2025-04-26 10:51:41 +03:00

759 lines
36 KiB
Plaintext

/*
#version:1# (machine generated, don't edit!)
Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
Cmdline:
sokol-shdc -i shader.glsl -o shader.jai -l glsl410:metal_macos:hlsl5 -f sokol_jai
Overview:
=========
Shader program: 'bg':
Get shader desc: bg_shader_desc(sg_query_backend())
Vertex Shader: vs_bg
Fragment Shader: fs_bg
Attributes:
ATTR_bg_position => 0
Shader program: 'quad':
Get shader desc: quad_shader_desc(sg_query_backend())
Vertex Shader: vs_quad
Fragment Shader: fs_quad
Attributes:
ATTR_quad_position => 0
ATTR_quad_color0 => 1
Bindings:
Uniform block 'bg_fs_params':
Jai struct: Bg_Fs_Params
Bind slot: UB_bg_fs_params => 0
Uniform block 'quad_vs_params':
Jai struct: Quad_Vs_Params
Bind slot: UB_quad_vs_params => 0
*/
ATTR_bg_position :: 0;
ATTR_quad_position :: 0;
ATTR_quad_color0 :: 1;
UB_bg_fs_params :: 0;
UB_quad_vs_params :: 0;
Bg_Fs_Params :: struct {
tick: float;
_: [12]u8;
};
Quad_Vs_Params :: struct {
mvp: Matrix4;
};
/*
#version 410
layout(location = 0) in vec2 position;
void main()
{
gl_Position = vec4(position, 0.5, 1.0);
}
*/
vs_bg_source_glsl410 := u8.[
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];
/*
#version 410
uniform vec4 bg_fs_params[1];
layout(location = 0) out vec4 frag_color;
void main()
{
vec2 _28 = fract((gl_FragCoord.xy - vec2(bg_fs_params[0].x)) * vec2(0.0199999995529651641845703125));
float _39 = _28.x * _28.y;
frag_color = vec4(_39, _39, _39, 1.0);
}
*/
fs_bg_source_glsl410 := u8.[
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];
/*
#version 410
uniform vec4 quad_vs_params[4];
layout(location = 0) in vec4 position;
layout(location = 0) out vec4 color;
layout(location = 1) in vec4 color0;
void main()
{
gl_Position = mat4(quad_vs_params[0], quad_vs_params[1], quad_vs_params[2], quad_vs_params[3]) * position;
color = color0;
}
*/
vs_quad_source_glsl410 := u8.[
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];
/*
#version 410
layout(location = 0) out vec4 frag_color;
layout(location = 0) in vec4 color;
void main()
{
frag_color = color;
}
*/
fs_quad_source_glsl410 := u8.[
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];
/*
static float4 gl_Position;
static float2 position;
struct SPIRV_Cross_Input
{
float2 position : TEXCOORD0;
};
struct SPIRV_Cross_Output
{
float4 gl_Position : SV_Position;
};
void vert_main()
{
gl_Position = float4(position, 0.5f, 1.0f);
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
position = stage_input.position;
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
return stage_output;
}
*/
vs_bg_source_hlsl5 := u8.[
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];
/*
cbuffer bg_fs_params : register(b0)
{
float _17_tick : packoffset(c0);
};
static float4 gl_FragCoord;
static float4 frag_color;
struct SPIRV_Cross_Input
{
float4 gl_FragCoord : SV_Position;
};
struct SPIRV_Cross_Output
{
float4 frag_color : SV_Target0;
};
void frag_main()
{
float2 _28 = frac((gl_FragCoord.xy - _17_tick.xx) * 0.0199999995529651641845703125f.xx);
float _39 = _28.x * _28.y;
frag_color = float4(_39, _39, _39, 1.0f);
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
gl_FragCoord = stage_input.gl_FragCoord;
gl_FragCoord.w = 1.0 / gl_FragCoord.w;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.frag_color = frag_color;
return stage_output;
}
*/
fs_bg_source_hlsl5 := u8.[
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];
/*
cbuffer quad_vs_params : register(b0)
{
row_major float4x4 _19_mvp : packoffset(c0);
};
static float4 gl_Position;
static float4 position;
static float4 color;
static float4 color0;
struct SPIRV_Cross_Input
{
float4 position : TEXCOORD0;
float4 color0 : TEXCOORD1;
};
struct SPIRV_Cross_Output
{
float4 color : TEXCOORD0;
float4 gl_Position : SV_Position;
};
void vert_main()
{
gl_Position = mul(position, _19_mvp);
color = color0;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
position = stage_input.position;
color0 = stage_input.color0;
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.color = color;
return stage_output;
}
*/
vs_quad_source_hlsl5 := u8.[
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];
/*
static float4 frag_color;
static float4 color;
struct SPIRV_Cross_Input
{
float4 color : TEXCOORD0;
};
struct SPIRV_Cross_Output
{
float4 frag_color : SV_Target0;
};
void frag_main()
{
frag_color = color;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
color = stage_input.color;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.frag_color = frag_color;
return stage_output;
}
*/
fs_quad_source_hlsl5 := u8.[
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0x7d,0x0a,0x00,
];
/*
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 gl_Position [[position]];
};
struct main0_in
{
float2 position [[attribute(0)]];
