Fix what's in the repo
parent
604d62a690
commit
135ac2c9e8
@ -1,540 +0,0 @@
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#pragma once
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/*
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#version:1# (machine generated, don't edit!)
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Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
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Cmdline: sokol-shdc --input quad.glsl --output quad-sapp.glsl.h --slang glsl330:hlsl5:metal_macos
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Overview:
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Shader program 'program':
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Get shader desc: quad_program_shader_desc(sg_query_backend());
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Vertex shader: vs
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Attribute slots:
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ATTR_quad_vs_position = 0
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ATTR_quad_vs_texcoord0 = 1
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Fragment shader: fs
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Uniform block 'fs_params':
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C struct: quad_fs_params_t
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Bind slot: SLOT_quad_fs_params = 0
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Image 'tex':
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Type: SG_IMAGETYPE_2D
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Component Type: SG_SAMPLERTYPE_FLOAT
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Bind slot: SLOT_quad_tex = 0
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Shader descriptor structs:
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sg_shader program = sg_make_shader(quad_program_shader_desc(sg_query_backend()));
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Vertex attribute locations for vertex shader 'vs':
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sg_pipeline pip = sg_make_pipeline(&(sg_pipeline_desc){
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.layout = {
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.attrs = {
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[ATTR_quad_vs_position] = { ... },
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[ATTR_quad_vs_texcoord0] = { ... },
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},
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},
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...});
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Image bind slots, use as index in sg_bindings.vs_images[] or .fs_images[]
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SLOT_quad_tex = 0;
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Bind slot and C-struct for uniform block 'fs_params':
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quad_fs_params_t fs_params = {
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.tint = ...;
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.upper_left = ...;
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.lower_right = ...;
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};
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sg_apply_uniforms(SG_SHADERSTAGE_[VS|FS], SLOT_quad_fs_params, &SG_RANGE(fs_params));
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*/
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#include <stdint.h>
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#include <stdbool.h>
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#include <string.h>
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#include <stddef.h>
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#if !defined(SOKOL_SHDC_ALIGN)
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#if defined(_MSC_VER)
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#define SOKOL_SHDC_ALIGN(a) __declspec(align(a))
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#else
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#define SOKOL_SHDC_ALIGN(a) __attribute__((aligned(a)))
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#endif
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#endif
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#define ATTR_quad_vs_position (0)
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#define ATTR_quad_vs_texcoord0 (1)
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#define SLOT_quad_tex (0)
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#define SLOT_quad_fs_params (0)
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#pragma pack(push,1)
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SOKOL_SHDC_ALIGN(16) typedef struct quad_fs_params_t {
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float tint[4];
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float upper_left[2];
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float lower_right[2];
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} quad_fs_params_t;
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#pragma pack(pop)
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/*
