12 .vertex_in(0, Type::VEC3,
"pos")
13 .fragment_out(0, Type::VEC4,
"fragColor")
14 .push_constant(Type::MAT4,
"ModelViewProjectionMatrix")
15 .push_constant(Type::VEC4,
"color")
16 .vertex_source(
"gpu_shader_3D_vert.glsl")
17 .fragment_source(
"gpu_shader_uniform_color_frag.glsl")
18 .additional_info(
"gpu_srgb_to_framebuffer_space")
19 .do_static_compilation(
true);
22 .additional_info(
"gpu_shader_3D_uniform_color")
23 .additional_info(
"gpu_clip_planes")
24 .do_static_compilation(
true);
28 .vertex_in(0, Type::VEC3,
"pos")
29 .fragment_out(0, Type::VEC4,
"fragColor")
30 .push_constant(Type::MAT4,
"ModelViewProjectionMatrix")
31 .push_constant(Type::VEC4,
"color")
33 .push_constant(Type::MAT4,
"ModelMatrix")
34 .push_constant(Type::VEC4,
"ClipPlane")
35 .vertex_source(
"gpu_shader_3D_clipped_uniform_color_vert.glsl")
36 .fragment_source(
"gpu_shader_uniform_color_frag.glsl")
37 .additional_info(
"gpu_srgb_to_framebuffer_space")
38 .do_static_compilation(
true);
#define GPU_SHADER_CREATE_INFO(_info)