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authorXander Swan <email>2025-12-03 09:52:13 -0500
committerXander Swan <email>2025-12-03 09:52:13 -0500
commitb6cf1d104da53ec9c30dc45c35d9de48812f0afc (patch)
tree49421206d8d866e82a8a743cba5ced494cbfc785 /src/draw/default_shader.odin
Initial commit
Diffstat (limited to 'src/draw/default_shader.odin')
-rw-r--r--src/draw/default_shader.odin538
1 files changed, 538 insertions, 0 deletions
diff --git a/src/draw/default_shader.odin b/src/draw/default_shader.odin
new file mode 100644
index 0000000..eca5c62
--- /dev/null
+++ b/src/draw/default_shader.odin
@@ -0,0 +1,538 @@
+package draw
+import sg "shared:sokol/gfx"
+/*
+ #version:1# (machine generated, don't edit!)
+
+ Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
+
+ Cmdline:
+ sokol-shdc -i src/draw/default.glsl -o src/draw/default_shader.odin -l glsl430:metal_macos:hlsl5 -f sokol_odin
+
+ Overview:
+ =========
+ Shader program: 'default':
+ Get shader desc: default_shader_desc(sg.query_backend())
+ Vertex Shader: vs
+ Fragment Shader: fs
+ Attributes:
+ ATTR_default_vposition => 0
+ ATTR_default_vuv => 1
+ ATTR_default_vcolor => 2
+ Bindings:
+ Uniform block 'default_vs_params':
+ Odin struct: Default_Vs_Params
+ Bind slot: UB_default_vs_params => 0
+ Texture 'tex':
+ Image type: ._2D
+ Sample type: .FLOAT
+ Multisampled: false
+ Bind slot: VIEW_tex => 0
+ Sampler 'tex_samp':
+ Type: .FILTERING
+ Bind slot: SMP_tex_samp => 0
+*/
+ATTR_default_vposition :: 0
+ATTR_default_vuv :: 1
+ATTR_default_vcolor :: 2
+UB_default_vs_params :: 0
+VIEW_tex :: 0
+SMP_tex_samp :: 0
+Default_Vs_Params :: struct #align(16) {
+ using _: struct #packed {
+ projection: [16]f32,
+ },
+}
+/*
+ #version 430
+
+ uniform vec4 default_vs_params[4];
+ layout(location = 0) in vec2 vposition;
+ layout(location = 0) out vec4 fcolor;
+ layout(location = 2) in vec4 vcolor;
+ layout(location = 1) out vec2 fuv;
+ layout(location = 1) in vec2 vuv;
+
+ void main()
+ {
+ gl_Position = mat4(default_vs_params[0], default_vs_params[1], default_vs_params[2], default_vs_params[3]) * vec4(vposition, 0.0, 1.0);
+ fcolor = vcolor;
+ fuv = vuv;
+ }
+
+*/
+@(private="file")
+vs_source_glsl430 := [428]u8 {
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+ 0x20,0x3d,0x20,0x76,0x75,0x76,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
+}
+/*
+ #version 430
+
+ layout(binding = 0) uniform sampler2D tex_tex_samp;
+
+ layout(location = 0) out vec4 out_color;
+ layout(location = 1) in vec2 fuv;
+ layout(location = 0) in vec4 fcolor;
+
+ void main()
+ {
+ out_color = texture(tex_tex_samp, fuv) * fcolor;
+ }
+
+*/
+@(private="file")
+fs_source_glsl430 := [251]u8 {
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+}
+/*
+ cbuffer default_vs_params : register(b0)
+ {
+ row_major float4x4 _19_projection : packoffset(c0);
+ };
+
+
+ static float4 gl_Position;
+ static float2 vposition;
+ static float4 fcolor;
+ static float4 vcolor;
+ static float2 fuv;
+ static float2 vuv;
+
