12 .vertex_in(0, Type::VEC3,
"pos")
13 .vertex_in(1, Type::VEC4,
"color")
14 .vertex_in(2, Type::FLOAT,
"size")
15 .vertex_out(smooth_color_iface)
16 .fragment_out(0, Type::VEC4,
"fragColor")
17 .push_constant(Type::MAT4,
"ModelViewProjectionMatrix")
18 .vertex_source(
"gpu_shader_3D_point_varying_size_varying_color_vert.glsl")
19 .fragment_source(
"gpu_shader_point_varying_color_frag.glsl")
20 .do_static_compilation(
true);
23 .vertex_in(0, Type::VEC3,
"pos")
24 .vertex_out(smooth_radii_iface)
25 .fragment_out(0, Type::VEC4,
"fragColor")
26 .push_constant(Type::MAT4,
"ModelViewProjectionMatrix")
27 .push_constant(Type::VEC4,
"color")
28 .push_constant(Type::FLOAT,
"size")
29 .vertex_source(
"gpu_shader_3D_point_uniform_size_aa_vert.glsl")
30 .fragment_source(
"gpu_shader_point_uniform_color_aa_frag.glsl")
31 .additional_info(
"gpu_srgb_to_framebuffer_space")
32 .do_static_compilation(
true);
35 .additional_info(
"gpu_shader_3D_point_uniform_size_uniform_color_aa")
36 .additional_info(
"gpu_clip_planes")
37 .do_static_compilation(
true);
#define GPU_SHADER_CREATE_INFO(_info)