/* #version:1# (machine generated, don't edit!) Generated by sokol-shdc (https://github.com/floooh/sokol-tools) Cmdline: sokol-shdc -i shader_triangle.glsl -o ./jai/shader_triangle.jai -l glsl430:glsl300es:metal_macos -f sokol_jai Overview: ========= Shader program: 'triangle': Get shader desc: triangle_shader_desc(sg_query_backend()) Vertex Shader: vs Fragment Shader: fs Attributes: ATTR_triangle_position => 0 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; gl_Position.y += (float(gl_InstanceID) * 0.100000001490116119384765625); color = color0; texcoord = uv; } */ vs_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, 0x30,0x29,0x20,0x69,0x6e,0x20,0x76,0x65,0x63,0x34,0x20,0x70,0x6f,0x73,0x69,0x74, 0x69,0x6f,0x6e,0x3b,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, 0x63,0x34,0x20,0x63,0x6f,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, 0x20,0x31,0x29,0x20,0x6f,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, 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sampler2D tex_smp; layout(location = 1) in vec4 texcoord; layout(location = 0) out vec4 frag_color; layout(location = 0) in vec4 color; bool is_near(float a, float b) { return abs(a - b) < 0.00999999977648258209228515625; } void main() { float param = texcoord.x; float param_1 = -4.0; bool _33 = is_near(param, param_1); bool _43; if (_33) { float param_2 = texcoord.y; float param_3 = -2.0; _43 = is_near(param_2, param_3); } else { _43 = _33; } if (_43) { frag_color = color; } else { frag_color = texture(tex_smp, texcoord.xy) * color; } } */ fs_source_glsl430 := u8.[ 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x34,0x33,0x30,0x0a,0x0a,0x6c,0x61, 0x79,0x6f,0x75,0x74,0x28,0x62,0x69,0x6e,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, 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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, 0x20,0x2a,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x20,0x20,0x20,0x20,0x7d,0x0a, 0x7d,0x0a,0x0a,0x00, ]; /* #version 300 es 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; gl_Position.y += (float(gl_InstanceID) * 0.100000001490116119384765625); color = color0; texcoord = uv; } */ vs_source_glsl300es := u8.[ 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x33,0x30,0x30,0x20,0x65,0x73,0x0a, 0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e, 0x20,0x3d,0x20,0x30,0x29,0x20,0x69,0x6e,0x20,0x76,0x65,0x63,0x34,0x20,0x70,0x6f, 0x73,0x69,0x74,0x69,0x6f,0x6e,0x3b,0x0a,0x6f,0x75,0x74,0x20,0x76,0x65,0x63,0x34, 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0x30,0x30,0x30,0x31,0x34,0x39,0x30,0x31,0x31,0x36,0x31,0x31,0x39,0x33,0x38,0x34, 0x37,0x36,0x35,0x36,0x32,0x35,0x29,0x3b,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; in highp vec4 texcoord; layout(location = 0) out highp vec4 frag_color; in highp vec4 color; bool is_near(highp float a, highp float b) { return abs(a - b) < 0.00999999977648258209228515625; } void main() { highp float param = texcoord.x; highp float param_1 = -4.0; bool _33 = is_near(param, param_1); bool _43; if (_33) { highp float param_2 = texcoord.y; highp float param_3 = -2.0; _43 = is_near(param_2, param_3); } else { _43 = _33; } if (_43) { frag_color = color; } else { frag_color = texture(tex_smp, texcoord.xy) * color; } } */ 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float4 texcoord [[user(locn1)]]; float4 gl_Position [[position]]; }; struct main0_in { float4 position [[attribute(0)]]; float4 color0 [[attribute(1)]]; float4 uv [[attribute(2)]]; }; vertex main0_out main0(main0_in in [[stage_in]], uint gl_InstanceIndex [[instance_id]]) { main0_out out = {}; out.gl_Position = in.position; out.gl_Position.y += (float(int(gl_InstanceIndex)) * 0.100000001490116119384765625); out.color = in.color0; out.texcoord = in.uv; return out; } */ vs_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, 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float4 color [[user(locn0)]]; float4 texcoord [[user(locn1)]]; }; static inline __attribute__((always_inline)) bool is_near(thread const float& a, thread const float& b) { return abs(a - b) < 0.00999999977648258209228515625; } fragment main0_out main0(main0_in in [[stage_in]], texture2d tex [[texture(0)]], sampler smp [[sampler(0)]]) { main0_out out = {}; float param = in.texcoord.x; float param_1 = -4.0; bool _33 = is_near(param, param_1); bool _43; if (_33) { float param_2 = in.texcoord.y; float param_3 = -2.0; _43 = is_near(param_2, param_3); } else { _43 = _33; } if (_43) { out.frag_color = in.color; } else { out.frag_color = tex.sample(smp, in.texcoord.xy) * in.color; } return out; } */ fs_source_metal_macos := u8.[ 0x23,0x70,0x72,0x61,0x67,0x6d,0x61,0x20,0x63,0x6c,0x61,0x6e,0x67,0x20,0x64,0x69, 0x61,0x67,0x6e,0x6f,0x73,0x74,0x69,0x63,0x20,0x69,0x67,0x6e,0x6f,0x72,0x65,0x64, 0x20,0x22,0x2d,0x57,0x6d,0x69,0x73,0x73,0x69,0x6e,0x67,0x2d,0x70,0x72,0x6f,0x74, 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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"; desc.fragment_func.source = xx *fs_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 = "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 .METAL_MACOS; desc.vertex_func.source = xx *vs_source_metal_macos; desc.vertex_func.entry = "main0"; desc.fragment_func.source = xx *fs_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.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; }