8 .vertex_in(0, Type::VEC2,
"pos")
9 .vertex_out(image_engine_color_iface)
10 .fragment_out(0, Type::VEC4,
"fragColor")
11 .push_constant(Type::VEC4,
"shuffle")
12 .push_constant(Type::VEC2,
"farNearDistances")
13 .push_constant(Type::INT,
"drawFlags")
14 .push_constant(Type::BOOL,
"imgPremultiplied")
15 .sampler(0, ImageType::FLOAT_2D,
"imageTexture")
16 .sampler(1, ImageType::DEPTH_2D,
"depth_texture")
17 .vertex_source(
"image_engine_color_vert.glsl")
18 .fragment_source(
"image_engine_color_frag.glsl")
19 .additional_info(
"draw_modelmat")
20 .do_static_compilation(
true);
25 .vertex_in(0, Type::VEC2,
"pos")
26 .vertex_in(1, Type::VEC2,
"uv")
27 .vertex_out(image_engine_depth_iface)
28 .push_constant(Type::VEC4,
"min_max_uv")
29 .vertex_source(
"image_engine_depth_vert.glsl")
30 .fragment_source(
"image_engine_depth_frag.glsl")
31 .additional_info(
"draw_modelmat")
32 .do_static_compilation(
true);
#define GPU_SHADER_INTERFACE_INFO(_interface, _inst_name)
#define GPU_SHADER_CREATE_INFO(_info)