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

342 lines
16 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: '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
Bindings:
*/
ATTR_triangle_position :: 0;
ATTR_triangle_color0 :: 1;
/*
#version 410
layout(location = 0) in vec4 position;
layout(location = 0) out vec4 color;
layout(location = 1) in vec4 color0;
void main()
{
gl_Position = position;
color = color0;
}
*/
vs_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_source_glsl410 := u8.[
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];
/*
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 = position;
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_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_source_hlsl5 := u8.[
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/*
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
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]])
{
main0_out out = {};
out.gl_Position = in.position;
out.color = in.color0;
return out;
}
*/
vs_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_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_glsl410;
desc.vertex_func.entry = "main";
desc.fragment_func.source = xx *fs_source_glsl410;
desc.fragment_func.entry = "main";
desc.attrs[0].glsl_name = "position";
desc.attrs[1].glsl_name = "color0";
case .D3D11;
desc.vertex_func.source = xx *vs_source_hlsl5;
desc.vertex_func.d3d11_target = "vs_5_0";
desc.vertex_func.entry = "main";
desc.fragment_func.source = xx *fs_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;
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";
}
return desc;
}