12 .sampler(0, ImageType::FLOAT_2D,
"colorBuffer")
13 .push_constant(Type::FLOAT,
"samplesWeights", 9)
14 .fragment_out(0, Type::VEC4,
"fragColor")
15 .fragment_source(
"workbench_effect_taa_frag.glsl")
16 .additional_info(
"draw_fullscreen")
17 .do_static_compilation(
true);
26 .smooth(Type::VEC2,
"uvs")
27 .smooth(Type::VEC2,
"pixcoord")
28 .smooth(Type::VEC4,
"offset[3]");
31 .define(
"SMAA_GLSL_3")
32 .define(
"SMAA_RT_METRICS",
"viewportMetrics")
33 .define(
"SMAA_PRESET_HIGH")
34 .define(
"SMAA_LUMA_WEIGHT",
"float4(1.0, 1.0, 1.0, 1.0)")
35 .define(
"SMAA_NO_DISCARD")
36 .vertex_out(workbench_smaa_iface)
37 .push_constant(Type::VEC4,
"viewportMetrics")
38 .vertex_source(
"workbench_effect_smaa_vert.glsl")
39 .fragment_source(
"workbench_effect_smaa_frag.glsl");
42 .define(
"SMAA_STAGE",
"0")
43 .sampler(0, ImageType::FLOAT_2D,
"colorTex")
44 .fragment_out(0, Type::VEC2,
"out_edges")
45 .additional_info(
"workbench_smaa")
46 .do_static_compilation(
true);
49 .define(
"SMAA_STAGE",
"1")
50 .sampler(0, ImageType::FLOAT_2D,
"edgesTex")
51 .sampler(1, ImageType::FLOAT_2D,
"areaTex")
52 .sampler(2, ImageType::FLOAT_2D,
"searchTex")
53 .fragment_out(0, Type::VEC4,
"out_weights")
54 .additional_info(
"workbench_smaa")
55 .do_static_compilation(
true);
58 .define(
"SMAA_STAGE",
"2")
59 .sampler(0, ImageType::FLOAT_2D,
"colorTex")
60 .sampler(1, ImageType::FLOAT_2D,
"blendTex")
61 .push_constant(Type::FLOAT,
"mixFactor")
62 .push_constant(Type::FLOAT,
"taaAccumulatedWeight")
63 .fragment_out(0, Type::VEC4,
"out_color")
64 .additional_info(
"workbench_smaa")
65 .do_static_compilation(
true);
#define GPU_SHADER_INTERFACE_INFO(_interface, _inst_name)
#define GPU_SHADER_CREATE_INFO(_info)