20# define SMAA_PRESET_HIGH
21# define SMAA_NO_DISCARD
22# define SMAA_RT_METRICS viewport_metrics
23# define SMAA_LUMA_WEIGHT float4(1.0f, 1.0f, 1.0f, 1.0f)
76VERTEX_OUT(gpencil_geometry_noperspective_iface)
143DEFINE_VALUE(
"SMAA_LUMA_WEIGHT",
"float4(luma_weight, luma_weight, luma_weight, 0.0f)")
#define GPENCIL_MATERIAL_BUFFER_LEN
#define GPENCIL_ACCUM_FORMAT
#define GPENCIL_LIGHT_BUFFER_LEN
#define GPENCIL_RENDER_FORMAT
#define GPU_SHADER_INTERFACE_END()
#define GPU_SHADER_NAMED_INTERFACE_INFO(_interface, _inst_name)
#define GPU_SHADER_NAMED_INTERFACE_END(_inst_name)
#define GPU_SHADER_INTERFACE_INFO(_interface)
#define GPU_SHADER_CREATE_INFO(_info)
#define GPU_SHADER_CREATE_END()
#define TYPEDEF_SOURCE(filename)
#define VERTEX_OUT(stage_interface)
#define FRAGMENT_OUT_DUAL(slot, type, name, blend)
#define SMOOTH(type, name)
#define SAMPLER(slot, type, name)
#define FRAGMENT_SOURCE(filename)
#define ADDITIONAL_INFO(info_name)
#define PUSH_CONSTANT(type, name)
#define FRAGMENT_OUT(slot, type, name)
#define UNIFORM_BUF_FREQ(slot, type_name, name, freq)
#define NO_PERSPECTIVE(type, name)
#define VERTEX_SOURCE(filename)
#define IMAGE(slot, format, qualifiers, type, name)
#define DO_STATIC_COMPILATION()
#define DEPTH_WRITE(value)
#define DEFINE_VALUE(name, value)
ImageBase< float, 2 > image2D
SamplerBase< float, 2, false, false, false, true > sampler2DDepth
SamplerBase< float, 2 > sampler2D