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#version 330
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layout(location = 0) in vec2 position;
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out vec2 uv;
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layout(location = 1) in vec2 texcoord0;
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void main()
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{
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gl_Position = vec4(position, 0.0, 1.0);
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uv = texcoord0;
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}
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*/
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static const char quad_vs_source_glsl330[189] = {
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};
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/*
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#version 330
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uniform vec4 fs_params[2];
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uniform sampler2D tex;
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in vec2 uv;
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layout(location = 0) out vec4 frag_color;
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void main()
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{
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frag_color = texture(tex, vec2(mix(fs_params[1].x, fs_params[1].z, uv.x), mix(fs_params[1].y, fs_params[1].w, uv.y))) * fs_params[0];
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}
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*/
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static const char quad_fs_source_glsl330[276] = {
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};
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/*
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static float4 gl_Position;
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static float2 position;
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static float2 uv;
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static float2 texcoord0;
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struct SPIRV_Cross_Input
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{
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float2 position : TEXCOORD0;
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float2 texcoord0 : TEXCOORD1;
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};
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struct SPIRV_Cross_Output
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{
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float2 uv : TEXCOORD0;
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float4 gl_Position : SV_Position;
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};
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#line 11 "quad.glsl"
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void vert_main()
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{
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#line 11 "quad.glsl"
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gl_Position = float4(position, 0.0f, 1.0f);
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#line 12 "quad.glsl"
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uv = texcoord0;
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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{
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position = stage_input.position;
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texcoord0 = stage_input.texcoord0;
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vert_main();
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SPIRV_Cross_Output stage_output;
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stage_output.gl_Position = gl_Position;
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stage_output.uv = uv;
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return stage_output;
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}
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*/
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static const char quad_vs_source_hlsl5[728] = {
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|
||||
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|
||||
0x70,0x75,0x74,0x3b,0x0a,0x7d,0x0a,0x00,
|
||||
};
|
||||
/*
|
||||
cbuffer fs_params : register(b0)
|
||||
{
|
||||
float4 _15_tint : packoffset(c0);
|
||||
float2 _15_upper_left : packoffset(c1);
|
||||
float2 _15_lower_right : packoffset(c1.z);
|
||||
};
|
||||
|
||||
Texture2D<float4> tex : register(t0);
|
||||
SamplerState _tex_sampler : register(s0);
|
||||
|
||||
static float2 uv;
|
||||
static float4 frag_color;
|
||||
|
||||
struct SPIRV_Cross_Input
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct SPIRV_Cross_Output
|
||||
{
|
||||
float4 frag_color : SV_Target0;
|
||||
};
|
||||
|
||||
#line 18 "quad.glsl"
|
||||
void frag_main()
|
||||
{
|
||||
#line 18 "quad.glsl"
|
||||
#line 19 "quad.glsl"
|
||||
frag_color = tex.Sample(_tex_sampler, float2(lerp(_15_upper_left.x, _15_lower_right.x, uv.x), lerp(_15_upper_left.y, _15_lower_right.y, uv.y))) * _15_tint;
