diff --git a/src/shaders/jai/shader_triangle.jai b/src/shaders/jai/shader_triangle.jai index 4eff420..3e9b4a7 100644 --- a/src/shaders/jai/shader_triangle.jai +++ b/src/shaders/jai/shader_triangle.jai @@ -17,23 +17,34 @@ ATTR_triangle_color0 => 1 ATTR_triangle_uv => 2 Bindings: + Image 'tex': + Image type: ._2D + Sample type: .FLOAT + Multisampled: false + Bind slot: IMG_tex => 0 + Sampler 'smp': + Type: .FILTERING + Bind slot: SMP_smp => 0 */ ATTR_triangle_position :: 0; ATTR_triangle_color0 :: 1; ATTR_triangle_uv :: 2; +IMG_tex :: 0; +SMP_smp :: 0; /* #version 430 layout(location = 0) in vec4 position; layout(location = 0) out vec4 color; layout(location = 1) in vec4 color0; + layout(location = 1) out vec4 texcoord; layout(location = 2) in vec4 uv; void main() { gl_Position = position; color = color0; - color.x = fma(9.9999999392252902907785028219223e-09, uv.x, color.x); + texcoord = uv; } */ @@ -47,39 +58,48 @@ vs_source_glsl430 := u8.[ 0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x31,0x29,0x20,0x69, 0x6e,0x20,0x76,0x65,0x63,0x34,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x30,0x3b,0x0a,0x6c, 0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d, - 0x20,0x32,0x29,0x20,0x69,0x6e,0x20,0x76,0x65,0x63,0x34,0x20,0x75,0x76,0x3b,0x0a, - 0x0a,0x76,0x6f,0x69,0x64,0x20,0x6d,0x61,0x69,0x6e,0x28,0x29,0x0a,0x7b,0x0a,0x20, - 0x20,0x20,0x20,0x67,0x6c,0x5f,0x50,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x20,0x3d, - 0x20,0x70,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x3b,0x0a,0x20,0x20,0x20,0x20,0x63, - 0x6f,0x6c,0x6f,0x72,0x20,0x3d,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x30,0x3b,0x0a,0x20, - 0x20,0x20,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x2e,0x78,0x20,0x3d,0x20,0x66,0x6d,0x61, - 0x28,0x39,0x2e,0x39,0x39,0x39,0x39,0x39,0x39,0x39,0x33,0x39,0x32,0x32,0x35,0x32, - 0x39,0x30,0x32,0x39,0x30,0x37,0x37,0x38,0x35,0x30,0x32,0x38,0x32,0x31,0x39,0x32, - 0x32,0x33,0x65,0x2d,0x30,0x39,0x2c,0x20,0x75,0x76,0x2e,0x78,0x2c,0x20,0x63,0x6f, - 0x6c,0x6f,0x72,0x2e,0x78,0x29,0x3b,0x0a,0x7d,0x0a,0x0a,0x00, + 0x20,0x31,0x29,0x20,0x6f,0x75,0x74,0x20,0x76,0x65,0x63,0x34,0x20,0x74,0x65,0x78, + 0x63,0x6f,0x6f,0x72,0x64,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f, + 0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x32,0x29,0x20,0x69,0x6e,0x20,0x76, + 0x65,0x63,0x34,0x20,0x75,0x76,0x3b,0x0a,0x0a,0x76,0x6f,0x69,0x64,0x20,0x6d,0x61, + 0x69,0x6e,0x28,0x29,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x67,0x6c,0x5f,0x50,0x6f, + 0x73,0x69,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x70,0x6f,0x73,0x69,0x74,0x69,0x6f, + 0x6e,0x3b,0x0a,0x20,0x20,0x20,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x20,0x3d,0x20,0x63, + 0x6f,0x6c,0x6f,0x72,0x30,0x3b,0x0a,0x20,0x20,0x20,0x20,0x74,0x65,0x78,0x63,0x6f, + 0x6f,0x72,0x64,0x20,0x3d,0x20,0x75,0x76,0x3b,0x0a,0x7d,0x0a,0x0a,0x00, ]; /* #version 430 + layout(binding = 16) uniform sampler2D tex_smp; + layout(location = 0) out vec4 frag_color; + layout(location = 1) in vec4 texcoord; layout(location = 0) in vec4 color; void main() { - frag_color = color; + frag_color = texture(tex_smp, texcoord.xy); } */ fs_source_glsl430 := u8.