10 .vertex_in(0, Type::IVEC2,
"pos")
11 .vertex_out(image_engine_color_iface)
12 .fragment_out(0, Type::VEC4,
"fragColor")
13 .push_constant(Type::VEC4,
"shuffle")
14 .push_constant(Type::VEC2,
"farNearDistances")
15 .push_constant(Type::IVEC2,
"offset")
16 .push_constant(Type::INT,
"drawFlags")
17 .push_constant(Type::BOOL,
"imgPremultiplied")
18 .sampler(0, ImageType::FLOAT_2D,
"imageTexture")
19 .sampler(1, ImageType::DEPTH_2D,
"depth_texture")
20 .vertex_source(
"image_engine_color_vert.glsl")
21 .fragment_source(
"image_engine_color_frag.glsl")
22 .additional_info(
"draw_modelmat")
23 .do_static_compilation(
true);
28 .vertex_in(0, Type::IVEC2,
"pos")
29 .vertex_in(1, Type::VEC2,
"uv")
30 .vertex_out(image_engine_depth_iface)
31 .push_constant(Type::VEC4,
"min_max_uv")
32 .vertex_source(
"image_engine_depth_vert.glsl")
33 .fragment_source(
"image_engine_depth_frag.glsl")
34 .additional_info(
"draw_modelmat")
35 .depth_write(DepthWrite::ANY)
36 .do_static_compilation(
true);
#define GPU_SHADER_INTERFACE_INFO(_interface, _inst_name)
#define GPU_SHADER_CREATE_INFO(_info)