particle shaders
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637
src/shaders/jai/shader_particle.jai
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637
src/shaders/jai/shader_particle.jai
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@ -0,0 +1,637 @@
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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:
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sokol-shdc -i shader_particle.glsl -o ./jai/shader_particle.jai -l glsl430:glsl300es:metal_macos -f sokol_jai
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Overview:
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=========
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Shader program: 'particle':
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Get shader desc: particle_shader_desc(sg_query_backend())
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Vertex Shader: vs_particle
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Fragment Shader: fs_particle
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Attributes:
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ATTR_particle_position => 0
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ATTR_particle_inst_pos_size => 1
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ATTR_particle_inst_uv_rect => 2
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ATTR_particle_inst_color => 3
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Bindings:
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Uniform block 'particle_vs_params':
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Jai struct: Particle_Vs_Params
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Bind slot: UB_particle_vs_params => 0
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Image 'particle_sprite':
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Image type: ._2D
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Sample type: .FLOAT
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Multisampled: false
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Bind slot: IMG_particle_sprite => 0
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Sampler 'particle_spritesmp':
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Type: .FILTERING
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Bind slot: SMP_particle_spritesmp => 0
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*/
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ATTR_particle_position :: 0;
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ATTR_particle_inst_pos_size :: 1;
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ATTR_particle_inst_uv_rect :: 2;
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ATTR_particle_inst_color :: 3;
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UB_particle_vs_params :: 0;
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IMG_particle_sprite :: 0;
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SMP_particle_spritesmp :: 0;
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Particle_Vs_Params :: struct {
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mvp: [16]float;
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cam: [3]float;
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_: [4]u8;
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};
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/*
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#version 430
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uniform vec4 particle_vs_params[5];
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layout(location = 1) in vec4 inst_pos_size;
