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 { 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x34,0x33,0x30,0x0a,0x0a,0x75,0x6e, 0x69,0x66,0x6f,0x72,0x6d,0x20,0x76,0x65,0x63,0x34,0x20,0x64,0x65,0x66,0x61,0x75, 0x6c,0x74,0x5f,0x76,0x73,0x5f,0x70,0x61,0x72,0x61,0x6d,0x73,0x5b,0x34,0x5d,0x3b, 0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e, 0x20,0x3d,0x20,0x30,0x29,0x20,0x69,0x6e,0x20,0x76,0x65,0x63,0x32,0x20,0x76,0x70, 0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28, 0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x30,0x29,0x20,0x6f,0x75, 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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") vs_source_hlsl5 := [964]u8 { 0x63,0x62,0x75,0x66,0x66,0x65,0x72,0x20,0x64,0x65,0x66,0x61,0x75,0x6c,0x74,0x5f, 0x76,0x73,0x5f,0x70,0x61,0x72,0x61,0x6d,0x73,0x20,0x3a,0x20,0x72,0x65,0x67,0x69, 0x73,0x74,0x65,0x72,0x28,0x62,0x30,0x29,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x72, 0x6f,0x77,0x5f,0x6d,0x61,0x6a,0x6f,0x72,0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,0x78, 0x34,0x20,0x5f,0x31,0x39,0x5f,0x70,0x72,0x6f,0x6a,0x65,0x63,0x74,0x69,0x6f,0x6e, 0x20,0x3a,0x20,0x70,0x61,0x63,0x6b,0x6f,0x66,0x66,0x73,0x65,0x74,0x28,0x63,0x30, 0x29,0x3b,0x0a,0x7d,0x3b,0x0a,0x0a,0x0a,0x73,0x74,0x61,0x74,0x69,0x63,0x20,0x66, 0x6c,0x6f,0x61,0x74,0x34,0x20,0x67,0x6c,0x5f,0x50,0x6f,0x73,0x69,0x74,0x69,0x6f, 0x6e,0x3b,0x0a,0x73,0x74,0x61,0x74,0x69,0x63,0x20,0x66,0x6c,0x6f,0x61,0x74,0x32, 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"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 }