#pragma once /* #version:1# (machine generated, don't edit!) Generated by sokol-shdc (https://github.com/floooh/sokol-tools) Cmdline: sokol-shdc --input source\basic.glsl --output source\basic.glsl.h --slang glsl430:hlsl5:metal_macos Overview: ========= Shader program: 'basic': Get shader desc: basic_shader_desc(sg_query_backend()); Vertex Shader: vs Fragment Shader: fs Attributes: ATTR_basic_pos => 0 ATTR_basic_vcolor => 1 Bindings: Uniform block 'UBO': C struct: UBO_t Bind slot: UB_UBO => 0 */ #if !defined(SOKOL_GFX_INCLUDED) #error "Please include sokol_gfx.h before basic.glsl.h" #endif #if !defined(SOKOL_SHDC_ALIGN) #if defined(_MSC_VER) #define SOKOL_SHDC_ALIGN(a) __declspec(align(a)) #else #define SOKOL_SHDC_ALIGN(a) __attribute__((aligned(a))) #endif #endif #define ATTR_basic_pos (0) #define ATTR_basic_vcolor (1) #define UB_UBO (0) #pragma pack(push,1) SOKOL_SHDC_ALIGN(16) typedef struct UBO_t { float model[16]; float view[16]; float proj[16]; } UBO_t; #pragma pack(pop) /* #version 430 uniform vec4 UBO[12]; layout(location = 0) out vec4 color; layout(location = 1) in vec4 vcolor; layout(location = 0) in vec4 pos; void main() { color = vcolor; gl_Position = ((mat4(UBO[0], UBO[1], UBO[2], UBO[3]) * mat4(UBO[4], UBO[5], UBO[6], UBO[7])) * mat4(UBO[8], UBO[9], UBO[10], UBO[11])) * vec4(pos.xyz, 1.0); } */ static const uint8_t vs_source_glsl430[344] = { 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x34,0x33,0x30,0x0a,0x0a,0x75,0x6e, 0x69,0x66,0x6f,0x72,0x6d,0x20,0x76,0x65,0x63,0x34,0x20,0x55,0x42,0x4f,0x5b,0x31, 0x32,0x5d,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74, 0x69,0x6f,0x6e,0x20,0x3d,0x20,0x30,0x29,0x20,0x6f,0x75,0x74,0x20,0x76,0x65,0x63, 0x34,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28, 0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x31,0x29,0x20,0x69,0x6e, 0x20,0x76,0x65,0x63,0x34,0x20,0x76,0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x6c,0x61, 0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20, 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cbuffer UBO : register(b0) { row_major float4x4 ubo_model : packoffset(c0); row_major float4x4 ubo_view : packoffset(c4); row_major float4x4 ubo_proj : packoffset(c8); }; static float4 gl_Position; static float4 color; static float4 vcolor; static float4 pos; struct SPIRV_Cross_Input { float4 pos : TEXCOORD0; float4 vcolor : TEXCOORD1; }; struct SPIRV_Cross_Output { float4 color : TEXCOORD0; float4 gl_Position : SV_Position; }; void vert_main() { color = vcolor; gl_Position = mul(float4(pos.xyz, 1.0f), mul(ubo_proj, mul(ubo_view, ubo_model))); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { vcolor = stage_input.vcolor; pos = stage_input.pos; vert_main(); SPIRV_Cross_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.color = color; return stage_output; } */ static const uint8_t vs_source_hlsl5[869] = { 0x63,0x62,0x75,0x66,0x66,0x65,0x72,0x20,0x55,0x42,0x4f,0x20,0x3a,0x20,0x72,0x65, 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0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x20,0x20,0x20,0x20,0x72,0x65,0x74,0x75,0x72, 0x6e,0x20,0x73,0x74,0x61,0x67,0x65,0x5f,0x6f,0x75,0x74,0x70,0x75,0x74,0x3b,0x0a, 0x7d,0x0a,0x00, }; /* #include #include using namespace metal; struct UBO { float4x4 model; float4x4 view; float4x4 proj; }; struct main0_out { float4 color [[user(locn0)]]; float4 gl_Position [[position]]; }; struct main0_in { float4 pos [[attribute(0)]]; float4 vcolor [[attribute(1)]]; }; vertex main0_out main0(main0_in in [[stage_in]], constant UBO& ubo [[buffer(0)]]) { main0_out out = {}; out.color = in.vcolor; out.gl_Position = ((ubo.model * ubo.view) * ubo.proj) * float4(in.pos.xyz, 