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layout(location = 0) in vec3 position;
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layout(location = 0) out vec2 uv_in;
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layout(location = 2) in vec4 inst_uv_rect;
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layout(location = 1) out vec4 color_in;
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layout(location = 3) in vec4 inst_color;
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void main()
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{
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vec3 _53 = inst_pos_size.xyz - particle_vs_params[4].xyz;
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_53.y = 0.0;
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vec3 look_dir = _53;
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if (length(_53) < 9.9999997473787516355514526367188e-05)
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{
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look_dir = vec3(1.0, 0.0, 0.0);
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}
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vec3 _63 = look_dir;
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vec3 _64 = normalize(_63);
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look_dir = _64;
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gl_Position = mat4(particle_vs_params[0], particle_vs_params[1], particle_vs_params[2], particle_vs_params[3]) * vec4((inst_pos_size.xyz + (normalize(cross(vec3(0.0, 1.0, 0.0), _64)) * ((position.x - 0.5) * inst_pos_size.w))) + (vec3(0.0, 1.0, 0.0) * (position.y * inst_pos_size.w)), 1.0);
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uv_in = vec2(inst_uv_rect.x + (position.x * inst_uv_rect.z), inst_uv_rect.y + (position.y * inst_uv_rect.w));
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color_in = inst_color;
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}
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*/
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vs_particle_source_glsl430 := u8.[
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];
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/*
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#version 430
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layout(binding = 16) uniform sampler2D particle_sprite_particle_spritesmp;
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layout(location = 0) in vec2 uv_in;
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layout(location = 0) out vec4 color;
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layout(location = 1) in vec4 color_in;
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void main()
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{
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vec2 _12 = uv_in;
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_12.y = 1.0 - _12.y;
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vec4 _35 = texture(particle_sprite_particle_spritesmp, _12);
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if (_35.w < 0.00999999977648258209228515625)
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{
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discard;
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}
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color = _35 * color_in;
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}
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*/
