590 lines
29 KiB
C++
590 lines
29 KiB
C++
#pragma once
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/*
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#version:1# (machine generated, don't edit!)
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Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
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Cmdline: sokol-shdc --input lib/sloth/sloth_sokol_shader.glsl --output lib/sloth/sloth_sokol_shader.glsl.h --slang glsl330:hlsl5:metal_macos
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Overview:
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Shader program 'sloth_viz':
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Get shader desc: sloth_viz_shader_desc(sg_query_backend());
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Vertex shader: sloth_viz_vs
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Attribute slots:
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ATTR_sloth_viz_vs_position = 0
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ATTR_sloth_viz_vs_uv = 1
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ATTR_sloth_viz_vs_color = 2
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Uniform block 'sloth_viz_vs_params':
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C struct: sloth_viz_vs_params_t
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Bind slot: SLOT_sloth_viz_vs_params = 0
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Fragment shader: sloth_viz_fs
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Image 'tex':
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Type: SG_IMAGETYPE_2D
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Component Type: SG_SAMPLERTYPE_FLOAT
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Bind slot: SLOT_tex = 0
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Shader descriptor structs:
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sg_shader sloth_viz = sg_make_shader(sloth_viz_shader_desc(sg_query_backend()));
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Vertex attribute locations for vertex shader 'sloth_viz_vs':
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sg_pipeline pip = sg_make_pipeline(&(sg_pipeline_desc){
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.layout = {
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.attrs = {
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[ATTR_sloth_viz_vs_position] = { ... },
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[ATTR_sloth_viz_vs_uv] = { ... },
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[ATTR_sloth_viz_vs_color] = { ... },
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},
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},
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...});
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Image bind slots, use as index in sg_bindings.vs_images[] or .fs_images[]
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SLOT_tex = 0;
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Bind slot and C-struct for uniform block 'sloth_viz_vs_params':
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sloth_viz_vs_params_t sloth_viz_vs_params = {
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.mvp = ...;
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};
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sg_apply_uniforms(SG_SHADERSTAGE_[VS|FS], SLOT_sloth_viz_vs_params, &SG_RANGE(sloth_viz_vs_params));
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*/
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#include <stdint.h>
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#include <stdbool.h>
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#include <string.h>
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#include <stddef.h>
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#if !defined(SOKOL_SHDC_ALIGN)
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#if defined(_MSC_VER)
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#define SOKOL_SHDC_ALIGN(a) __declspec(align(a))
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#else
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#define SOKOL_SHDC_ALIGN(a) __attribute__((aligned(a)))
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#endif
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#endif
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#define ATTR_sloth_viz_vs_position (0)
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#define ATTR_sloth_viz_vs_uv (1)
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#define ATTR_sloth_viz_vs_color (2)
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#define SLOT_tex (0)
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#define SLOT_sloth_viz_vs_params (0)
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#pragma pack(push,1)
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SOKOL_SHDC_ALIGN(16) typedef struct sloth_viz_vs_params_t {
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hmm_mat4 mvp;
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} sloth_viz_vs_params_t;
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#pragma pack(pop)
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/*
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#version 330
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uniform vec4 sloth_viz_vs_params[4];
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layout(location = 0) in vec3 position;
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out vec2 o_uv;
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layout(location = 1) in vec2 uv;
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out vec4 o_color;
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layout(location = 2) in vec4 color;
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void main()
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{
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gl_Position = mat4(sloth_viz_vs_params[0], sloth_viz_vs_params[1], sloth_viz_vs_params[2], sloth_viz_vs_params[3]) * vec4(position, 1.0);