1.0); return out; } */ static const uint8_t vs_source_metal_macos[572] = { 0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,0x20,0x3c,0x6d,0x65,0x74,0x61,0x6c,0x5f, 0x73,0x74,0x64,0x6c,0x69,0x62,0x3e,0x0a,0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65, 0x20,0x3c,0x73,0x69,0x6d,0x64,0x2f,0x73,0x69,0x6d,0x64,0x2e,0x68,0x3e,0x0a,0x0a, 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fs_source_metal_macos[315] = { 0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,0x20,0x3c,0x6d,0x65,0x74,0x61,0x6c,0x5f, 0x73,0x74,0x64,0x6c,0x69,0x62,0x3e,0x0a,0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65, 0x20,0x3c,0x73,0x69,0x6d,0x64,0x2f,0x73,0x69,0x6d,0x64,0x2e,0x68,0x3e,0x0a,0x0a, 0x75,0x73,0x69,0x6e,0x67,0x20,0x6e,0x61,0x6d,0x65,0x73,0x70,0x61,0x63,0x65,0x20, 0x6d,0x65,0x74,0x61,0x6c,0x3b,0x0a,0x0a,0x73,0x74,0x72,0x75,0x63,0x74,0x20,0x6d, 0x61,0x69,0x6e,0x30,0x5f,0x6f,0x75,0x74,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66, 0x6c,0x6f,0x61,0x74,0x34,0x20,0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72, 0x20,0x5b,0x5b,0x63,0x6f,0x6c,0x6f,0x72,0x28,0x30,0x29,0x5d,0x5d,0x3b,0x0a,0x7d, 0x3b,0x0a,0x0a,0x73,0x74,0x72,0x75,0x63,0x74,0x20,0x6d,0x61,0x69,0x6e,0x30,0x5f, 0x69,0x6e,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,0x20, 0x63,0x6f,0x6c,0x6f,0x72,0x20,0x5b,0x5b,0x75,0x73,0x65,0x72,0x28,0x6c,0x6f,0x63, 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desc.fragment_func.source = (const char*)fs_source_glsl430; desc.fragment_func.entry = "main"; desc.attrs[0].base_type = SG_SHADERATTRBASETYPE_FLOAT; desc.attrs[0].glsl_name = "pos"; desc.attrs[1].base_type = SG_SHADERATTRBASETYPE_FLOAT; desc.attrs[1].glsl_name = "vcolor"; desc.uniform_blocks[0].stage = SG_SHADERSTAGE_VERTEX; desc.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_STD140; desc.uniform_blocks[0].size = 192; desc.uniform_blocks[0].glsl_uniforms[0].type = SG_UNIFORMTYPE_FLOAT4; desc.uniform_blocks[0].glsl_uniforms[0].array_count = 12; desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "UBO"; desc.label = "basic_shader"; } return &desc; } if (backend == SG_BACKEND_D3D11) { static sg_shader_desc desc; static bool valid; if (!valid) { valid = true; desc.vertex_func.source = (const char*)vs_source_hlsl5; desc.vertex_func.d3d11_target = "vs_5_0"; desc.vertex_func.entry = "main"; desc.fragment_func.source = (const char*)fs_source_hlsl5; desc.fragment_func.d3d11_target = "ps_5_0"; desc.fragment_func.entry = "main"; desc.attrs[0].base_type = SG_SHADERATTRBASETYPE_FLOAT; desc.attrs[0].hlsl_sem_name = "TEXCOORD"; desc.attrs[0].hlsl_sem_index = 0; desc.attrs[1].base_type = SG_SHADERATTRBASETYPE_FLOAT; desc.attrs[1].hlsl_sem_name = "TEXCOORD"; desc.attrs[1].hlsl_sem_index = 1; desc.uniform_blocks[0].stage = SG_SHADERSTAGE_VERTEX; desc.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_STD140; desc.uniform_blocks[0].size = 192; desc.uniform_blocks[0].hlsl_register_b_n = 0; desc.label = "basic_shader"; } return &desc; } if (backend == SG_BACKEND_METAL_MACOS) { static sg_shader_desc desc; static bool valid; if (!valid) { valid = true; desc.vertex_func.source = (const char*)vs_source_metal_macos; desc.vertex_func.entry = "main0"; desc.fragment_func.source = (const char*)fs_source_metal_macos; desc.fragment_func.entry = "main0"; desc.attrs[0].base_type = SG_SHADERATTRBASETYPE_FLOAT; desc.attrs[1].base_type = SG_SHADERATTRBASETYPE_FLOAT; desc.uniform_blocks[0].stage = SG_SHADERSTAGE_VERTEX; desc.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_STD140; desc.uniform_blocks[0].size = 192; desc.uniform_blocks[0].msl_buffer_n = 0; desc.label = "basic_shader"; } return &desc; } return 0; }