7 .sampler(0, ImageType::FLOAT_2D,
"inputCocTex")
8 .sampler(1, ImageType::FLOAT_2D,
"maxCocTilesTex")
9 .sampler(2, ImageType::FLOAT_2D,
"sceneColorTex")
10 .sampler(3, ImageType::FLOAT_2D,
"sceneDepthTex")
11 .sampler(4, ImageType::FLOAT_2D,
"backgroundTex")
12 .sampler(5, ImageType::FLOAT_2D,
"halfResColorTex")
13 .sampler(6, ImageType::FLOAT_2D,
"blurTex")
14 .sampler(7, ImageType::FLOAT_2D,
"noiseTex")
15 .push_constant(Type::VEC2,
"invertedViewportSize")
16 .push_constant(Type::VEC2,
"nearFar")
17 .push_constant(Type::VEC3,
"dofParams")
19 .fragment_source(
"workbench_effect_dof_frag.glsl")
20 .additional_info(
"draw_fullscreen")
21 .additional_info(
"draw_view");
25 .fragment_out(0, Type::VEC4,
"halfResColor")
26 .fragment_out(1, Type::VEC2,
"normalizedCoc")
27 .additional_info(
"workbench_effect_dof")
28 .do_static_compilation(
true);
32 .fragment_out(0, Type::VEC4,
"outColor")
33 .fragment_out(1, Type::VEC2,
"outCocs")
34 .additional_info(
"workbench_effect_dof")
35 .do_static_compilation(
true);
39 .define(
"NUM_SAMPLES",
"49")
40 .uniform_buf(1,
"vec4",
"samples[49]")
41 .fragment_out(0, Type::VEC4,
"blurColor")
42 .additional_info(
"workbench_effect_dof")
43 .do_static_compilation(
true);
47 .fragment_out(0, Type::VEC4,
"finalColor")
48 .additional_info(
"workbench_effect_dof")
49 .do_static_compilation(
true);
53 .fragment_out(0, Type::VEC4,
"finalColorAdd", DualBlend::SRC_0)
54 .fragment_out(0, Type::VEC4,
"finalColorMul", DualBlend::SRC_1)
55 .additional_info(
"workbench_effect_dof")
56 .do_static_compilation(
true);
#define GPU_SHADER_CREATE_INFO(_info)