|
||||
}
|
||||
|
||||
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
|
||||
{
|
||||
uv = stage_input.uv;
|
||||
frag_main();
|
||||
SPIRV_Cross_Output stage_output;
|
||||
stage_output.frag_color = frag_color;
|
||||
return stage_output;
|
||||
}
|
||||
*/
|
||||
static const char quad_fs_source_hlsl5[871] = {
|
||||
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||||
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||||
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|
||||
0x75,0x74,0x3b,0x0a,0x7d,0x0a,0x00,
|
||||
};
|
||||
/*
|
||||
#include <metal_stdlib>
|
||||
#include <simd/simd.h>
|
||||
|
||||
using namespace metal;
|
||||
|
||||
struct main0_out
|
||||
{
|
||||
float2 uv [[user(locn0)]];
|
||||
float4 gl_Position [[position]];
|
||||
};
|
||||
|
||||
struct main0_in
|
||||
{
|
||||
float2 position [[attribute(0)]];
|
||||
float2 texcoord0 [[attribute(1)]];
|
||||
};
|
||||
|
||||
#line 11 "quad.glsl"
|
||||
vertex main0_out main0(main0_in in [[stage_in]])
|
||||
{
|
||||
main0_out out = {};
|
||||
#line 11 "quad.glsl"
|
||||
out.gl_Position = float4(in.position, 0.0, 1.0);
|
||||
#line 12 "quad.glsl"
|
||||
out.uv = in.texcoord0;
|
||||
return out;
|
||||
}
|
||||
|
||||
*/
|
||||
static const char quad_vs_source_metal_macos[500] = {
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
0x7d,0x0a,0x0a,0x00,
|
||||
};
|
||||
/*
|
||||
#include <metal_stdlib>
|
||||
#include <simd/simd.h>
|
||||
|
||||
using namespace metal;
|
||||
|
||||
struct fs_params
|
||||
{
|
||||
float4 tint;
|
||||
float2 upper_left;
|
||||
float2 lower_right;
|
||||
};
|
||||
|
||||
struct main0_out
|
||||
{
|
||||
float4 frag_color [[color(0)]];
|
||||
};
|
||||
|
||||
struct main0_in
|
||||
{
|
||||
float2 uv [[user(locn0)]];
|
||||
};
|
||||
|
||||
#line 18 "quad.glsl"
|
||||
fragment main0_out main0(main0_in in [[stage_in]], constant fs_params& _15 [[buffer(0)]], texture2d<float> tex [[texture(0)]], sampler texSmplr [[sampler(0)]])
|
||||
{
|
||||
main0_out out = {};
|
||||
#line 18 "quad.glsl"
|
||||
#line 19 "quad.glsl"
|
||||
out.frag_color = tex.sample(texSmplr, float2(mix(_15.upper_left.x, _15.lower_right.x, in.uv.x), mix(_15.upper_left.y, _15.lower_right.y, in.uv.y))) * _15.tint;
|
||||
return out;
|
||||
}
|
||||
|
||||
*/
|
||||
static const char quad_fs_source_metal_macos[704] = {
|
||||
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|
||||
|
||||
};
|
||||
#if !defined(SOKOL_GFX_INCLUDED)
|
||||
#error "Please include sokol_gfx.h before quad-sapp.glsl.h"
|
||||
#endif
|
||||
static inline const sg_shader_desc* quad_program_shader_desc(sg_backend backend) {
|
||||
if (backend == SG_BACKEND_GLCORE33) {
|
||||
static sg_shader_desc desc;
|
||||
static bool valid;
|
||||
if (!valid) {
|
||||
valid = true;
|
||||
desc.attrs[0].name = "position";
|
||||
desc.attrs[1].name = "texcoord0";
|
||||
desc.vs.source = quad_vs_source_glsl330;
|
||||
desc.vs.entry = "main";
|
||||
desc.fs.source = quad_fs_source_glsl330;
|
||||
desc.fs.entry = "main";
|
||||
desc.fs.uniform_blocks[0].size = 32;
|
||||
desc.fs.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_STD140;
|
||||
desc.fs.uniform_blocks[0].uniforms[0].name = "fs_params";
|
||||
desc.fs.uniform_blocks[0].uniforms[0].type = SG_UNIFORMTYPE_FLOAT4;
|
||||
desc.fs.uniform_blocks[0].uniforms[0].array_count = 2;
|
||||
desc.fs.images[0].name = "tex";
|
||||
desc.fs.images[0].image_type = SG_IMAGETYPE_2D;
|
||||
desc.fs.images[0].sampler_type = SG_SAMPLERTYPE_FLOAT;
|
||||
desc.label = "quad_program_shader";
|
||||
}
|
||||
return &desc;
|
||||
}
|
||||
if (backend == SG_BACKEND_D3D11) {
|
||||
static sg_shader_desc desc;
|
||||
static bool valid;
|
||||
if (!valid) {
|
||||
valid = true;
|
||||
desc.attrs[0].sem_name = "TEXCOORD";
|
||||
desc.attrs[0].sem_index = 0;
|
||||
desc.attrs[1].sem_name = "TEXCOORD";
|
||||
desc.attrs[1].sem_index = 1;
|
||||
desc.vs.source = quad_vs_source_hlsl5;
|
||||
desc.vs.d3d11_target = "vs_5_0";
|
||||
desc.vs.entry = "main";
|
||||
desc.fs.source = quad_fs_source_hlsl5;
|
||||
desc.fs.d3d11_target = "ps_5_0";
|
||||
desc.fs.entry = "main";
|
||||
desc.fs.uniform_blocks[0].size = 32;
|
||||
desc.fs.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_STD140;
|
||||
desc.fs.images[0].name = "tex";
|
||||
desc.fs.images[0].image_type = SG_IMAGETYPE_2D;
|
||||
desc.fs.images[0].sampler_type = SG_SAMPLERTYPE_FLOAT;
|
||||
desc.label = "quad_program_shader";
|
||||
}
|
||||
return &desc;
|
||||
}
|
||||
if (backend == SG_BACKEND_METAL_MACOS) {
|
||||
static sg_shader_desc desc;
|
||||
static bool valid;
|
||||
if (!valid) {
|
||||
valid = true;
|
||||
desc.vs.source = quad_vs_source_metal_macos;
|
||||
desc.vs.entry = "main0";
|
||||
desc.fs.source = quad_fs_source_metal_macos;
|
||||
desc.fs.entry = "main0";
|
||||
desc.fs.uniform_blocks[0].size = 32;
|
||||
desc.fs.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_STD140;
|
||||
desc.fs.images[0].name = "tex";
|
||||
desc.fs.images[0].image_type = SG_IMAGETYPE_2D;
|
||||
desc.fs.images[0].sampler_type = SG_SAMPLERTYPE_FLOAT;
|
||||
desc.label = "quad_program_shader";
|
||||
}
|
||||
return &desc;
|
||||
}
|
||||
return 0;
|
||||
}
|
Loading…
Reference in New Issue