8 .local_group_size(16, 16)
9 .sampler(0, ImageType::FLOAT_2D,
"input_tx")
10 .sampler(1, ImageType::FLOAT_2D,
"uv_tx")
11 .image(0,
GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D,
"output_img");
14 .additional_info(
"compositor_map_uv_shared")
15 .push_constant(Type::FLOAT,
"gradient_attenuation_factor")
16 .compute_source(
"compositor_map_uv_anisotropic.glsl")
17 .do_static_compilation(
true);
20 .additional_info(
"compositor_map_uv_shared")
21 .compute_source(
"compositor_map_uv_nearest_neighbour.glsl")
22 .do_static_compilation(
true);
#define GPU_SHADER_CREATE_INFO(_info)