trueno/src/shaders/jai/shader_triangle.jai

563 lines
28 KiB
Plaintext

/*
#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.[
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/*
#version 430
layout(binding = 16) uniform 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;
}
}
*/
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/*
#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.[
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/*
#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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];
/*
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 color [[user(locn0)]];
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.[
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/*
#pragma clang diagnostic ignored "-Wmissing-prototypes"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 frag_color [[color(0)]];
};
struct main0_in
{
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<float> 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.[
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];
triangle_shader_desc :: (backend: sg_backend) -> sg_shader_desc {
desc: sg_shader_desc;
desc.label = "triangle_shader";
if backend == {
case .GLCORE;
desc.vertex_func.source = xx *vs_source_glsl430;
desc.vertex_func.entry = "main";
desc.fragment_func.source = xx *fs_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 = "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";
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;
}