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#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, "depthBuffer")
.sampler(1, ImageType::FLOAT_2D, "normalBuffer")
.sampler(2, ImageType::UINT_2D, "objectIdBuffer")
.uniform_buf(3, "vec4", "samples_coords[512]")
.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")
.additional_info("workbench_effect_cavity_common");
GPU_SHADER_CREATE_INFO(workbench_effect_curvature)
.do_static_compilation(true)
.define("USE_CURVATURE")
.additional_info("workbench_effect_cavity_common");
GPU_SHADER_CREATE_INFO(workbench_effect_cavity_curvature)
.do_static_compilation(true)
.define("USE_CAVITY")
.define("USE_CURVATURE")
.additional_info("workbench_effect_cavity_common");
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