1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
|
#include "gpu_shader_descriptor.h"
GPU_SHADER_DESCRIPTOR(workbench_effect_cavity)
{
.do_static_compilation = true,
.fragment_outputs =
{
[0] = FRAGMENT_OUTPUT(VEC4, "fragColor"),
},
.resources =
{
[DESCRIPTOR_SET_1] =
{
[0] = SAMPLER(FLOAT_2D, "depthBuffer", GPU_SAMPLER_DEFAULT),
[1] = SAMPLER(FLOAT_2D, "normalBuffer", GPU_SAMPLER_DEFAULT),
[2] = SAMPLER(UINT_2D, "objectIdBuffer", GPU_SAMPLER_DEFAULT),
},
},
.fragment_source = "workbench_effect_cavity_frag.glsl",
.additional_descriptors =
{
"draw_fullscreen",
},
};
|