+ struct SPIRV_Cross_Input
+ {
+ float2 vposition : TEXCOORD0;
+ float2 vuv : TEXCOORD1;
+ float4 vcolor : TEXCOORD2;
+ };
+
+ struct SPIRV_Cross_Output
+ {
+ float4 fcolor : TEXCOORD0;
+ float2 fuv : TEXCOORD1;
+ float4 gl_Position : SV_Position;
+ };
+
+ void vert_main()
+ {
+ gl_Position = mul(float4(vposition, 0.0f, 1.0f), _19_projection);
+ fcolor = vcolor;
+ fuv = vuv;
+ }
+
+ SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
+ {
+ vposition = stage_input.vposition;
+ vcolor = stage_input.vcolor;
+ vuv = stage_input.vuv;
+ vert_main();
+ SPIRV_Cross_Output stage_output;
+ stage_output.gl_Position = gl_Position;
+ stage_output.fcolor = fcolor;
+ stage_output.fuv = fuv;
+ return stage_output;
+ }
+*/
+@(private="file")
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+}
+/*
+ Texture2D<float4> tex : register(t0);
+ SamplerState tex_samp : register(s0);
+
+ static float4 out_color;
+ static float2 fuv;
+ static float4 fcolor;
+
+ struct SPIRV_Cross_Input
+ {
+ float4 fcolor : TEXCOORD0;
+ float2 fuv : TEXCOORD1;
+ };
+
+ struct SPIRV_Cross_Output
+ {
+ float4 out_color : SV_Target0;
+ };
+
+ void frag_main()
+ {
+ out_color = tex.Sample(tex_samp, fuv) * fcolor;
+ }
+
+ SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
+ {
+ fuv = stage_input.fuv;
+ fcolor = stage_input.fcolor;
+ frag_main();
+ SPIRV_Cross_Output stage_output;
+ stage_output.out_color = out_color;
+ return stage_output;
+ }
+*/
+@(private="file")
+fs_source_hlsl5 := [614]u8 {
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+ 0x74,0x3b,0x0a,0x7d,0x0a,0x00,
+}
+/*
+ #include <metal_stdlib>
+ #include <simd/simd.h>
+
+ using namespace metal;
+
+ struct default_vs_params
+ {
+ float4x4 projection;
+ };
+
+ struct main0_out
+ {
+ float4 fcolor [[user(locn0)]];
+ float2 fuv [[user(locn1)]];
+ float4 gl_Position [[position]];
+ };
+
+ struct main0_in
+ {
+ float2 vposition [[attribute(0)]];
+ float2 vuv [[attribute(1)]];
+ float4 vcolor [[attribute(2)]];
+ };
+
+ vertex main0_out main0(main0_in in [[stage_in]], constant default_vs_params& _19 [[buffer(0)]])
+ {
+ main0_out out = {};
+ out.gl_Position = _19.projection * float4(in.vposition, 0.0, 1.0);
+ out.fcolor = in.vcolor;
+ out.fuv = in.vuv;
+ return out;
+ }
+
+*/
+@(private="file")
+vs_source_metal_macos := [648]u8 {
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+}
+/*
+ #include <metal_stdlib>
+ #include <simd/simd.h>
+
+ using namespace metal;
+
+ struct main0_out
+ {
+ float4 out_color [[color(0)]];
+ };
+
+ struct main0_in
+ {
+ float4 fcolor [[user(locn0)]];
+ float2 fuv [[user(locn1)]];
+ };
+
+ fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[texture(0)]], sampler tex_samp [[sampler(0)]])
+ {
+ main0_out out = {};
+ out.out_color = tex.sample(tex_samp, in.fuv) * in.fcolor;
+ return out;
+ }
+
+*/
+@(private="file")
+fs_source_metal_macos := [448]u8 {
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+
+}
+default_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
+ desc: sg.Shader_Desc
