11 .vertex_in(0, Type::VEC3,
"pos")
12 .vertex_in(1, Type::VEC4,
"color")
13 .vertex_out(smooth_color_iface)
14 .fragment_out(0, Type::VEC4,
"fragColor")
15 .push_constant(Type::MAT4,
"ModelViewProjectionMatrix")
16 .vertex_source(
"gpu_shader_3D_point_fixed_size_varying_color_vert.glsl")
17 .fragment_source(
"gpu_shader_point_varying_color_frag.glsl")
18 .do_static_compilation(
true);
21 .vertex_in(0, Type::VEC3,
"pos")
22 .vertex_in(1, Type::VEC4,
"color")
24 .vertex_out(smooth_color_iface)
25 .fragment_out(0, Type::VEC4,
"fragColor")
26 .push_constant(Type::MAT4,
"ModelViewProjectionMatrix")
27 .vertex_source(
"gpu_shader_3D_point_varying_size_varying_color_vert.glsl")
28 .fragment_source(
"gpu_shader_point_varying_color_frag.glsl")
29 .do_static_compilation(
true);
32 .vertex_in(0, Type::VEC3,
"pos")
33 .vertex_out(smooth_radii_iface)
34 .fragment_out(0, Type::VEC4,
"fragColor")
35 .push_constant(Type::MAT4,
"ModelViewProjectionMatrix")
36 .push_constant(Type::VEC4,
"color")
38 .vertex_source(
"gpu_shader_3D_point_uniform_size_aa_vert.glsl")
39 .fragment_source(
"gpu_shader_point_uniform_color_aa_frag.glsl")
40 .do_static_compilation(
true);
43 .additional_info(
"gpu_shader_3D_point_uniform_size_uniform_color_aa")
44 .additional_info(
"gpu_clip_planes")
45 .do_static_compilation(
true);
#define GPU_SHADER_CREATE_INFO(_info)