/* #version:1# (machine generated, don't edit!) Generated by sokol-shdc (https://github.com/floooh/sokol-tools) Cmdline: sokol-shdc -i shader_trixel.glsl -o ./jai/shader_trixel.jai -l glsl430:glsl300es:metal_macos -f sokol_jai Overview: ========= Shader program: 'trixel': Get shader desc: trixel_shader_desc(sg_query_backend()) Vertex Shader: vs_trixel Fragment Shader: fs_trixel Attributes: ATTR_trixel_position => 0 ATTR_trixel_normal => 1 ATTR_trixel_inst => 2 ATTR_trixel_inst_col => 3 Bindings: Uniform block 'vs_params': Jai struct: Vs_Params Bind slot: UB_vs_params => 0 Uniform block 'trixel_world_config': Jai struct: Trixel_World_Config Bind slot: UB_trixel_world_config => 1 */ ATTR_trixel_position :: 0; ATTR_trixel_normal :: 1; ATTR_trixel_inst :: 2; ATTR_trixel_inst_col :: 3; UB_vs_params :: 0; UB_trixel_world_config :: 1; Vs_Params :: struct { mvp: [16]float; camera: [3]float; _: [4]u8; }; Trixel_World_Config :: struct { skyBase: [3]float; _: [4]u8; skyTop: [3]float; _: [4]u8; sunDisk: [3]float; _: [4]u8; horizonHalo: [3]float; _: [4]u8; sunHalo: [3]float; _: [4]u8; sunLightColor: [3]float; _: [4]u8; sunPosition: [3]float; sunIntensity: float; hasClouds: s32; hasPlane: s32; planeHeight: float; planeType: s32; time: float; _: [12]u8; }; /* #version 430 uniform vec4 vs_params[5]; layout(location = 2) in vec4 inst; layout(location = 0) in vec4 position; layout(location = 1) out vec4 fnormal; layout(location = 1) in vec4 normal; layout(location = 0) out vec4 color; layout(location = 3) in vec4 inst_col; layout(location = 2) out vec4 pos; layout(location = 3) out vec3 cam; void main() { gl_Position = mat4(vs_params[0], vs_params[1], vs_params[2], vs_params[3]) * vec4(position.xyz + inst.xyz, 1.0); fnormal = normal; color = inst_col; pos = gl_Position; cam = vs_params[4].xyz; } */ vs_trixel_source_glsl430 := u8.[ 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x34,0x33,0x30,0x0a,0x0a,0x75,0x6e, 0x69,0x66,0x6f,0x72,0x6d,0x20,0x76,0x65,0x63,0x34,0x20,0x76,0x73,0x5f,0x70,0x61, 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planeType; float time; }; uniform trixel_world_config _200; layout(location = 0) in vec4 color; layout(location = 1) in vec4 fnormal; layout(location = 3) in vec3 cam; layout(location = 2) in vec4 pos; layout(location = 0) out vec4 frag_color; vec3 fresnelSchlick(float cosTheta, vec3 F0) { return F0 + ((vec3(1.0) - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0)); } float DistributionGGX(vec3 N, vec3 H, float roughness) { float _36 = roughness * roughness; float _40 = _36 * _36; float _46 = max(dot(N, H), 0.0); float _59 = ((_46 * _46) * (_40 - 1.0)) + 1.0; return _40 / ((3.141285419464111328125 * _59) * _59); } float GeometrySchlickGGX(float NdotV, float roughness) { float _72 = roughness + 1.0; float _78 = (_72 * _72) * 0.125; return NdotV / ((NdotV * (1.0 - _78)) + _78); } float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) { float param = max(dot(N, V), 0.0); float param_1 = roughness; float param_2 = max(dot(N, L), 0.0); float param_3 = roughness; return GeometrySchlickGGX(param_2, param_3) * GeometrySchlickGGX(param, param_1); } void main() { int _150 = int(round(color.w * 255.0)); float _172 = max(float((_150 >> 5) & 7) * 0.14285714924335479736328125, 0.0500000007450580596923828125); float _178 = float((_150 >> 3) & 3) * 0.3333333432674407958984375; vec3 light = color.xyz * 0.300000011920928955078125; vec3 _187 = normalize(fnormal.xyz); vec3 _196 = normalize(cam - pos.xyz); vec3 _205 = normalize(_200.sunPosition); vec3 _210 = normalize(_196 + _205); float param = max(dot(_210, _196), 0.0); vec3 param_1 = mix(vec3(0.039999999105930328369140625), color.xyz, vec3(_178)); vec3 _227 = fresnelSchlick(param, param_1); vec3 param_2 = _187; vec3 param_3 = _210; float param_4 = _172; vec3 param_5 = _187; vec3 param_6 = _196; vec3 param_7 = _205; float param_8 = _172; float _262 = max(dot(_187, _205), 0.0); vec3 _294 = light; vec3 _295 = _294 + ((((((vec3(1.0) - _227) * (1.0 - _178)) * color.xyz) * vec3(0.3183410167694091796875)) + ((_227 * (DistributionGGX(param_2, param_3, param_4) * GeometrySmith(param_5, param_6, param_7, param_8))) / vec3(((4.0 * max(dot(_187, _196), 0.0)) * _262) + 9.9999997473787516355514526367188e-05))) * _262); light = _295; frag_color = vec4(_295, 1.0); } */ fs_trixel_source_glsl430 := u8.[ 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x34,0x33,0x30,0x0a,0x0a,0x73,0x74, 0x72,0x75,0x63,0x74,0x20,0x74,0x72,0x69,0x78,0x65,0x6c,0x5f,0x77,0x6f,0x72,0x6c, 0x64,0x5f,0x63,0x6f,0x6e,0x66,0x69,0x67,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x76, 0x65,0x63,0x33,0x20,0x73,0x6b,0x79,0x42,0x61,0x73,0x65,0x3b,0x0a,0x20,0x20,0x20, 0x20,0x76,0x65,0x63,0x33,0x20,0x73,0x6b,0x79,0x54,0x6f,0x70,0x3b,0x0a,0x20,0x20, 0x20,0x20,0x76,0x65,0x63,0x33,0x20,0x73,0x75,0x6e,0x44,0x69,0x73,0x6b,0x3b,0x0a, 0x20,0x20,0x20,0x20,0x76,0x65,0x63,0x33,0x20,0x68,0x6f,0x72,0x69,0x7a,0x6f,0x6e, 0x48,0x61,0x6c,0x6f,0x3b,0x0a,0x20,0x20,0x20,0x20,0x76,0x65,0x63,0x33,0x20,0x73, 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vec3 H, highp float roughness) { highp float _36 = roughness * roughness; highp float _40 = _36 * _36; highp float _46 = max(dot(N, H), 0.0); highp float _59 = ((_46 * _46) * (_40 - 1.0)) + 1.0; return _40 / ((3.141285419464111328125 * _59) * _59); } highp float GeometrySchlickGGX(highp float NdotV, highp float roughness) { highp float _72 = roughness + 1.0; highp float _78 = (_72 * _72) * 0.125; return NdotV / ((NdotV * (1.0 - _78)) + _78); } highp float GeometrySmith(highp vec3 N, highp vec3 V, highp vec3 L, highp float roughness) { highp float param = max(dot(N, V), 0.0); highp float param_1 = roughness; highp float param_2 = max(dot(N, L), 0.0); highp float param_3 = roughness; return GeometrySchlickGGX(param_2, param_3) * GeometrySchlickGGX(param, param_1); } void main() { int _150 = int(round(color.w * 255.0)); highp float _172 = max(float((_150 >> 5) & 7) * 0.14285714924335479736328125, 0.0500000007450580596923828125); highp float _178 = float((_150 >> 3) & 3) * 0.3333333432674407958984375; highp vec3 light = color.xyz * 0.300000011920928955078125; highp vec3 _187 = normalize(fnormal.xyz); highp vec3 _196 = normalize(cam - pos.xyz); highp vec3 _205 = normalize(_200.sunPosition); highp vec3 _210 = normalize(_196 + _205); highp float param = max(dot(_210, _196), 0.0); highp vec3 param_1 = mix(vec3(0.039999999105930328369140625), color.xyz, vec3(_178)); highp vec3 _227 = fresnelSchlick(param, param_1); highp vec3 param_2 = _187; highp vec3 param_3 = _210; highp float param_4 = _172; highp vec3 param_5 = _187; highp vec3 param_6 = _196; highp vec3 param_7 = _205; highp float param_8 = _172; highp float _262 = max(dot(_187, _205), 0.0); highp vec3 _294 = light; highp vec3 _295 = _294 + ((((((vec3(1.0) - _227) * (1.0 - _178)) * color.xyz) * vec3(0.3183410167694091796875)) + ((_227 * (DistributionGGX(param_2, param_3, param_4) * GeometrySmith(param_5, param_6, param_7, param_8))) / vec3(((4.0 * max(dot(_187, _196), 0.0)) * _262) + 