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fs_particle_source_glsl430 := u8.[
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|
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|
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|
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|
||||
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|
||||
0x6e,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
|
||||
];
|
||||
/*
|
||||
#version 300 es
|
||||
|
||||
uniform vec4 particle_vs_params[5];
|
||||
layout(location = 1) in vec4 inst_pos_size;
|
||||
layout(location = 0) in vec3 position;
|
||||
out vec2 uv_in;
|
||||
layout(location = 2) in vec4 inst_uv_rect;
|
||||
out vec4 color_in;
|
||||
layout(location = 3) in vec4 inst_color;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 _53 = inst_pos_size.xyz - particle_vs_params[4].xyz;
|
||||
_53.y = 0.0;
|
||||
vec3 look_dir = _53;
|
||||
if (length(_53) < 9.9999997473787516355514526367188e-05)
|
||||
{
|
||||
look_dir = vec3(1.0, 0.0, 0.0);
|
||||
}
|
||||
vec3 _63 = look_dir;
|
||||
vec3 _64 = normalize(_63);
|
||||
look_dir = _64;
|
||||
gl_Position = mat4(particle_vs_params[0], particle_vs_params[1], particle_vs_params[2], particle_vs_params[3]) * vec4((inst_pos_size.xyz + (normalize(cross(vec3(0.0, 1.0, 0.0), _64)) * ((position.x - 0.5) * inst_pos_size.w))) + (vec3(0.0, 1.0, 0.0) * (position.y * inst_pos_size.w)), 1.0);
|
||||
uv_in = vec2(inst_uv_rect.x + (position.x * inst_uv_rect.z), inst_uv_rect.y + (position.y * inst_uv_rect.w));
|
||||
color_in = inst_color;
|
||||
}
|
||||
|
||||
*/
|
||||
vs_particle_source_glsl300es := u8.[
|
||||
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|
||||
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|
||||
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|
||||
];
|
||||
/*
|
||||
#version 300 es
|
||||
precision mediump float;
|
||||
precision highp int;
|
||||
|
||||
uniform highp sampler2D particle_sprite_particle_spritesmp;
|
||||
|
||||
in highp vec2 uv_in;
|
||||
layout(location = 0) out highp vec4 color;
|
||||
in highp vec4 color_in;
|
||||
|
||||
void main()
|
||||
{
|
||||
highp vec2 _12 = uv_in;
|
||||
_12.y = 1.0 - _12.y;
|
||||
highp vec4 _35 = texture(particle_sprite_particle_spritesmp, _12);
|
||||
if (_35.w < 0.00999999977648258209228515625)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
color = _35 * color_in;
|
||||
}
|
||||
|
||||
*/
|
||||
fs_particle_source_glsl300es := u8.[
|
||||
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|
||||
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|
||||
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|
||||
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|
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||||
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||||
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||||
];
|
||||
/*
|
||||
#include <metal_stdlib>
|
||||
#include <simd/simd.h>
|
||||
|
||||
using namespace metal;
|
||||
|
||||
struct particle_vs_params
|
||||
{
|
||||
float4x4 mvp;
|
||||
float3 cam;
|
||||
};
|
||||
|
||||
struct main0_out
|
||||
{
|
||||
float2 uv_in [[user(locn0)]];
|
||||
float4 color_in [[user(locn1)]];
|
||||
float4 gl_Position [[position]];
|
||||
};
|
||||
|
||||
struct main0_in
|
||||
{
|
||||
float3 position [[attribute(0)]];
|
||||
float4 inst_pos_size [[attribute(1)]];
|
||||
float4 inst_uv_rect [[attribute(2)]];
|
||||
float4 inst_color [[attribute(3)]];
|
||||
};
|
||||
|
||||
vertex main0_out main0(main0_in in [[stage_in]], constant particle_vs_params& _47 [[buffer(0)]])
|
||||
{
|
||||
