10 .sampler(0, ImageType::FLOAT_2D,
"colorBuffer")
12 .fragment_out(0, Type::VEC4,
"fragColor")
13 .fragment_source(
"workbench_effect_taa_frag.glsl")
14 .additional_info(
"draw_fullscreen")
15 .do_static_compilation(
true);
24 .smooth(Type::VEC2,
"uvs")
25 .smooth(Type::VEC2,
"pixcoord")
26 .smooth(Type::VEC4,
"offset[3]");
29 .define(
"SMAA_GLSL_3")
30 .define(
"SMAA_RT_METRICS",
"viewportMetrics")
31 .define(
"SMAA_PRESET_HIGH")
32 .define(
"SMAA_LUMA_WEIGHT",
"float4(1.0, 1.0, 1.0, 1.0)")
33 .define(
"SMAA_NO_DISCARD")
34 .vertex_out(workbench_smaa_iface)
35 .push_constant(Type::VEC4,
"viewportMetrics")
36 .vertex_source(
"workbench_effect_smaa_vert.glsl")
37 .fragment_source(
"workbench_effect_smaa_frag.glsl");
40 .define(
"SMAA_STAGE",
"0")
41 .sampler(0, ImageType::FLOAT_2D,
"colorTex")
42 .fragment_out(0, Type::VEC2,
"out_edges")
43 .additional_info(
"workbench_smaa")
44 .do_static_compilation(
true);
47 .define(
"SMAA_STAGE",
"1")
48 .sampler(0, ImageType::FLOAT_2D,
"edgesTex")
49 .sampler(1, ImageType::FLOAT_2D,
"areaTex")
50 .sampler(2, ImageType::FLOAT_2D,
"searchTex")
51 .fragment_out(0, Type::VEC4,
"out_weights")
52 .additional_info(
"workbench_smaa")
53 .do_static_compilation(
true);
56 .define(
"SMAA_STAGE",
"2")
57 .sampler(0, ImageType::FLOAT_2D,
"colorTex")
58 .sampler(1, ImageType::FLOAT_2D,
"blendTex")
61 .fragment_out(0, Type::VEC4,
"out_color")
62 .additional_info(
"workbench_smaa")
63 .do_static_compilation(
true);
#define GPU_SHADER_INTERFACE_INFO(_interface, _inst_name)
#define GPU_SHADER_CREATE_INFO(_info)