9.9999997473787516355514526367188e-05))) * _262); light = _295; frag_color = vec4(_295, 1.0); } */ fs_trixel_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,0x73, 0x74,0x72,0x75,0x63,0x74,0x20,0x74,0x72,0x69,0x78,0x65,0x6c,0x5f,0x77,0x6f,0x72, 0x6c,0x64,0x5f,0x63,0x6f,0x6e,0x66,0x69,0x67,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20, 0x68,0x69,0x67,0x68,0x70,0x20,0x76,0x65,0x63,0x33,0x20,0x73,0x6b,0x79,0x42,0x61, 0x73,0x65,0x3b,0x0a,0x20,0x20,0x20,0x20,0x68,0x69,0x67,0x68,0x70,0x20,0x76,0x65, 0x63,0x33,0x20,0x73,0x6b,0x79,0x54,0x6f,0x70,0x3b,0x0a,0x20,0x20,0x20,0x20,0x68, 0x69,0x67,0x68,0x70,0x20,0x76,0x65,0x63,0x33,0x20,0x73,0x75,0x6e,0x44,0x69,0x73, 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position [[attribute(0)]]; float4 normal [[attribute(1)]]; float4 inst [[attribute(2)]]; float4 inst_col [[attribute(3)]]; }; vertex main0_out main0(main0_in in [[stage_in]], constant vs_params& _26 [[buffer(0)]]) { main0_out out = {}; out.gl_Position = _26.mvp * float4(in.position.xyz + in.inst.xyz, 1.0); out.fnormal = in.normal; out.color = in.inst_col; out.pos = out.gl_Position; out.cam = _26.camera; return out; } */ vs_trixel_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,0x73,0x74,0x72,0x75,0x63,0x74,0x20,0x76, 0x73,0x5f,0x70,0x61,0x72,0x61,0x6d,0x73,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66, 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sunPosition; float sunIntensity; int hasClouds; int hasPlane; float planeHeight; int planeType; float time; }; struct main0_out { float4 frag_color [[color(0)]]; }; struct main0_in { float4 color [[user(locn0)]]; float4 fnormal [[user(locn1)]]; float4 pos [[user(locn2)]]; float3 cam [[user(locn3)]]; }; static inline __attribute__((always_inline)) float3 fresnelSchlick(thread const float& cosTheta, thread const float3& F0) { return F0 + ((float3(1.0) - F0) * powr(fast::clamp(1.0 - cosTheta, 0.0, 1.0), 5.0)); } static inline __attribute__((always_inline)) float DistributionGGX(thread const float3& N, thread const float3& H, thread const float& roughness) { float _36 = roughness * roughness; float _40 = _36 * _36; float _46 = fast::max(dot(N, H), 0.0); float _59 = ((_46 * _46) * (_40 - 1.0)) + 1.0; return _40 / ((3.141285419464111328125 * _59) * _59); } static inline __attribute__((always_inline)) float GeometrySchlickGGX(thread const float& NdotV, thread const float& roughness) { float _72 = roughness + 1.0; float _78 = (_72 * _72) * 0.125; return NdotV / ((NdotV * (1.0 - _78)) + _78); } static inline __attribute__((always_inline)) float GeometrySmith(thread const float3& N, thread const float3& V, thread const float3& L, thread const float& roughness) { float param = fast::max(dot(N, V), 0.0); float param_1 = roughness; float param_2 = fast::max(dot(N, L), 0.0); float param_3 = roughness; return GeometrySchlickGGX(param_2, param_3) * GeometrySchlickGGX(param, param_1); } fragment main0_out main0(main0_in in [[stage_in]], constant trixel_world_config& _200 [[buffer(0)]]) { main0_out out = {}; int _150 = int(round(in.color.w * 255.0)); float _172 = fast::max(float((_150 >> 5) & 7) * 0.14285714924335479736328125, 0.0500000007450580596923828125); float _178 = float((_150 >> 3) & 3) * 0.3333333432674407958984375; float3 light = in.color.xyz * 0.300000011920928955078125; float3 _187 = fast::normalize(in.fnormal.xyz); float3 _196 = fast::normalize(in.cam - in.pos.xyz); float3 _205 = fast::normalize(float3(_200.sunPosition)); float3 _210 = fast::normalize(_196 + _205); float