6 .fragment_out(0, Type::VEC4,
"fragColor")
7 .sampler(0, ImageType::FLOAT_2D,
"normalBuffer")
8 .uniform_buf(4,
"WorldData",
"world_data", Frequency::PASS)
9 .typedef_source(
"workbench_shader_shared.h")
10 .fragment_source(
"workbench_effect_cavity_frag.glsl")
11 .additional_info(
"draw_fullscreen")
12 .additional_info(
"draw_view");
15 .do_static_compilation(
true)
17 .uniform_buf(3,
"vec4",
"samples_coords[512]")
18 .sampler(1, ImageType::DEPTH_2D,
"depthBuffer")
19 .sampler(2, ImageType::FLOAT_2D,
"cavityJitter")
20 .additional_info(
"workbench_effect_cavity_common");
23 .do_static_compilation(
true)
24 .define(
"USE_CURVATURE")
25 .sampler(1, ImageType::UINT_2D,
"objectIdBuffer")
26 .additional_info(
"workbench_effect_cavity_common");
29 .do_static_compilation(
true)
31 .define(
"USE_CURVATURE")
32 .uniform_buf(3,
"vec4",
"samples_coords[512]")
33 .sampler(1, ImageType::DEPTH_2D,
"depthBuffer")
34 .sampler(2, ImageType::FLOAT_2D,
"cavityJitter")
35 .sampler(3, ImageType::UINT_2D,
"objectIdBuffer")
36 .additional_info(
"workbench_effect_cavity_common");
#define GPU_SHADER_CREATE_INFO(_info)