9 .do_static_compilation(
true)
10 .typedef_source(
"overlay_shader_shared.h")
11 .vertex_in(0, Type::VEC3,
"pos")
12 .vertex_out(overlay_grid_iface)
13 .fragment_out(0, Type::VEC4,
"out_color")
14 .sampler(0, ImageType::DEPTH_2D,
"depth_tx")
15 .uniform_buf(3,
"OVERLAY_GridData",
"grid_buf")
16 .push_constant(Type::VEC3,
"plane_axes")
17 .push_constant(Type::INT,
"grid_flag")
18 .vertex_source(
"overlay_grid_vert.glsl")
19 .fragment_source(
"overlay_grid_frag.glsl")
20 .additional_info(
"draw_view",
"draw_globals");
23 .do_static_compilation(
true)
24 .vertex_in(0, Type::VEC3,
"pos")
25 .sampler(0, ImageType::DEPTH_2D,
"depthBuffer")
26 .push_constant(Type::VEC4,
"color")
27 .fragment_out(0, Type::VEC4,
"fragColor")
28 .vertex_source(
"overlay_edit_uv_tiled_image_borders_vert.glsl")
29 .fragment_source(
"overlay_grid_background_frag.glsl")
30 .additional_info(
"draw_modelmat");
33 .do_static_compilation(
true)
34 .vertex_in(0, Type::VEC3,
"pos")
35 .push_constant(Type::VEC4,
"color")
36 .fragment_out(0, Type::VEC4,
"fragColor")
37 .vertex_source(
"overlay_edit_uv_tiled_image_borders_vert.glsl")
38 .fragment_source(
"overlay_uniform_color_frag.glsl")
39 .additional_info(
"draw_modelmat");
#define GPU_SHADER_INTERFACE_INFO(_interface, _inst_name)
#define GPU_SHADER_CREATE_INFO(_info)