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o_uv = uv;
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o_color = color;
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}
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*/
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static const char sloth_viz_vs_source_glsl330[389] = {
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};
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/*
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#version 330
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uniform sampler2D tex;
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layout(location = 0) out vec4 frag_color;
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in vec2 o_uv;
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in vec4 o_color;
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void main()
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{
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frag_color = texture(tex, o_uv) * o_color;
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}
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*/
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static const char sloth_viz_fs_source_glsl330[177] = {
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0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x33,0x33,0x30,0x0a,0x0a,0x75,0x6e,
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0x00,
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};
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/*
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cbuffer sloth_viz_vs_params : register(b0)
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{
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row_major float4x4 _21_mvp : packoffset(c0);
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};
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static float4 gl_Position;
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static float3 position;
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static float2 o_uv;
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static float2 uv;
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static float4 o_color;
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static float4 color;
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struct SPIRV_Cross_Input
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{
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float3 position : TEXCOORD0;
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float2 uv : TEXCOORD1;
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float4 color : TEXCOORD2;
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};
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struct SPIRV_Cross_Output
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{
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float2 o_uv : TEXCOORD0;
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float4 o_color : TEXCOORD1;
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float4 gl_Position : SV_Position;
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};
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#line 23 "lib/sloth/sloth_sokol_shader.glsl"
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void vert_main()
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{
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#line 23 "lib/sloth/sloth_sokol_shader.glsl"
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gl_Position = mul(float4(position, 1.0f), _21_mvp);
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#line 24 "lib/sloth/sloth_sokol_shader.glsl"
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o_uv = uv;
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#line 25 "lib/sloth/sloth_sokol_shader.glsl"
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o_color = color;
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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{
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position = stage_input.position;
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uv = stage_input.uv;
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color = stage_input.color;
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vert_main();
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SPIRV_Cross_Output stage_output;
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stage_output.gl_Position = gl_Position;
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stage_output.o_uv = o_uv;
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stage_output.o_color = o_color;
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return stage_output;
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}
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*/
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static const char sloth_viz_vs_source_hlsl5[1121] = {
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0x00,
|
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};
|
|
/*
|
|
Texture2D<float4> tex : register(t0);
|
|
SamplerState _tex_sampler : register(s0);
|
|
|
|
static float4 frag_color;
|
|
static float2 o_uv;
|
|
static float4 o_color;
|
|
|
|
struct SPIRV_Cross_Input
|
|
{
|
|
float2 o_uv : TEXCOORD0;
|
|
float4 o_color : TEXCOORD1;
|
|
};
|
|
|
|
struct SPIRV_Cross_Output
|
|
{
|
|
float4 frag_color : SV_Target0;
|
|
};
|
|
|
|
#line 15 "lib/sloth/sloth_sokol_shader.glsl"
|
|
void frag_main()
|
|
{
|
|
#line 15 "lib/sloth/sloth_sokol_shader.glsl"
|
|
frag_color = tex.Sample(_tex_sampler, o_uv) * o_color;
|
|
}
|
|
|
|
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
|
|
{
|
|
o_uv = stage_input.o_uv;
|
|
o_color = stage_input.o_color;
|
|
frag_main();
|
|
SPIRV_Cross_Output stage_output;
|
|
stage_output.frag_color = frag_color;
|
|
return stage_output;
|
|
}
|
|
*/
|
|
static const char sloth_viz_fs_source_hlsl5[727] = {
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|
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|
