9 .smooth(Type::VEC2,
"uv_coord")
10 .flat(Type::UINT,
"sphere_id");
13 .vertex_source(
"eevee_lookdev_display_vert.glsl")
14 .vertex_out(eevee_lookdev_display_iface)
15 .push_constant(Type::VEC2,
"viewportSize")
16 .push_constant(Type::VEC2,
"invertedViewportSize")
17 .push_constant(Type::IVEC2,
"anchor")
18 .sampler(0, ImageType::FLOAT_2D,
"metallic_tx")
19 .sampler(1, ImageType::FLOAT_2D,
"diffuse_tx")
20 .fragment_out(0, Type::VEC4,
"out_color")
21 .fragment_source(
"eevee_lookdev_display_frag.glsl")
22 .depth_write(DepthWrite::ANY)
23 .do_static_compilation(
true);
#define GPU_SHADER_INTERFACE_INFO(_interface, _inst_name)
#define GPU_SHADER_CREATE_INFO(_info)