6 .do_static_compilation(
true)
7 .typedef_source(
"overlay_shader_shared.h")
8 .sampler(0, ImageType::FLOAT_2D,
"colorBuffer")
9 .sampler(1, ImageType::DEPTH_2D,
"depthBuffer")
10 .push_constant(Type::INT,
"bgType")
11 .push_constant(Type::VEC4,
"colorOverride")
12 .fragment_source(
"overlay_background_frag.glsl")
13 .fragment_out(0, Type::VEC4,
"fragColor")
14 .additional_info(
"draw_fullscreen",
"draw_globals");
17 .do_static_compilation(
true)
18 .push_constant(Type::VEC4,
"color")
19 .push_constant(Type::VEC3,
"boundbox", 8)
20 .vertex_source(
"overlay_clipbound_vert.glsl")
21 .fragment_out(0, Type::VEC4,
"fragColor")
22 .fragment_source(
"overlay_uniform_color_frag.glsl")
23 .additional_info(
"draw_view");
#define GPU_SHADER_CREATE_INFO(_info)