11 .do_static_compilation(
true)
12 .typedef_source(
"overlay_shader_shared.h")
13 .vertex_in(0, Type::VEC3,
"pos")
14 .vertex_out(overlay_grid_iface)
15 .fragment_out(0, Type::VEC4,
"out_color")
16 .sampler(0, ImageType::DEPTH_2D,
"depth_tx")
17 .uniform_buf(3,
"OVERLAY_GridData",
"grid_buf")
18 .push_constant(Type::VEC3,
"plane_axes")
19 .push_constant(Type::INT,
"grid_flag")
20 .vertex_source(
"overlay_grid_vert.glsl")
21 .fragment_source(
"overlay_grid_frag.glsl")
22 .additional_info(
"draw_view",
"draw_globals");
25 .do_static_compilation(
true)
26 .vertex_in(0, Type::VEC3,
"pos")
27 .sampler(0, ImageType::DEPTH_2D,
"depthBuffer")
28 .push_constant(Type::VEC4,
"ucolor")
29 .fragment_out(0, Type::VEC4,
"fragColor")
30 .vertex_source(
"overlay_edit_uv_tiled_image_borders_vert.glsl")
31 .fragment_source(
"overlay_grid_background_frag.glsl")
32 .additional_info(
"draw_modelmat");
35 .do_static_compilation(
true)
36 .vertex_in(0, Type::VEC3,
"pos")
37 .push_constant(Type::VEC4,
"ucolor")
38 .fragment_out(0, Type::VEC4,
"fragColor")
39 .vertex_source(
"overlay_edit_uv_tiled_image_borders_vert.glsl")
40 .fragment_source(
"overlay_uniform_color_frag.glsl")
41 .additional_info(
"draw_modelmat");
#define GPU_SHADER_INTERFACE_INFO(_interface, _inst_name)
#define GPU_SHADER_CREATE_INFO(_info)