13 .no_perspective(Type::VEC2,
"stipple_start")
14 .flat(Type::VEC2,
"stipple_pos");
17 .vertex_out(flat_color_iface)
18 .push_constant(Type::MAT4,
"ModelViewProjectionMatrix")
19 .push_constant(Type::VEC2,
"viewport_size")
23 .push_constant(Type::INT,
"colors_len")
24 .push_constant(Type::VEC4,
"color")
25 .push_constant(Type::VEC4,
"color2")
26 .vertex_out(gpu_shader_line_dashed_interface)
27 .fragment_out(0, Type::VEC4,
"fragColor")
28 .fragment_source(
"gpu_shader_2D_line_dashed_frag.glsl");
31 .vertex_in(0, Type::VEC2,
"pos")
32 .vertex_source(
"gpu_shader_2D_line_dashed_uniform_color_vert.glsl")
33 .additional_info(
"gpu_shader_line_dashed")
34 .do_static_compilation(
true);
37 .vertex_in(0, Type::VEC3,
"pos")
38 .vertex_source(
"gpu_shader_3D_line_dashed_uniform_color_vert.glsl")
39 .additional_info(
"gpu_shader_line_dashed")
40 .do_static_compilation(
true);
43 .push_constant(Type::MAT4,
"ModelMatrix")
44 .additional_info(
"gpu_shader_3D_line_dashed_uniform_color")
45 .additional_info(
"gpu_clip_planes")
46 .do_static_compilation(
true);
#define GPU_SHADER_INTERFACE_INFO(_interface, _inst_name)
#define GPU_SHADER_CREATE_INFO(_info)