Go to the source code of this file.
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| fragment_out (0, Type::VEC4, "fragColor") .sampler(0 |
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normalBuffer | uniform_buf (4, "WorldData", "world_data", Frequency::PASS) .typedef_source("workbench_shader_shared.h") .fragment_source("workbench_effect_cavity_frag.glsl") .additional_info("draw_fullscreen") .additional_info("draw_view") |
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| do_static_compilation (true) .define("USE_CAVITY") .uniform_buf(3 |
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samples_coords[512] | sampler (1, ImageType::DEPTH_2D, "depthBuffer") .sampler(2 |
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samples_coords[512] cavityJitter | additional_info ("workbench_effect_cavity_common") |
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samples_coords[512] cavityJitter | sampler (3, ImageType::UINT_2D, "objectIdBuffer") .additional_info("workbench_effect_cavity_common") |
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◆ additional_info()
objectIdBuffer additional_info |
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"workbench_effect_cavity_common" |
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◆ do_static_compilation()
do_static_compilation |
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true |
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◆ fragment_out()
fragment_out |
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0 |
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Type::VEC4 |
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"fragColor" |
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) |
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◆ sampler() [1/2]
samples_coords [512] sampler |
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1 |
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ImageType::DEPTH_2D |
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"depthBuffer" |
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) |
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◆ sampler() [2/2]
samples_coords [512] cavityJitter sampler |
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3 |
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ImageType::UINT_2D |
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"objectIdBuffer" |
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) |
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◆ uniform_buf()
normalBuffer uniform_buf |
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4 |
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"WorldData" |
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"world_data" |
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Frequency::PASS |
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) |
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◆ vec4