13 .push_constant(Type::INT,
"offset")
14 .vertex_in(0, Type::VEC3,
"pos")
15 .vertex_in(1, Type::INT,
"index")
16 .vertex_out(select_id_iface)
18 .vertex_source(
"select_id_vert.glsl")
19 .fragment_source(
"select_id_frag.glsl")
20 .additional_info(
"draw_modelmat")
21 .do_static_compilation(
true);
26 .push_constant(Type::INT,
"id")
27 .vertex_in(0, Type::VEC3,
"pos")
29 .vertex_source(
"select_id_vert.glsl")
30 .fragment_source(
"select_id_frag.glsl")
31 .additional_info(
"draw_modelmat")
32 .do_static_compilation(
true);
35 .additional_info(
"select_id_flat")
36 .additional_info(
"drw_clipped")
37 .do_static_compilation(
true);
40 .additional_info(
"select_id_uniform")
41 .additional_info(
"drw_clipped")
42 .do_static_compilation(
true);
typedef UINT(API *GHOST_WIN32_GetDpiForWindow)(HWND)
#define GPU_SHADER_INTERFACE_INFO(_interface, _inst_name)
#define GPU_SHADER_CREATE_INFO(_info)