vec4(float_to_float2(value.x), vec2(0.0f))") DEFINE_VALUE("CONVERT_EXPRESSION(value)"
#define GPU_SHADER_CREATE_INFO(_info)
#define GPU_SHADER_CREATE_END()
#define TYPEDEF_SOURCE(filename)
#define PUSH_CONSTANT_ARRAY(type, name, array_size)
#define SAMPLER(slot, type, name)
#define FRAGMENT_SOURCE(filename)
#define SPECIALIZATION_CONSTANT(type, name, default_value)
#define ADDITIONAL_INFO(info_name)
#define PUSH_CONSTANT(type, name)
#define FRAGMENT_OUT(slot, type, name)
#define STORAGE_BUF(slot, qualifiers, type_name, name)
#define VERTEX_SOURCE(filename)
#define LOCAL_GROUP_SIZE(...)
#define IMAGE(slot, format, qualifiers, type, name)
#define COMPUTE_SOURCE(filename)
#define DO_STATIC_COMPILATION()
ImageBase< float, 2 > image2D
ImageBase< float, 1 > image1D
SamplerBase< float, 1 > samplerBuffer