main0_out out = {};
|
||||
float3 _53 = in.inst_pos_size.xyz - _47.cam;
|
||||
_53.y = 0.0;
|
||||
float3 look_dir = _53;
|
||||
if (length(_53) < 9.9999997473787516355514526367188e-05)
|
||||
{
|
||||
look_dir = float3(1.0, 0.0, 0.0);
|
||||
}
|
||||
float3 _63 = look_dir;
|
||||
float3 _64 = fast::normalize(_63);
|
||||
look_dir = _64;
|
||||
out.gl_Position = _47.mvp * float4((in.inst_pos_size.xyz + (fast::normalize(cross(float3(0.0, 1.0, 0.0), _64)) * ((in.position.x - 0.5) * in.inst_pos_size.w))) + (float3(0.0, 1.0, 0.0) * (in.position.y * in.inst_pos_size.w)), 1.0);
|
||||
out.uv_in = float2(in.inst_uv_rect.x + (in.position.x * in.inst_uv_rect.z), in.inst_uv_rect.y + (in.position.y * in.inst_uv_rect.w));
|
||||
out.color_in = in.inst_color;
|
||||
return out;
|
||||
}
|
||||
|
||||
*/
|
||||
vs_particle_source_metal_macos := u8.[
|
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|
||||
0x69,0x6e,0x2e,0x69,0x6e,0x73,0x74,0x5f,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,
|
||||
];
|
||||
/*
|
||||
#include <metal_stdlib>
|
||||
#include <simd/simd.h>
|
||||
|
||||
using namespace metal;
|
||||
|
||||
struct main0_out
|
||||
{
|
||||
float4 color [[color(0)]];
|
||||
};
|
||||
|
||||
struct main0_in
|
||||
{
|
||||
float2 uv_in [[user(locn0)]];
|
||||
float4 color_in [[user(locn1)]];
|
||||
};
|
||||
|
||||
fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> particle_sprite [[texture(0)]], sampler particle_spritesmp [[sampler(0)]])
|
||||
{
|
||||
main0_out out = {};
|
||||
float2 _12 = in.uv_in;
|
||||
_12.y = 1.0 - _12.y;
|
||||
float4 _35 = particle_sprite.sample(particle_spritesmp, _12);
|
||||
if (_35.w < 0.00999999977648258209228515625)
|
||||
{
|
||||
discard_fragment();
|
||||
}
|
||||
out.color = _35 * in.color_in;
|
||||
return out;
|
||||
}
|
||||
|
||||
*/
|
||||
fs_particle_source_metal_macos := u8.[
|
||||
0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,0x20,0x3c,0x6d,0x65,0x74,0x61,0x6c,0x5f,
|
||||
0x73,0x74,0x64,0x6c,0x69,0x62,0x3e,0x0a,0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,
|
||||
0x20,0x3c,0x73,0x69,0x6d,0x64,0x2f,0x73,0x69,0x6d,0x64,0x2e,0x68,0x3e,0x0a,0x0a,
|
||||
0x75,0x73,0x69,0x6e,0x67,0x20,0x6e,0x61,0x6d,0x65,0x73,0x70,0x61,0x63,0x65,0x20,
|
||||
0x6d,0x65,0x74,0x61,0x6c,0x3b,0x0a,0x0a,0x73,0x74,0x72,0x75,0x63,0x74,0x20,0x6d,
|
||||
0x61,0x69,0x6e,0x30,0x5f,0x6f,0x75,0x74,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66,
|
||||
0x6c,0x6f,0x61,0x74,0x34,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x20,0x5b,0x5b,0x63,0x6f,
|
||||
0x6c,0x6f,0x72,0x28,0x30,0x29,0x5d,0x5d,0x3b,0x0a,0x7d,0x3b,0x0a,0x0a,0x73,0x74,
|
||||
0x72,0x75,0x63,0x74,0x20,0x6d,0x61,0x69,0x6e,0x30,0x5f,0x69,0x6e,0x0a,0x7b,0x0a,
|
||||
0x20,0x20,0x20,0x20,0x66,0x6c,0x6f,0x61,0x74,0x32,0x20,0x75,0x76,0x5f,0x69,0x6e,
|
||||
0x20,0x5b,0x5b,0x75,0x73,0x65,0x72,0x28,0x6c,0x6f,0x63,0x6e,0x30,0x29,0x5d,0x5d,
|
||||
0x3b,0x0a,0x20,0x20,0x20,0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,0x20,0x63,0x6f,0x6c,
|
||||
0x6f,0x72,0x5f,0x69,0x6e,0x20,0x5b,0x5b,0x75,0x73,0x65,0x72,0x28,0x6c,0x6f,0x63,
|
||||
0x6e,0x31,0x29,0x5d,0x5d,0x3b,0x0a,0x7d,0x3b,0x0a,0x0a,0x66,0x72,0x61,0x67,0x6d,
|
||||
0x65,0x6e,0x74,0x20,0x6d,0x61,0x69,0x6e,0x30,0x5f,0x6f,0x75,0x74,0x20,0x6d,0x61,
|
||||
0x69,0x6e,0x30,0x28,0x6d,0x61,0x69,0x6e,0x30,0x5f,0x69,0x6e,0x20,0x69,0x6e,0x20,
|
||||
0x5b,0x5b,0x73,0x74,0x61,0x67,0x65,0x5f,0x69,0x6e,0x5d,0x5d,0x2c,0x20,0x74,0x65,
|
||||
0x78,0x74,0x75,0x72,0x65,0x32,0x64,0x3c,0x66,0x6c,0x6f,0x61,0x74,0x3e,0x20,0x70,
|
||||
0x61,0x72,0x74,0x69,0x63,0x6c,0x65,0x5f,0x73,0x70,0x72,0x69,0x74,0x65,0x20,0x5b,
