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/* SPDX-License-Identifier: GPL-2.0-or-later */
#include "gpu_shader_create_info.hh"
GPU_SHADER_CREATE_INFO(workbench_effect_cavity_common)
.fragment_out(0, Type::VEC4, "fragColor")
.sampler(0, ImageType::FLOAT_2D, "normalBuffer")
.uniform_buf(4, "WorldData", "world_data", Frequency::PASS)
.typedef_source("workbench_shader_shared.h")
.fragment_source("workbench_effect_cavity_frag.glsl")
.additional_info("draw_fullscreen")
.additional_info("draw_view");
GPU_SHADER_CREATE_INFO(workbench_effect_cavity)
.do_static_compilation(true)
.define("USE_CAVITY")
.uniform_buf(3, "vec4", "samples_coords[512]")
.sampler(1, ImageType::DEPTH_2D, "depthBuffer")
.sampler(2, ImageType::FLOAT_2D, "cavityJitter")
.additional_info("workbench_effect_cavity_common");
GPU_SHADER_CREATE_INFO(workbench_effect_curvature)
.do_static_compilation(true)
.define("USE_CURVATURE")
.sampler(1, ImageType::UINT_2D, "objectIdBuffer")
.additional_info("workbench_effect_cavity_common");
GPU_SHADER_CREATE_INFO(workbench_effect_cavity_curvature)
.do_static_compilation(true)
.define("USE_CAVITY")
.define("USE_CURVATURE")
.uniform_buf(3, "vec4", "samples_coords[512]")
.sampler(1, ImageType::DEPTH_2D, "depthBuffer")
.sampler(2, ImageType::FLOAT_2D, "cavityJitter")
.sampler(3, ImageType::UINT_2D, "objectIdBuffer")
.additional_info("workbench_effect_cavity_common");
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