[ 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x34,0x33,0x30,0x0a,0x0a,0x6c,0x61, - 0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20, - 0x30,0x29,0x20,0x6f,0x75,0x74,0x20,0x76,0x65,0x63,0x34,0x20,0x66,0x72,0x61,0x67, - 0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c, - 0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x30,0x29,0x20,0x69,0x6e,0x20, - 0x76,0x65,0x63,0x34,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x0a,0x76,0x6f,0x69, - 0x64,0x20,0x6d,0x61,0x69,0x6e,0x28,0x29,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66, - 0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x20,0x3d,0x20,0x63,0x6f,0x6c,0x6f, - 0x72,0x3b,0x0a,0x7d,0x0a,0x0a,0x00, + 0x79,0x6f,0x75,0x74,0x28,0x62,0x69,0x6e,0x64,0x69,0x6e,0x67,0x20,0x3d,0x20,0x31, + 0x36,0x29,0x20,0x75,0x6e,0x69,0x66,0x6f,0x72,0x6d,0x20,0x73,0x61,0x6d,0x70,0x6c, + 0x65,0x72,0x32,0x44,0x20,0x74,0x65,0x78,0x5f,0x73,0x6d,0x70,0x3b,0x0a,0x0a,0x6c, + 0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d, + 0x20,0x30,0x29,0x20,0x6f,0x75,0x74,0x20,0x76,0x65,0x63,0x34,0x20,0x66,0x72,0x61, + 0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28, + 0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x31,0x29,0x20,0x69,0x6e, + 0x20,0x76,0x65,0x63,0x34,0x20,0x74,0x65,0x78,0x63,0x6f,0x6f,0x72,0x64,0x3b,0x0a, + 0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20, + 0x3d,0x20,0x30,0x29,0x20,0x69,0x6e,0x20,0x76,0x65,0x63,0x34,0x20,0x63,0x6f,0x6c, + 0x6f,0x72,0x3b,0x0a,0x0a,0x76,0x6f,0x69,0x64,0x20,0x6d,0x61,0x69,0x6e,0x28,0x29, + 0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f, + 0x72,0x20,0x3d,0x20,0x74,0x65,0x78,0x74,0x75,0x72,0x65,0x28,0x74,0x65,0x78,0x5f, + 0x73,0x6d,0x70,0x2c,0x20,0x74,0x65,0x78,0x63,0x6f,0x6f,0x72,0x64,0x2e,0x78,0x79, + 0x29,0x3b,0x0a,0x7d,0x0a,0x0a,0x00, ]; /* #version 300 es @@ -87,13 +107,14 @@ fs_source_glsl430 := u8.[ layout(location = 0) in vec4 position; out vec4 color; layout(location = 1) in vec4 color0; + out vec4 texcoord; layout(location = 2) in vec4 uv; void main() { gl_Position = position; color = color0; - color.x = 9.9999999392252902907785028219223e-09 * uv.x + color.x; + texcoord = uv; } */ @@ -104,30 +125,31 @@ vs_source_glsl300es := u8.[ 0x73,0x69,0x74,0x69,0x6f,0x6e,0x3b,0x0a,0x6f,0x75,0x74,0x20,0x76,0x65,0x63,0x34, 0x20,0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c, 0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x31,0x29,0x20,0x69,0x6e,0x20, - 0x76,0x65,0x63,0x34,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x30,0x3b,0x0a,0x6c,0x61,0x79, - 0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x32, - 0x29,0x20,0x69,0x6e,0x20,0x76,0x65,0x63,0x34,0x20,0x75,0x76,0x3b,0x0a,0x0a,0x76, - 0x6f,0x69,0x64,0x20,0x6d,0x61,0x69,0x6e,0x28,0x29,0x0a,0x7b,0x0a,0x20,0x20,0x20, - 0x20,0x67,0x6c,0x5f,0x50,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x70, - 