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|
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|
|
0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x20,0x20,0x20,0x20,0x72,
|
|
0x65,0x74,0x75,0x72,0x6e,0x20,0x73,0x74,0x61,0x67,0x65,0x5f,0x6f,0x75,0x74,0x70,
|
|
0x75,0x74,0x3b,0x0a,0x7d,0x0a,0x00,
|
|
};
|
|
/*
|
|
#include <metal_stdlib>
|
|
#include <simd/simd.h>
|
|
|
|
using namespace metal;
|
|
|
|
struct sloth_viz_vs_params
|
|
{
|
|
float4x4 mvp;
|
|
};
|
|
|
|
struct main0_out
|
|
{
|
|
float2 o_uv [[user(locn0)]];
|
|
float4 o_color [[user(locn1)]];
|
|
float4 gl_Position [[position]];
|
|
};
|
|
|
|
struct main0_in
|
|
{
|
|
float3 position [[attribute(0)]];
|
|
float2 uv [[attribute(1)]];
|
|
float4 color [[attribute(2)]];
|
|
};
|
|
|
|
#line 23 "lib/sloth/sloth_sokol_shader.glsl"
|
|
vertex main0_out main0(main0_in in [[stage_in]], constant sloth_viz_vs_params& _21 [[buffer(0)]])
|
|
{
|
|
main0_out out = {};
|
|
#line 23 "lib/sloth/sloth_sokol_shader.glsl"
|
|
out.gl_Position = _21.mvp * float4(in.position, 1.0);
|
|
#line 24 "lib/sloth/sloth_sokol_shader.glsl"
|
|
out.o_uv = in.uv;
|
|
#line 25 "lib/sloth/sloth_sokol_shader.glsl"
|
|
out.o_color = in.color;
|
|
return out;
|
|
}
|
|
|
|
*/
|
|
static const char sloth_viz_vs_source_metal_macos[811] = {
|
|
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|
|
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|
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|
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|
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|
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0x75,0x74,0x2e,0x6f,0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x20,0x3d,0x20,0x69,0x6e,0x2e,
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0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x20,0x20,0x20,0x20,0x72,0x65,0x74,0x75,0x72,
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0x6e,0x20,0x6f,0x75,0x74,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
|
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};
|
|
/*
|
|
#include <metal_stdlib>
|
|
#include <simd/simd.h>
|
|
|
|
using namespace metal;
|
|
|
|
struct main0_out
|
|
{
|
|
float4 frag_color [[color(0)]];
|
|
};
|
|
|
|
struct main0_in
|
|
{
|
|
float2 o_uv [[user(locn0)]];
|
|
float4 o_color [[user(locn1)]];
|
|
};
|
|
|
|
#line 15 "lib/sloth/sloth_sokol_shader.glsl"
|
|
fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[texture(0)]], sampler texSmplr [[sampler(0)]])
|
|
{
|
|
main0_out out = {};
|
|
#line 15 "lib/sloth/sloth_sokol_shader.glsl"
|
|
out.frag_color = tex.sample(texSmplr, in.o_uv) * in.o_color;
|
|
return out;
|
|
}
|
|
|
|
*/
|
|
static const char sloth_viz_fs_source_metal_macos[544] = {
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|
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0x69,0x6e,0x65,0x20,0x31,0x35,0x20,0x22,0x6c,0x69,0x62,0x2f,0x73,0x6c,0x6f,0x74,
|
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|
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|
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0x74,0x65,0x78,0x2e,0x73,0x61,0x6d,0x70,0x6c,0x65,0x28,0x74,0x65,0x78,0x53,0x6d,
|
|
0x70,0x6c,0x72,0x2c,0x20,0x69,0x6e,0x2e,0x6f,0x5f,0x75,0x76,0x29,0x20,0x2a,0x20,
|
|
0x69,0x6e,0x2e,0x6f,0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x20,0x20,0x20,0x20,
|
|
0x72,0x65,0x74,0x75,0x72,0x6e,0x20,0x6f,0x75,0x74,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
|
|
|
|
};
|
|
#if !defined(SOKOL_GFX_INCLUDED)
|
|
#error "Please include sokol_gfx.h before sloth_sokol_shader.glsl.h"
|
|
#endif
|
|
static inline const sg_shader_desc* sloth_viz_shader_desc(sg_backend backend) {
|
|
if (backend == SG_BACKEND_GLCORE33) {
|
|
static sg_shader_desc desc;
|
|
static bool valid;
|
|
if (!valid) {
|
|
valid = true;
|
|
desc.attrs[0].name = "position";
|
|
desc.attrs[1].name = "uv";
|
|
desc.attrs[2].name = "color";
|
|
desc.vs.source = sloth_viz_vs_source_glsl330;
|
|
desc.vs.entry = "main";
|
|
desc.vs.uniform_blocks[0].size = 64;
|
|
desc.vs.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_STD140;
|
|
desc.vs.uniform_blocks[0].uniforms[0].name = "sloth_viz_vs_params";
|
|
desc.vs.uniform_blocks[0].uniforms[0].type = SG_UNIFORMTYPE_FLOAT4;
|
|
desc.vs.uniform_blocks[0].uniforms[0].array_count = 4;
|
|
desc.fs.source = sloth_viz_fs_source_glsl330;
|
|
desc.fs.entry = "main";
|
|
desc.fs.images[0].name = "tex";
|
|
desc.fs.images[0].image_type = SG_IMAGETYPE_2D;
|
|
desc.fs.images[0].sampler_type = SG_SAMPLERTYPE_FLOAT;
|
|
desc.label = "sloth_viz_shader";
|
|
}
|
|
return &desc;
|
|
}
|
|
if (backend == SG_BACKEND_D3D11) {
|
|
static sg_shader_desc desc;
|
|
static bool valid;
|
|
if (!valid) {
|
|
valid = true;
|
|
desc.attrs[0].sem_name = "TEXCOORD";
|
|
desc.attrs[0].sem_index = 0;
|
|
desc.attrs[1].sem_name = "TEXCOORD";
|
|
desc.attrs[1].sem_index = 1;
|
|
desc.attrs[2].sem_name = "TEXCOORD";
|
|
desc.attrs[2].sem_index = 2;
|
|
desc.vs.source = sloth_viz_vs_source_hlsl5;
|
|
desc.vs.d3d11_target = "vs_5_0";
|
|
desc.vs.entry = "main";
|
|
desc.vs.uniform_blocks[0].size = 64;
|
|
desc.vs.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_STD140;
|
|
desc.fs.source = sloth_viz_fs_source_hlsl5;
|
|
desc.fs.d3d11_target = "ps_5_0";
|
|
desc.fs.entry = "main";
|
|
desc.fs.images[0].name = "tex";
|
|
desc.fs.images[0].image_type = SG_IMAGETYPE_2D;
|
|
desc.fs.images[0].sampler_type = SG_SAMPLERTYPE_FLOAT;
|
|
desc.label = "sloth_viz_shader";
|
|
}
|
|
return &desc;
|
|
}
|
|
if (backend == SG_BACKEND_METAL_MACOS) {
|
|
static sg_shader_desc desc;
|
|
static bool valid;
|
|
if (!valid) {
|
|
valid = true;
|
|
desc.vs.source = sloth_viz_vs_source_metal_macos;
|
|
desc.vs.entry = "main0";
|
|
desc.vs.uniform_blocks[0].size = 64;
|
|
desc.vs.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_STD140;
|
|
desc.fs.source = sloth_viz_fs_source_metal_macos;
|
|
desc.fs.entry = "main0";
|
|
desc.fs.images[0].name = "tex";
|
|
desc.fs.images[0].image_type = SG_IMAGETYPE_2D;
|
|
desc.fs.images[0].sampler_type = SG_SAMPLERTYPE_FLOAT;
|
|
desc.label = "sloth_viz_shader";
|
|
}
|
|
return &desc;
|
|
}
|
|
return 0;
|
|
}
|