8 .do_static_compilation(
true)
9 .typedef_source(
"overlay_shader_shared.h")
10 .sampler(0, ImageType::FLOAT_2D,
"colorBuffer")
11 .sampler(1, ImageType::DEPTH_2D,
"depthBuffer")
12 .push_constant(Type::INT,
"bgType")
13 .push_constant(Type::VEC4,
"colorOverride")
14 .fragment_source(
"overlay_background_frag.glsl")
15 .fragment_out(0, Type::VEC4,
"fragColor")
16 .additional_info(
"draw_fullscreen",
"draw_globals");
19 .do_static_compilation(
true)
20 .push_constant(Type::VEC4,
"ucolor")
21 .push_constant(Type::VEC3,
"boundbox", 8)
22 .vertex_source(
"overlay_clipbound_vert.glsl")
23 .fragment_out(0, Type::VEC4,
"fragColor")
24 .fragment_source(
"overlay_uniform_color_frag.glsl")
25 .additional_info(
"draw_view");
#define GPU_SHADER_CREATE_INFO(_info)