9 .define(
"HORIZON_OCCLUSION")
10 .compute_source(
"eevee_ambient_occlusion_pass_comp.glsl")
12 .image(0,
GPU_RGBA16F, Qualifier::READ, ImageType::FLOAT_2D_ARRAY,
"in_normal_img")
13 .push_constant(Type::INT,
"in_normal_img_layer_index")
14 .image(1,
GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D_ARRAY,
"out_ao_img")
15 .push_constant(Type::INT,
"out_ao_img_layer_index")
16 .specialization_constant(Type::INT,
"ao_slice_count", 2)
17 .specialization_constant(Type::INT,
"ao_step_count", 8)
18 .additional_info(
"draw_view",
21 "eevee_sampling_data",
22 "eevee_utility_texture",
24 .do_static_compilation(
true);
#define AMBIENT_OCCLUSION_PASS_TILE_SIZE
#define GPU_SHADER_CREATE_INFO(_info)