6 .fragment_out(0, Type::VEC4,
"fragColor")
7 .sampler(0, ImageType::FLOAT_2D,
"transparentAccum")
8 .sampler(1, ImageType::FLOAT_2D,
"transparentRevealage")
9 .fragment_source(
"workbench_transparent_resolve_frag.glsl")
10 .additional_info(
"draw_fullscreen")
11 .do_static_compilation(
true);
#define GPU_SHADER_CREATE_INFO(_info)