8 .sampler(0, ImageType::FLOAT_2D,
"colorBuf")
9 .sampler(1, ImageType::FLOAT_2D,
"revealBuf")
12 .fragment_out(0, Type::VEC4,
"fragColor")
13 .fragment_out(1, Type::VEC4,
"fragRevealage")
14 .fragment_source(
"gpencil_vfx_frag.glsl");
17 .do_static_compilation(
true)
19 .push_constant(Type::BOOL,
"isFirstPass")
20 .additional_info(
"gpencil_fx_common",
"draw_fullscreen");
23 .do_static_compilation(
true)
25 .push_constant(Type::VEC3,
"lowColor")
26 .push_constant(Type::VEC3,
"highColor")
27 .push_constant(Type::FLOAT,
"factor")
28 .push_constant(Type::INT,
"mode")
29 .additional_info(
"gpencil_fx_common",
"draw_fullscreen");
32 .do_static_compilation(
true)
34 .push_constant(Type::VEC2,
"offset")
35 .push_constant(Type::INT,
"sampCount")
36 .additional_info(
"gpencil_fx_common",
"draw_fullscreen");
39 .do_static_compilation(
true)
41 .push_constant(Type::VEC2,
"axisFlip")
42 .push_constant(Type::VEC2,
"waveDir")
43 .push_constant(Type::VEC2,
"waveOffset")
44 .push_constant(Type::FLOAT,
"wavePhase")
45 .push_constant(Type::VEC2,
"swirlCenter")
46 .push_constant(Type::FLOAT,
"swirlAngle")
47 .push_constant(Type::FLOAT,
"swirlRadius")
48 .additional_info(
"gpencil_fx_common",
"draw_fullscreen");
51 .do_static_compilation(
true)
53 .push_constant(Type::VEC4,
"glowColor")
54 .push_constant(Type::VEC2,
"offset")
55 .push_constant(Type::INT,
"sampCount")
56 .push_constant(Type::VEC4,
"threshold")
57 .push_constant(Type::BOOL,
"firstPass")
58 .push_constant(Type::BOOL,
"glowUnder")
59 .push_constant(Type::INT,
"blendMode")
60 .additional_info(
"gpencil_fx_common",
"draw_fullscreen");
63 .do_static_compilation(
true)
65 .push_constant(Type::VEC2,
"blurDir")
66 .push_constant(Type::VEC2,
"uvOffset")
67 .push_constant(Type::VEC3,
"rimColor")
68 .push_constant(Type::VEC3,
"maskColor")
69 .push_constant(Type::INT,
"sampCount")
70 .push_constant(Type::INT,
"blendMode")
71 .push_constant(Type::BOOL,
"isFirstPass")
72 .additional_info(
"gpencil_fx_common",
"draw_fullscreen");
75 .do_static_compilation(
true)
77 .push_constant(Type::VEC4,
"shadowColor")
78 .push_constant(Type::VEC2,
"uvRotX")
79 .push_constant(Type::VEC2,
"uvRotY")
80 .push_constant(Type::VEC2,
"uvOffset")
81 .push_constant(Type::VEC2,
"blurDir")
82 .push_constant(Type::VEC2,
"waveDir")
83 .push_constant(Type::VEC2,
"waveOffset")
84 .push_constant(Type::FLOAT,
"wavePhase")
85 .push_constant(Type::INT,
"sampCount")
86 .push_constant(Type::BOOL,
"isFirstPass")
87 .additional_info(
"gpencil_fx_common",
"draw_fullscreen");
90 .do_static_compilation(
true)
92 .push_constant(Type::VEC2,
"targetPixelSize")
93 .push_constant(Type::VEC2,
"targetPixelOffset")
94 .push_constant(Type::VEC2,
"accumOffset")
95 .push_constant(Type::INT,
"sampCount")
96 .additional_info(
"gpencil_fx_common",
"draw_fullscreen");
#define GPU_SHADER_CREATE_INFO(_info)