|
||||
0x5b,0x74,0x65,0x78,0x74,0x75,0x72,0x65,0x28,0x30,0x29,0x5d,0x5d,0x2c,0x20,0x73,
|
||||
0x61,0x6d,0x70,0x6c,0x65,0x72,0x20,0x70,0x61,0x72,0x74,0x69,0x63,0x6c,0x65,0x5f,
|
||||
0x73,0x70,0x72,0x69,0x74,0x65,0x73,0x6d,0x70,0x20,0x5b,0x5b,0x73,0x61,0x6d,0x70,
|
||||
0x6c,0x65,0x72,0x28,0x30,0x29,0x5d,0x5d,0x29,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,
|
||||
0x6d,0x61,0x69,0x6e,0x30,0x5f,0x6f,0x75,0x74,0x20,0x6f,0x75,0x74,0x20,0x3d,0x20,
|
||||
0x7b,0x7d,0x3b,0x0a,0x20,0x20,0x20,0x20,0x66,0x6c,0x6f,0x61,0x74,0x32,0x20,0x5f,
|
||||
0x31,0x32,0x20,0x3d,0x20,0x69,0x6e,0x2e,0x75,0x76,0x5f,0x69,0x6e,0x3b,0x0a,0x20,
|
||||
0x20,0x20,0x20,0x5f,0x31,0x32,0x2e,0x79,0x20,0x3d,0x20,0x31,0x2e,0x30,0x20,0x2d,
|
||||
0x20,0x5f,0x31,0x32,0x2e,0x79,0x3b,0x0a,0x20,0x20,0x20,0x20,0x66,0x6c,0x6f,0x61,
|
||||
0x74,0x34,0x20,0x5f,0x33,0x35,0x20,0x3d,0x20,0x70,0x61,0x72,0x74,0x69,0x63,0x6c,
|
||||
0x65,0x5f,0x73,0x70,0x72,0x69,0x74,0x65,0x2e,0x73,0x61,0x6d,0x70,0x6c,0x65,0x28,
|
||||
0x70,0x61,0x72,0x74,0x69,0x63,0x6c,0x65,0x5f,0x73,0x70,0x72,0x69,0x74,0x65,0x73,
|
||||
0x6d,0x70,0x2c,0x20,0x5f,0x31,0x32,0x29,0x3b,0x0a,0x20,0x20,0x20,0x20,0x69,0x66,
|
||||
0x20,0x28,0x5f,0x33,0x35,0x2e,0x77,0x20,0x3c,0x20,0x30,0x2e,0x30,0x30,0x39,0x39,
|
||||
0x39,0x39,0x39,0x39,0x39,0x37,0x37,0x36,0x34,0x38,0x32,0x35,0x38,0x32,0x30,0x39,
|
||||
0x32,0x32,0x38,0x35,0x31,0x35,0x36,0x32,0x35,0x29,0x0a,0x20,0x20,0x20,0x20,0x7b,
|
||||
0x0a,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x64,0x69,0x73,0x63,0x61,0x72,0x64,
|
||||
0x5f,0x66,0x72,0x61,0x67,0x6d,0x65,0x6e,0x74,0x28,0x29,0x3b,0x0a,0x20,0x20,0x20,
|
||||
0x20,0x7d,0x0a,0x20,0x20,0x20,0x20,0x6f,0x75,0x74,0x2e,0x63,0x6f,0x6c,0x6f,0x72,
|
||||
0x20,0x3d,0x20,0x5f,0x33,0x35,0x20,0x2a,0x20,0x69,0x6e,0x2e,0x63,0x6f,0x6c,0x6f,
|
||||
0x72,0x5f,0x69,0x6e,0x3b,0x0a,0x20,0x20,0x20,0x20,0x72,0x65,0x74,0x75,0x72,0x6e,
|
||||
0x20,0x6f,0x75,0x74,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
|
||||
];
|
||||
particle_shader_desc :: (backend: sg_backend) -> sg_shader_desc {
|
||||
desc: sg_shader_desc;
|
||||
desc.label = "particle_shader";
|
||||
if backend == {
|
||||
case .GLCORE;
|
||||
desc.vertex_func.source = xx *vs_particle_source_glsl430;
|
||||
desc.vertex_func.entry = "main";
|
||||
desc.fragment_func.source = xx *fs_particle_source_glsl430;
|
||||
desc.fragment_func.entry = "main";
|
||||
desc.attrs[0].base_type = .FLOAT;
|
||||
desc.attrs[0].glsl_name = "position";
|
||||
desc.attrs[1].base_type = .FLOAT;
|
||||
desc.attrs[1].glsl_name = "inst_pos_size";
|
||||
desc.attrs[2].base_type = .FLOAT;
|
||||
desc.attrs[2].glsl_name = "inst_uv_rect";
|
||||
desc.attrs[3].base_type = .FLOAT;
|
||||
desc.attrs[3].glsl_name = "inst_color";
|
||||
desc.uniform_blocks[0].stage = .VERTEX;
|
||||
desc.uniform_blocks[0].layout = .STD140;
|
||||
desc.uniform_blocks[0].size = 80;
|
||||
desc.uniform_blocks[0].glsl_uniforms[0].type = .FLOAT4;
|
||||
desc.uniform_blocks[0].glsl_uniforms[0].array_count = 5;
|
||||
desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "particle_vs_params";
|
||||
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 = "particle_sprite_particle_spritesmp";
|
||||
case .GLES3;
|
||||
desc.vertex_func.source = xx *vs_particle_source_glsl300es;
|
||||
desc.vertex_func.entry = "main";
|
||||
desc.fragment_func.source = xx *fs_particle_source_glsl300es;
|
||||
desc.fragment_func.entry = "main";
|
||||
desc.attrs[0].base_type = .FLOAT;
|
||||
desc.attrs[0].glsl_name = "position";
|
||||
desc.attrs[1].base_type = .FLOAT;
|
||||
desc.attrs[1].glsl_name = "inst_pos_size";
|
||||
desc.attrs[2].base_type = .FLOAT;