};
vertex main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
out.gl_Position = float4(in.position, 0.5, 1.0);
return out;
}
*/
vs_bg_source_metal_macos := u8.[
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];
/*
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct bg_fs_params
{
float tick;
};
struct main0_out
{
float4 frag_color [[color(0)]];
};
fragment main0_out main0(constant bg_fs_params& _17 [[buffer(0)]], float4 gl_FragCoord [[position]])
{
main0_out out = {};
float2 _28 = fract((gl_FragCoord.xy - float2(_17.tick)) * float2(0.0199999995529651641845703125));
float _39 = _28.x * _28.y;
out.frag_color = float4(_39, _39, _39, 1.0);
return out;
}
*/
fs_bg_source_metal_macos := u8.[
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];
/*
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct quad_vs_params
{
float4x4 mvp;
};
struct main0_out
{
float4 color [[user(locn0)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float4 position [[attribute(0)]];
float4 color0 [[attribute(1)]];
};
vertex main0_out main0(main0_in in [[stage_in]], constant quad_vs_params& _19 [[buffer(0)]])
{
main0_out out = {};
out.gl_Position = _19.mvp * in.position;
out.color = in.color0;
return out;
}
*/
vs_quad_source_metal_macos := u8.[
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];
/*
#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)]];
};
fragment main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
out.frag_color = in.color;
return out;
}
*/
fs_quad_source_metal_macos := u8.[
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];
bg_shader_desc :: (backend: sg_backend) -> sg_shader_desc {
desc: sg_shader_desc;
desc.label = "bg_shader";
if backend == {
case .GLCORE;
desc.vertex_func.source = xx *vs_bg_source_glsl410;
desc.vertex_func.entry = "main";
desc.fragment_func.source = xx *fs_bg_source_glsl410;
desc.fragment_func.entry = "main";
desc.attrs[0].glsl_name = "position";
desc.uniform_blocks[0].stage = .FRAGMENT;
desc.uniform_blocks[0].layout = .STD140;
desc.uniform_blocks[0].size = 16;
desc.uniform_blocks[0].glsl_uniforms[0].type = .FLOAT4;
desc.uniform_blocks[0].glsl_uniforms[0].array_count = 1;
desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "bg_fs_params";
case .D3D11;
desc.vertex_func.source = xx *vs_bg_source_hlsl5;
desc.vertex_func.d3d11_target = "vs_5_0";
desc.vertex_func.entry = "main";
desc.fragment_func.source = xx *fs_bg_source_hlsl5;
desc.fragment_func.d3d11_target = "ps_5_0";
desc.fragment_func.entry = "main";
desc.attrs[0].hlsl_sem_name = "TEXCOORD";
desc.attrs[0].hlsl_sem_index = 0;
desc.uniform_blocks[0].stage = .FRAGMENT;
desc.uniform_blocks[0].layout = .STD140;
desc.uniform_blocks[0].size = 16;
desc.uniform_blocks[0].hlsl_register_b_n = 0;
case .METAL_MACOS;
desc.vertex_func.source = xx *vs_bg_source_metal_macos;
desc.vertex_func.entry = "main0";
desc.fragment_func.source = xx *fs_bg_source_metal_macos;
desc.fragment_func.entry = "main0";
desc.uniform_blocks[0].stage = .FRAGMENT;
desc.uniform_blocks[0].layout = .STD140;
desc.uniform_blocks[0].size = 16;
desc.uniform_blocks[0].msl_buffer_n = 0;
}
return desc;
}
quad_shader_desc :: (backend: sg_backend) -> sg_shader_desc {
desc: sg_shader_desc;
desc.label = "quad_shader";
if backend == {
case .GLCORE;
desc.vertex_func.source = xx *vs_quad_source_glsl410;
desc.vertex_func.entry = "main";
desc.fragment_func.source = xx *fs_quad_source_glsl410;
desc.fragment_func.entry = "main";
desc.attrs[0].glsl_name = "position";
desc.attrs[1].glsl_name = "color0";
desc.uniform_blocks[0].stage = .VERTEX;
desc.uniform_blocks[0].layout = .STD140;
desc.uniform_blocks[0].size = 64;
desc.uniform_blocks[0].glsl_uniforms[0].type = .FLOAT4;
desc.uniform_blocks[0].glsl_uniforms[0].array_count = 4;
desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "quad_vs_params";
case .D3D11;
desc.vertex_func.source = xx *vs_quad_source_hlsl5;
desc.vertex_func.d3d11_target = "vs_5_0";
desc.vertex_func.entry = "main";
desc.fragment_func.source = xx *fs_quad_source_hlsl5;
desc.fragment_func.d3d11_target = "ps_5_0";
desc.fragment_func.entry = "main";
desc.attrs[0].hlsl_sem_name = "TEXCOORD";
desc.attrs[0].hlsl_sem_index = 0;
desc.attrs[1].hlsl_sem_name = "TEXCOORD";
desc.attrs[1].hlsl_sem_index = 1;
desc.uniform_blocks[0].stage = .VERTEX;
desc.uniform_blocks[0].layout = .STD140;
desc.uniform_blocks[0].size = 64;
desc.uniform_blocks[0].hlsl_register_b_n = 0;
case .METAL_MACOS;
desc.vertex_func.source = xx *vs_quad_source_metal_macos;
desc.vertex_func.entry = "main0";
desc.fragment_func.source = xx *fs_quad_source_metal_macos;
desc.fragment_func.entry = "main0";
desc.uniform_blocks[0].stage = .VERTEX;
desc.uniform_blocks[0].layout = .STD140;
desc.uniform_blocks[0].size = 64;
desc.uniform_blocks[0].msl_buffer_n = 0;
}
return desc;
}