10 .sampler(0, ImageType::FLOAT_2D,
"normalBuffer", Frequency::PASS)
11 .sampler(1, ImageType::FLOAT_2D,
"materialBuffer", Frequency::PASS)
12 .uniform_buf(4,
"WorldData",
"world_data", Frequency::PASS)
13 .push_constant(Type::BOOL,
"forceShadowing")
14 .fragment_out(0, Type::VEC4,
"fragColor")
15 .typedef_source(
"workbench_shader_shared.h")
16 .fragment_source(
"workbench_composite_frag.glsl")
17 .additional_info(
"draw_fullscreen",
"draw_view");
26 .define(
"V3D_LIGHTING_STUDIO")
27 .additional_info(
"workbench_composite")
28 .do_static_compilation(
true);
31 .define(
"V3D_LIGHTING_MATCAP")
32 .sampler(2, ImageType::FLOAT_2D,
"matcap_diffuse_tx", Frequency::PASS)
33 .sampler(3, ImageType::FLOAT_2D,
"matcap_specular_tx", Frequency::PASS)
34 .additional_info(
"workbench_composite")
35 .do_static_compilation(
true);
38 .define(
"V3D_LIGHTING_FLAT")
39 .additional_info(
"workbench_composite")
40 .do_static_compilation(
true);
#define GPU_SHADER_CREATE_INFO(_info)