#pragma once /* #version:1# (machine generated, don't edit!) Generated by sokol-shdc (https://github.com/floooh/sokol-tools) Cmdline: sokol-shdc --input quad.glsl --output quad-sapp.glsl.h --slang glsl330:hlsl5:metal_macos Overview: Shader program 'program': Get shader desc: quad_program_shader_desc(sg_query_backend()); Vertex shader: vs Attribute slots: ATTR_quad_vs_position = 0 ATTR_quad_vs_texcoord0 = 1 Fragment shader: fs Uniform block 'fs_params': C struct: quad_fs_params_t Bind slot: SLOT_quad_fs_params = 0 Image 'tex': Type: SG_IMAGETYPE_2D Component Type: SG_SAMPLERTYPE_FLOAT Bind slot: SLOT_quad_tex = 0 Shader descriptor structs: sg_shader program = sg_make_shader(quad_program_shader_desc(sg_query_backend())); Vertex attribute locations for vertex shader 'vs': sg_pipeline pip = sg_make_pipeline(&(sg_pipeline_desc){ .layout = { .attrs = { [ATTR_quad_vs_position] = { ... }, [ATTR_quad_vs_texcoord0] = { ... }, }, }, ...}); Image bind slots, use as index in sg_bindings.vs_images[] or .fs_images[] SLOT_quad_tex = 0; Bind slot and C-struct for uniform block 'fs_params': quad_fs_params_t fs_params = { .tint = ...; .upper_left = ...; .lower_right = ...; }; sg_apply_uniforms(SG_SHADERSTAGE_[VS|FS], SLOT_quad_fs_params, &SG_RANGE(fs_params)); */ #include #include #include #include #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_quad_vs_position (0) #define ATTR_quad_vs_texcoord0 (1) #define SLOT_quad_tex (0) #define SLOT_quad_fs_params (0) #pragma pack(push,1) SOKOL_SHDC_ALIGN(16) typedef struct quad_fs_params_t { float tint[4]; float upper_left[2]; float lower_right[2]; } quad_fs_params_t; #pragma pack(pop) /* #version 330 layout(location = 0) in vec2 position; out vec2 uv; layout(location = 1) in vec2 texcoord0; void main() { gl_Position = vec4(position, 0.0, 1.0); uv = texcoord0; } */ static const char quad_vs_source_glsl330[189] = { 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fs_params[2]; uniform sampler2D tex; in vec2 uv; layout(location = 0) out vec4 frag_color; void main() { 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]; } */ static const char quad_fs_source_glsl330[276] = { 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x33,0x33,0x30,0x0a,0x0a,0x75,0x6e, 0x69,0x66,0x6f,0x72,0x6d,0x20,0x76,0x65,0x63,0x34,0x20,0x66,0x73,0x5f,0x70,0x61, 0x72,0x61,0x6d,0x73,0x5b,0x32,0x5d,0x3b,0x0a,0x75,0x6e,0x69,0x66,0x6f,0x72,0x6d, 0x20,0x73,0x61,0x6d,0x70,0x6c,0x65,0x72,0x32,0x44,0x20,0x74,0x65,0x78,0x3b,0x0a, 0x0a,0x69,0x6e,0x20,0x76,0x65,0x63,0x32,0x20,0x75,0x76,0x3b,0x0a,0x6c,0x61,0x79, 0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x30, 0x29,0x20,0x6f,0x75,0x74,0x20,0x76,0x65,0x63,0x34,0x20,0x66,0x72,0x61,0x67,0x5f, 0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x0a,0x76,0x6f,0x69,0x64,0x20,0x6d,0x61,0x69, 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gl_Position : SV_Position; }; #line 11 "quad.glsl" void vert_main() { #line 11 "quad.glsl" gl_Position = float4(position, 0.0f, 1.0f); #line 12 "quad.glsl" uv = texcoord0; } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { position = stage_input.position; texcoord0 = stage_input.texcoord0; vert_main(); SPIRV_Cross_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.uv = uv; return stage_output; } */ static const char quad_vs_source_hlsl5[728] = { 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,0x61,0x74,0x32,0x20,0x70,0x6f,0x73,0x69,0x74,0x69,0x6f, 0x6e,0x3b,0x0a,0x73,0x74,0x61,0x74,0x69,0x63,0x20,0x66,0x6c,0x6f,0x61,0x74,0x32, 0x20,0x75,0x76,0x3b,0x0a,0x73,0x74,0x61,0x74,0x69,0x63,0x20,0x66,0x6c,0x6f,0x61, 0x74,0x32,0x20,0x74,0x65,0x78,0x63,0x6f,0x6f,0x72,0x64,0x30,0x3b,0x0a,0x0a,0x73, 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frag_main(); SPIRV_Cross_Output stage_output; stage_output.frag_color = frag_color; return stage_output; } */ static const char quad_fs_source_hlsl5[871] = { 0x63,0x62,0x75,0x66,0x66,0x65,0x72,0x20,0x66,0x73,0x5f,0x70,0x61,0x72,0x61,0x6d, 0x73,0x20,0x3a,0x20,0x72,0x65,0x67,0x69,0x73,0x74,0x65,0x72,0x28,0x62,0x30,0x29, 0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,0x20,0x5f,0x31, 0x35,0x5f,0x74,0x69,0x6e,0x74,0x20,0x3a,0x20,0x70,0x61,0x63,0x6b,0x6f,0x66,0x66, 0x73,0x65,0x74,0x28,0x63,0x30,0x29,0x3b,0x0a,0x20,0x20,0x20,0x20,0x66,0x6c,0x6f, 0x61,0x74,0x32,0x20,0x5f,0x31,0x35,0x5f,0x75,0x70,0x70,0x65,0x72,0x5f,0x6c,0x65, 0x66,0x74,0x20,0x3a,0x20,0x70,0x61,0x63,0x6b,0x6f,0x66,0x66,0x73,0x65,0x74,0x28, 0x63,0x31,0x29,0x3b,0x0a,0x20,0x20,0x20,0x20,0x66,0x6c,0x6f,0x61,0x74,0x32,0x20, 0x5f,0x31,0x35,0x5f,0x6c,0x6f,0x77,0x65,0x72,0x5f,0x72,0x69,0x67,0x68,0x74,0x20, 0x3a,0x20,0x70,0x61,0x63,0x6b,0x6f,0x66,0x66,0x73,0x65,0x74,0x28,0x63,0x31,0x2e, 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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] = { 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,0x61,0x74,0x32,0x20,0x75,0x76,0x20,0x5b,0x5b,0x75,0x73,0x65,0x72,0x28, 0x6c,0x6f,0x63,0x6e,0x30,0x29,0x5d,0x5d,0x3b,0x0a,0x20,0x20,0x20,0x20,0x66,0x6c, 0x6f,0x61,0x74,0x34,0x20,0x67,0x6c,0x5f,0x50,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e, 0x20,0x5b,0x5b,0x70,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x5d,0x5d,0x3b,0x0a,0x7d, 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fragment main0_out main0(main0_in in [[stage_in]], constant fs_params& _15 [[buffer(0)]], texture2d 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] = { 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,0x73,0x74,0x72,0x75,0x63,0x74,0x20,0x66, 0x73,0x5f,0x70,0x61,0x72,0x61,0x6d,0x73,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66, 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0x2a,0x20,0x5f,0x31,0x35,0x2e,0x74,0x69,0x6e,0x74,0x3b,0x0a,0x20,0x20,0x20,0x20, 0x72,0x65,0x74,0x75,0x72,0x6e,0x20,0x6f,0x75,0x74,0x3b,0x0a,0x7d,0x0a,0x0a,0x00, }; #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; }