImageType::FLOAT_2D, "matcap_diffuse_tx", Frequency::PASS)
.sampler(3, ImageType::FLOAT_2D, "matcap_specular_tx", Frequency::PASS)
.additional_info("workbench_composite")
.do_static_compilation(true);
GPU_SHADER_CREATE_INFO(workbench_composite_flat)
.define("V3D_LIGHTING_FLAT")
.additional_info("workbench_composite")
.do_static_compilation(true);
/** \} */
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