param = fast::max(dot(_210, _196), 0.0); float3 param_1 = mix(float3(0.039999999105930328369140625), in.color.xyz, float3(_178)); float3 _227 = fresnelSchlick(param, param_1); float3 param_2 = _187; float3 param_3 = _210; float param_4 = _172; float3 param_5 = _187; float3 param_6 = _196; float3 param_7 = _205; float param_8 = _172; float _262 = fast::max(dot(_187, _205), 0.0); float3 _294 = light; float3 _295 = _294 + ((((((float3(1.0) - _227) * (1.0 - _178)) * in.color.xyz) * float3(0.3183410167694091796875)) + ((_227 * (DistributionGGX(param_2, param_3, param_4) * GeometrySmith(param_5, param_6, param_7, param_8))) / float3(((4.0 * fast::max(dot(_187, _196), 0.0)) * _262) + 9.9999997473787516355514526367188e-05))) * _262); light = _295; out.frag_color = float4(_295, 1.0); return out; } */ fs_trixel_source_metal_macos := u8.[ 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desc.vertex_func.entry = "main"; desc.fragment_func.source = xx *fs_trixel_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 = "normal"; desc.attrs[2].base_type = .FLOAT; desc.attrs[2].glsl_name = "inst"; desc.attrs[3].base_type = .FLOAT; desc.attrs[3].glsl_name = "inst_col"; 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 = "vs_params"; desc.uniform_blocks[1].stage = .FRAGMENT; desc.uniform_blocks[1].layout = .STD140; desc.uniform_blocks[1].size = 144; desc.uniform_blocks[1].glsl_uniforms[0].type = .FLOAT3; desc.uniform_blocks[1].glsl_uniforms[0].array_count = 0; desc.uniform_blocks[1].glsl_uniforms[0].glsl_name = "_200.skyBase"; desc.uniform_blocks[1].glsl_uniforms[1].type = .FLOAT3; desc.uniform_blocks[1].glsl_uniforms[1].array_count = 0; desc.uniform_blocks[1].glsl_uniforms[1].glsl_name = "_200.skyTop"; desc.uniform_blocks[1].glsl_uniforms[2].type = .FLOAT3; desc.uniform_blocks[1].glsl_uniforms[2].array_count = 0; desc.uniform_blocks[1].glsl_uniforms[2].glsl_name = "_200.sunDisk"; desc.uniform_blocks[1].glsl_uniforms[3].type = .FLOAT3; desc.uniform_blocks[1].glsl_uniforms[3].array_count = 0; desc.uniform_blocks[1].glsl_uniforms[3].glsl_name = "_200.horizonHalo"; desc.uniform_blocks[1].glsl_uniforms[4].type = .FLOAT3; desc.uniform_blocks[1].glsl_uniforms[4].array_count = 0; desc.uniform_blocks[1].glsl_uniforms[4].glsl_name = "_200.sunHalo"; desc.uniform_blocks[1].glsl_uniforms[5].type = .FLOAT3; desc.uniform_blocks[1].glsl_uniforms[5].array_count = 0; desc.uniform_blocks[1].glsl_uniforms[5].glsl_name = "_200.sunLightColor"; desc.uniform_blocks[1].glsl_uniforms[6].type = .FLOAT3; desc.uniform_blocks[1].glsl_uniforms[6].array_count = 0; desc.uniform_blocks[1].glsl_uniforms[6].glsl_name = "_200.sunPosition"; desc.uniform_blocks[1].glsl_uniforms[7].type = .FLOAT; desc.uniform_blocks[1].glsl_uniforms[7].array_count = 0; desc.uniform_blocks[1].glsl_uniforms[7].glsl_name = "_200.sunIntensity"; desc.uniform_blocks[1].glsl_uniforms[8].type = .INT; desc.uniform_blocks[1].glsl_uniforms[8].array_count = 0; desc.uniform_blocks[1].glsl_uniforms[8].glsl_name = "_200.hasClouds"; desc.uniform_blocks[1].glsl_uniforms[9].type = .INT; desc.uniform_blocks[1].glsl_uniforms[9].array_count = 0; desc.uniform_blocks[1].glsl_uniforms[9].glsl_name = "_200.hasPlane"; desc.uniform_blocks[1].glsl_uniforms[10].type = .FLOAT; desc.uniform_blocks[1].glsl_uniforms[10].array_count = 0; desc.uniform_blocks[1].glsl_uniforms[10].glsl_name = "_200.planeHeight"; desc.uniform_blocks[1].glsl_uniforms[11].type = .INT; desc.uniform_blocks[1].glsl_uniforms[11].array_count = 0; desc.uniform_blocks[1].glsl_uniforms[11].glsl_name = "_200.planeType"; desc.uniform_blocks[1].glsl_uniforms[12].type = .FLOAT; desc.uniform_blocks[1].glsl_uniforms[12].array_count = 0; desc.uniform_blocks[1].glsl_uniforms[12].glsl_name = "_200.time"; case .GLES3; desc.vertex_func.source = xx *vs_trixel_source_glsl300es; desc.vertex_func.entry = "main"; desc.fragment_func.source = xx *fs_trixel_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 = "normal"; desc.attrs[2].base_type = .FLOAT; desc.attrs[2].glsl_name = "inst"; desc.attrs[3].base_type = .FLOAT; desc.attrs[3].glsl_name = "inst_col"; 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 = "vs_params"; desc.uniform_blocks[1].stage = .FRAGMENT; desc.uniform_blocks[1].layout = .STD140; desc.uniform_blocks[1].size = 144; desc.uniform_blocks[1].glsl_uniforms[0].type = .FLOAT3; desc.uniform_blocks[1].glsl_uniforms[0].array_count = 0; desc.uniform_blocks[1].glsl_uniforms[0].glsl_name = "_200.skyBase"; desc.uniform_blocks[1].glsl_uniforms[1].type = .FLOAT3; desc.uniform_blocks[1].glsl_uniforms[1].array_count = 0; desc.uniform_blocks[1].glsl_uniforms[1].glsl_name = "_200.skyTop"; desc.uniform_blocks[1].glsl_uniforms[2].type = .FLOAT3; desc.uniform_blocks[1].glsl_uniforms[2].array_count = 0; desc.uniform_blocks[1].glsl_uniforms[2].glsl_name = "_200.sunDisk"; desc.uniform_blocks[1].glsl_uniforms[3].type = .FLOAT3; desc.uniform_blocks[1].glsl_uniforms[3].array_count = 0; desc.uniform_blocks[1].glsl_uniforms[3].glsl_name = "_200.horizonHalo"; desc.uniform_blocks[1].glsl_uniforms[4].type = .FLOAT3; desc.uniform_blocks[1].glsl_uniforms[4].array_count = 0; desc.uniform_blocks[1].glsl_uniforms[4].glsl_name = "_200.sunHalo"; desc.uniform_blocks[1].glsl_uniforms[5].type = .FLOAT3; desc.uniform_blocks[1].glsl_uniforms[5].array_count = 0; desc.uniform_blocks[1].glsl_uniforms[5].glsl_name = "_200.sunLightColor"; desc.uniform_blocks[1].glsl_uniforms[6].type = .FLOAT3; desc.uniform_blocks[1].glsl_uniforms[6].array_count = 0; desc.uniform_blocks[1].glsl_uniforms[6].glsl_name = "_200.sunPosition"; desc.uniform_blocks[1].glsl_uniforms[7].type = .FLOAT; desc.uniform_blocks[1].glsl_uniforms[7].array_count = 0; desc.uniform_blocks[1].glsl_uniforms[7].glsl_name = "_200.sunIntensity"; desc.uniform_blocks[1].glsl_uniforms[8].type = .INT; desc.uniform_blocks[1].glsl_uniforms[8].array_count = 0; desc.uniform_blocks[1].glsl_uniforms[8].glsl_name = "_200.hasClouds"; desc.uniform_blocks[1].glsl_uniforms[9].type = .INT; desc.uniform_blocks[1].glsl_uniforms[9].array_count = 0; desc.uniform_blocks[1].glsl_uniforms[9].glsl_name = "_200.hasPlane"; desc.uniform_blocks[1].glsl_uniforms[10].type = .FLOAT; desc.uniform_blocks[1].glsl_uniforms[10].array_count = 0; desc.uniform_blocks[1].glsl_uniforms[10].glsl_name = "_200.planeHeight"; desc.uniform_blocks[1].glsl_uniforms[11].type = .INT; desc.uniform_blocks[1].glsl_uniforms[11].array_count = 0; desc.uniform_blocks[1].glsl_uniforms[11].glsl_name = "_200.planeType"; desc.uniform_blocks[1].glsl_uniforms[12].type = .FLOAT; desc.uniform_blocks[1].glsl_uniforms[12].array_count = 0; desc.uniform_blocks[1].glsl_uniforms[12].glsl_name = "_200.time"; case .METAL_MACOS; desc.vertex_func.source = xx *vs_trixel_source_metal_macos; desc.vertex_func.entry = "main0"; desc.fragment_func.source = xx *fs_trixel_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.uniform_blocks[1].stage = .FRAGMENT; desc.uniform_blocks[1].layout = .STD140; desc.uniform_blocks[1].size = 144; desc.uniform_blocks[1].msl_buffer_n = 0; } return desc; }