0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x3b,0x0a,0x20,0x20,0x20,0x20,0x63,0x6f,0x6c, - 0x6f,0x72,0x20,0x3d,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x30,0x3b,0x0a,0x20,0x20,0x20, - 0x20,0x63,0x6f,0x6c,0x6f,0x72,0x2e,0x78,0x20,0x3d,0x20,0x39,0x2e,0x39,0x39,0x39, - 0x39,0x39,0x39,0x39,0x33,0x39,0x32,0x32,0x35,0x32,0x39,0x30,0x32,0x39,0x30,0x37, - 0x37,0x38,0x35,0x30,0x32,0x38,0x32,0x31,0x39,0x32,0x32,0x33,0x65,0x2d,0x30,0x39, - 0x20,0x2a,0x20,0x75,0x76,0x2e,0x78,0x20,0x2b,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x2e, - 0x78,0x3b,0x0a,0x7d,0x0a,0x0a,0x00, + 0x76,0x65,0x63,0x34,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x30,0x3b,0x0a,0x6f,0x75,0x74, + 0x20,0x76,0x65,0x63,0x34,0x20,0x74,0x65,0x78,0x63,0x6f,0x6f,0x72,0x64,0x3b,0x0a, + 0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20, + 0x3d,0x20,0x32,0x29,0x20,0x69,0x6e,0x20,0x76,0x65,0x63,0x34,0x20,0x75,0x76,0x3b, + 0x0a,0x0a,0x76,0x6f,0x69,0x64,0x20,0x6d,0x61,0x69,0x6e,0x28,0x29,0x0a,0x7b,0x0a, + 0x20,0x20,0x20,0x20,0x67,0x6c,0x5f,0x50,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x20, + 0x3d,0x20,0x70,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x3b,0x0a,0x20,0x20,0x20,0x20, + 0x63,0x6f,0x6c,0x6f,0x72,0x20,0x3d,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x30,0x3b,0x0a, + 0x20,0x20,0x20,0x20,0x74,0x65,0x78,0x63,0x6f,0x6f,0x72,0x64,0x20,0x3d,0x20,0x75, + 0x76,0x3b,0x0a,0x7d,0x0a,0x0a,0x00, ]; /* #version 300 es precision mediump float; precision highp int; + uniform highp sampler2D tex_smp; + layout(location = 0) out highp vec4 frag_color; + in highp vec4 texcoord; in highp vec4 color; void main() { - frag_color = color; + frag_color = texture(tex_smp, texcoord.xy); } */ @@ -135,14 +157,20 @@ fs_source_glsl300es := u8.[ 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x33,0x30,0x30,0x20,0x65,0x73,0x0a, 0x70,0x72,0x65,0x63,0x69,0x73,0x69,0x6f,0x6e,0x20,0x6d,0x65,0x64,0x69,0x75,0x6d, 0x70,0x20,0x66,0x6c,0x6f,0x61,0x74,0x3b,0x0a,0x70,0x72,0x65,0x63,0x69,0x73,0x69, - 0x6f,0x6e,0x20,0x68,0x69,0x67,0x68,0x70,0x20,0x69,0x6e,0x74,0x3b,0x0a,0x0a,0x6c, - 0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d, - 0x20,0x30,0x29,0x20,0x6f,0x75,0x74,0x20,0x68,0x69,0x67,0x68,0x70,0x20,0x76,0x65, - 0x63,0x34,0x20,0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x69, - 0x6e,0x20,0x68,0x69,0x67,0x68,0x70,0x20,0x76,0x65,0x63,0x34,0x20,0x63,0x6f,0x6c, - 0x6f,0x72,0x3b,0x0a,0x0a,0x76,0x6f,0x69,0x64,0x20,0x6d,0x61,0x69,0x6e,0x28,0x29, - 0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f, - 0x72,0x20,0x3d,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x7d,0x0a,0x0a,0x00, + 0x6f,0x6e,0x20,0x68,0x69,0x67,0x68,0x70,0x20,0x69,0x6e,0x74,0x3b,0x0a,0x0a,0x75, + 0x6e,0x69,0x66,0x6f,0x72,0x6d,0x20,0x68,0x69,0x67,0x68,0x70,0x20,0x73,0x61,0x6d, + 0x70,0x6c,0x65,0x72,0x32,0x44,0x20,0x74,0x65,0x78,0x5f,0x73,0x6d,0x70,0x3b,0x0a, + 0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e, + 