13 .vertex_in(0, Type::VEC2,
"pos")
14 .vertex_in(1, Type::VEC2,
"texCoord")
15 .vertex_out(smooth_tex_coord_interp_iface)
16 .fragment_out(0, Type::VEC4,
"fragColor")
17 .push_constant(Type::MAT4,
"ModelViewProjectionMatrix")
18 .push_constant(Type::BOOL,
"display_transform")
19 .push_constant(Type::BOOL,
"overlay")
20 .push_constant(Type::BOOL,
"use_hdr")
22 .sampler(0, ImageType::FLOAT_2D,
"image_texture")
23 .sampler(1, ImageType::FLOAT_2D,
"overlays_texture")
24 .vertex_source(
"gpu_shader_2D_image_vert.glsl")
25 .fragment_source(
"gpu_shader_image_overlays_merge_frag.glsl")
26 .do_static_compilation(
true);
30 .vertex_in(0, Type::VEC2,
"pos")
31 .vertex_in(1, Type::VEC2,
"texCoord")
32 .vertex_out(smooth_tex_coord_interp_iface)
33 .fragment_out(0, Type::VEC4,
"fragColor")
34 .push_constant(Type::VEC2,
"fullscreen")
35 .sampler(0, ImageType::FLOAT_2D,
"image_texture")
36 .vertex_source(
"gpu_shader_display_fallback_vert.glsl")
37 .fragment_source(
"gpu_shader_display_fallback_frag.glsl")
38 .do_static_compilation(
true);
#define GPU_SHADER_CREATE_INFO(_info)