8 .do_static_compilation(
true)
9 .sampler(0, ImageType::DEPTH_2D,
"depthTex")
10 .sampler(1, ImageType::FLOAT_2D,
"colorTex")
11 .sampler(2, ImageType::FLOAT_2D,
"lineTex")
12 .push_constant(Type::BOOL,
"doSmoothLines")
13 .fragment_out(0, Type::VEC4,
"fragColor")
14 .fragment_source(
"overlay_antialiasing_frag.glsl")
15 .additional_info(
"draw_fullscreen",
"draw_globals");
18 .do_static_compilation(
true)
19 .sampler(0, ImageType::DEPTH_2D,
"depthTex")
20 .sampler(1, ImageType::DEPTH_2D,
"xrayDepthTex")
21 .push_constant(Type::FLOAT,
"opacity")
22 .fragment_out(0, Type::VEC4,
"fragColor")
23 .fragment_source(
"overlay_xray_fade_frag.glsl")
24 .additional_info(
"draw_fullscreen");
#define GPU_SHADER_CREATE_INFO(_info)