+ desc.label = "default_shader"
+ #partial switch backend {
+ case .GLCORE:
+ desc.vertex_func.source = transmute(cstring)&vs_source_glsl430
+ desc.vertex_func.entry = "main"
+ desc.fragment_func.source = transmute(cstring)&fs_source_glsl430
+ desc.fragment_func.entry = "main"
+ desc.attrs[0].base_type = .FLOAT
+ desc.attrs[0].glsl_name = "vposition"
+ desc.attrs[1].base_type = .FLOAT
+ desc.attrs[1].glsl_name = "vuv"
+ desc.attrs[2].base_type = .FLOAT
+ desc.attrs[2].glsl_name = "vcolor"
+ 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 = "default_vs_params"
+ desc.views[0].texture.stage = .FRAGMENT
+ desc.views[0].texture.image_type = ._2D
+ desc.views[0].texture.sample_type = .FLOAT
+ desc.views[0].texture.multisampled = false
+ desc.samplers[0].stage = .FRAGMENT
+ desc.samplers[0].sampler_type = .FILTERING
+ desc.texture_sampler_pairs[0].stage = .FRAGMENT
+ desc.texture_sampler_pairs[0].view_slot = 0
+ desc.texture_sampler_pairs[0].sampler_slot = 0
+ desc.texture_sampler_pairs[0].glsl_name = "tex_tex_samp"
+ case .D3D11:
+ desc.vertex_func.source = transmute(cstring)&vs_source_hlsl5
+ desc.vertex_func.d3d11_target = "vs_5_0"
+ desc.vertex_func.entry = "main"
+ desc.fragment_func.source = transmute(cstring)&fs_source_hlsl5
+ desc.fragment_func.d3d11_target = "ps_5_0"
+ desc.fragment_func.entry = "main"
+ desc.attrs[0].base_type = .FLOAT
+ desc.attrs[0].hlsl_sem_name = "TEXCOORD"
+ desc.attrs[0].hlsl_sem_index = 0
+ desc.attrs[1].base_type = .FLOAT
+ desc.attrs[1].hlsl_sem_name = "TEXCOORD"
+ desc.attrs[1].hlsl_sem_index = 1
+ desc.attrs[2].base_type = .FLOAT
+ desc.attrs[2].hlsl_sem_name = "TEXCOORD"
+ desc.attrs[2].hlsl_sem_index = 2
+ 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
+ desc.views[0].texture.stage = .FRAGMENT
+ desc.views[0].texture.image_type = ._2D
+ desc.views[0].texture.sample_type = .FLOAT
+ desc.views[0].texture.multisampled = false
+ desc.views[0].texture.hlsl_register_t_n = 0
+ desc.samplers[0].stage = .FRAGMENT
+ desc.samplers[0].sampler_type = .FILTERING
+ desc.samplers[0].hlsl_register_s_n = 0
+ desc.texture_sampler_pairs[0].stage = .FRAGMENT
+ desc.texture_sampler_pairs[0].view_slot = 0
+ desc.texture_sampler_pairs[0].sampler_slot = 0
+ case .METAL_MACOS:
+ desc.vertex_func.source = transmute(cstring)&vs_source_metal_macos
+ desc.vertex_func.entry = "main0"
+ desc.fragment_func.source = transmute(cstring)&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.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
+ desc.views[0].texture.stage = .FRAGMENT
+ desc.views[0].texture.image_type = ._2D
+ desc.views[0].texture.sample_type = .FLOAT
+ desc.views[0].texture.multisampled = false
+ desc.views[0].texture.msl_texture_n = 0
+ desc.samplers[0].stage = .FRAGMENT
+ desc.samplers[0].sampler_type = .FILTERING
+ desc.samplers[0].msl_sampler_n = 0
+ desc.texture_sampler_pairs[0].stage = .FRAGMENT
+ desc.texture_sampler_pairs[0].view_slot = 0
+ desc.texture_sampler_pairs[0].sampler_slot = 0
+ }
+ return desc
+}