0x20,0x3d,0x20,0x30,0x29,0x20,0x6f,0x75,0x74,0x20,0x68,0x69,0x67,0x68,0x70,0x20, + 0x76,0x65,0x63,0x34,0x20,0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x3b, + 0x0a,0x69,0x6e,0x20,0x68,0x69,0x67,0x68,0x70,0x20,0x76,0x65,0x63,0x34,0x20,0x74, + 0x65,0x78,0x63,0x6f,0x6f,0x72,0x64,0x3b,0x0a,0x69,0x6e,0x20,0x68,0x69,0x67,0x68, + 0x70,0x20,0x76,0x65,0x63,0x34,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x0a,0x76, + 0x6f,0x69,0x64,0x20,0x6d,0x61,0x69,0x6e,0x28,0x29,0x0a,0x7b,0x0a,0x20,0x20,0x20, + 0x20,0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x20,0x3d,0x20,0x74,0x65, + 0x78,0x74,0x75,0x72,0x65,0x28,0x74,0x65,0x78,0x5f,0x73,0x6d,0x70,0x2c,0x20,0x74, + 0x65,0x78,0x63,0x6f,0x6f,0x72,0x64,0x2e,0x78,0x79,0x29,0x3b,0x0a,0x7d,0x0a,0x0a, + 0x00, ]; triangle_shader_desc :: (backend: sg_backend) -> sg_shader_desc { desc: sg_shader_desc; @@ -159,6 +187,16 @@ triangle_shader_desc :: (backend: sg_backend) -> sg_shader_desc { desc.attrs[1].glsl_name = "color0"; desc.attrs[2].base_type = .FLOAT; desc.attrs[2].glsl_name = "uv"; + desc.images[0].stage = .FRAGMENT; + desc.images[0].multisampled = false; + desc.images[0].image_type = ._2D; + desc.images[0].sample_type = .FLOAT; + desc.samplers[0].stage = .FRAGMENT; + desc.samplers[0].sampler_type = .FILTERING; + desc.image_sampler_pairs[0].stage = .FRAGMENT; + desc.image_sampler_pairs[0].image_slot = 0; + desc.image_sampler_pairs[0].sampler_slot = 0; + desc.image_sampler_pairs[0].glsl_name = "tex_smp"; case .GLES3; desc.vertex_func.source = xx *vs_source_glsl300es; desc.vertex_func.entry = "main"; @@ -170,6 +208,16 @@ triangle_shader_desc :: (backend: sg_backend) -> sg_shader_desc { desc.attrs[1].glsl_name = "color0"; desc.attrs[2].base_type = .FLOAT; desc.attrs[2].glsl_name = "uv"; + desc.images[0].stage = .FRAGMENT; + desc.images[0].multisampled = false; + desc.images[0].image_type = ._2D; + desc.images[0].sample_type = .FLOAT; + desc.samplers[0].stage = .FRAGMENT; + desc.samplers[0].sampler_type = .FILTERING; + desc.image_sampler_pairs[0].stage = .FRAGMENT; + desc.image_sampler_pairs[0].image_slot = 0; + desc.image_sampler_pairs[0].sampler_slot = 0; + desc.image_sampler_pairs[0].glsl_name = "tex_smp"; } return desc; } diff --git a/src/shaders/shader_triangle.glsl b/src/shaders/shader_triangle.glsl index 82db2f0..e8dfe3d 100644 --- a/src/shaders/shader_triangle.glsl +++ b/src/shaders/shader_triangle.glsl @@ -4,20 +4,34 @@ in vec4 color0; in vec4 uv; out vec4 color; +out vec4 texcoord; void main() { gl_Position = position; color = color0; - color.x += 0.00000001 * uv.x; + texcoord = uv; } @end @fs fs in vec4 color; +in vec4 texcoord; + out vec4 frag_color; +layout(binding = 0) uniform texture2D tex; +layout(binding = 0) uniform sampler smp; + +bool near(float a, float b) { + return abs(a-b) < 0.01; +} + void main() { - frag_color = color; + // if(near(texcoord.x, -4) && near(texcoord.y, -2)) { + // frag_color = color; + // } else { + frag_color = texture(sampler2D(tex, smp), texcoord.xy); + // } } @end