14 .vertex_in(0, Type::VEC2,
"pos")
15 .vertex_out(fullscreen_blit_iface)
16 .fragment_out(0, Type::VEC4,
"fragColor")
17 .push_constant(Type::VEC2,
"fullscreen")
18 .push_constant(Type::VEC2,
"size")
19 .push_constant(Type::VEC2,
"dst_offset")
20 .push_constant(Type::VEC2,
"src_offset")
21 .push_constant(Type::INT,
"mip")
22 .sampler(0, ImageType::FLOAT_2D,
"imageTexture", Frequency::PASS)
23 .vertex_source(
"gpu_shader_fullscreen_blit_vert.glsl")
24 .fragment_source(
"gpu_shader_fullscreen_blit_frag.glsl")
25 .do_static_compilation(
true);
#define GPU_SHADER_INTERFACE_INFO(_interface, _inst_name)
#define GPU_SHADER_CREATE_INFO(_info)