huh/source/basic.glsl.h

451 lines
22 KiB
C++

#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] = {
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};
/*
#version 430
layout(location = 0) out vec4 frag_color;
layout(location = 0) in vec4 color;
void main()
{
frag_color = color;
}
*/
static const uint8_t fs_source_glsl430[135] = {
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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] = {
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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;
}
*/
static const uint8_t fs_source_hlsl5[435] = {
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};
/*
#include <metal_stdlib>
#include <simd/simd.h>
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] = {
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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;
}
*/
static const uint8_t fs_source_metal_macos[315] = {
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};
static inline const sg_shader_desc* basic_shader_desc(sg_backend backend) {
if (backend == SG_BACKEND_GLCORE) {
static sg_shader_desc desc;
static bool valid;
if (!valid) {
valid = true;
desc.vertex_func.source = (const char*)vs_source_glsl430;
desc.vertex_func.entry = "main";
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;
}