34 ps_.bind_ubo(
"world_data", resources.
world_buf);
35 ps_.bind_texture(
"object_id_buffer", &resources.
object_id_tx);
#define GPU_ATTACHMENT_TEXTURE(_texture)
#define GPU_ATTACHMENT_NONE
void submit(PassSimple &pass, View &view)
void draw(Manager &manager, SceneResources &resources)
void sync(SceneResources &resources)
void init(const SceneState &scene_state)
static ShaderCache & get()
@ DRW_STATE_BLEND_ALPHA_PREMUL
UniformBuffer< WorldData > world_buf
TextureFromPool object_id_tx