|
||||
desc.attrs[2].glsl_name = "inst_uv_rect";
|
||||
desc.attrs[3].base_type = .FLOAT;
|
||||
desc.attrs[3].glsl_name = "inst_color";
|
||||
desc.uniform_blocks[0].stage = .VERTEX;
|
||||
desc.uniform_blocks[0].layout = .STD140;
|
||||
desc.uniform_blocks[0].size = 80;
|
||||
desc.uniform_blocks[0].glsl_uniforms[0].type = .FLOAT4;
|
||||
desc.uniform_blocks[0].glsl_uniforms[0].array_count = 5;
|
||||
desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "particle_vs_params";
|
||||
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 = "particle_sprite_particle_spritesmp";
|
||||
case .METAL_MACOS;
|
||||
desc.vertex_func.source = xx *vs_particle_source_metal_macos;
|
||||
desc.vertex_func.entry = "main0";
|
||||
desc.fragment_func.source = xx *fs_particle_source_metal_macos;
|
||||
desc.fragment_func.entry = "main0";
|
||||
desc.attrs[0].base_type = .FLOAT;
|
||||
desc.attrs[1].base_type = .FLOAT;
|
||||
desc.attrs[2].base_type = .FLOAT;
|
||||
desc.attrs[3].base_type = .FLOAT;
|
||||
desc.uniform_blocks[0].stage = .VERTEX;
|
||||
desc.uniform_blocks[0].layout = .STD140;
|
||||
desc.uniform_blocks[0].size = 80;
|
||||
desc.uniform_blocks[0].msl_buffer_n = 0;
|
||||
desc.images[0].stage = .FRAGMENT;
|
||||
desc.images[0].multisampled = false;
|
||||
desc.images[0].image_type = ._2D;
|
||||
desc.images[0].sample_type = .FLOAT;
|
||||
desc.images[0].msl_texture_n = 0;
|
||||
desc.samplers[0].stage = .FRAGMENT;
|
||||
desc.samplers[0].sampler_type = .FILTERING;
|
||||
desc.samplers[0].msl_sampler_n = 0;
|
||||
desc.image_sampler_pairs[0].stage = .FRAGMENT;
|
||||
desc.image_sampler_pairs[0].image_slot = 0;
|
||||
desc.image_sampler_pairs[0].sampler_slot = 0;
|
||||
}
|
||||
return desc;
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
54
src/shaders/shader_particle.glsl
Normal file
54
src/shaders/shader_particle.glsl
Normal file
@ -0,0 +1,54 @@
|
||||
@vs vs_particle
|
||||
|
||||
in vec3 position;
|
||||
in vec4 inst_pos_size;
|
||||
in vec4 inst_uv_rect;
|
||||
in vec4 inst_color;
|
||||
|
||||
layout(binding=0) uniform particle_vs_params {
|
||||
mat4 mvp;
|
||||
vec3 cam;
|
||||
};
|
||||
|
||||
out vec2 uv_in;
|
||||
out vec4 color_in;
|
||||
|
||||
void main() {
|
||||
float size = inst_pos_size.w;
|
||||
vec3 inst_pos = inst_pos_size.xyz;
|
||||
vec3 local_pos = vec3((position.x - 0.5) * size, position.y * size, 0.0);
|
||||
vec3 world_up = vec3(0.0, 1.0, 0.0);
|
||||
vec3 look_dir = inst_pos - cam;
|
||||
look_dir.y = 0.0;
|
||||
if (length(look_dir) < 0.0001) look_dir = vec3(1.0, 0.0, 0.0);
|
||||
look_dir = normalize(look_dir);
|
||||
vec3 world_right = normalize(cross(world_up, look_dir));
|
||||
vec3 world_pos = inst_pos + world_right * local_pos.x + world_up * local_pos.y;
|
||||
gl_Position = mvp * vec4(world_pos, 1.0);
|
||||
uv_in = vec2(inst_uv_rect.x + position.x * inst_uv_rect.z,
|
||||
inst_uv_rect.y + position.y * inst_uv_rect.w);
|
||||
color_in = inst_color;
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
@fs fs_particle
|
||||
|
||||
in vec2 uv_in;
|
||||
in vec4 color_in;
|
||||
out vec4 color;
|
||||
|
||||
layout(binding = 0) uniform texture2D particle_sprite;
|
||||
layout(binding = 0) uniform sampler particle_spritesmp;
|
||||
|
||||
void main() {
|
||||
vec2 uv = uv_in;
|
||||
uv.y = 1.0 - uv.y;
|
||||
vec4 sampled = texture(sampler2D(particle_sprite, particle_spritesmp), uv);
|
||||
if (sampled.a < 0.01) discard;
|
||||
color = sampled * color_in;
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
@program particle vs_particle fs_particle
|
||||
Loading…
x
Reference in New Issue
Block a user