Add outline pass to cubes

This commit is contained in:
Hugo Mårdbrink 2025-08-27 00:16:42 +02:00
parent 1852cf3a7f
commit 2ee22c118c
10 changed files with 425 additions and 108 deletions

View file

@ -1,204 +0,0 @@
package shaders
import sg "../../sokol/gfx"
/*
#version:1# (machine generated, don't edit!)
Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
Cmdline:
sokol-shdc -i shaders/src/shader.glsl -o shaders/out/shader.odin -l metal_macos -f sokol_odin
Overview:
=========
Shader program: 'main':
Get shader desc: main_shader_desc(sg.query_backend())
Vertex Shader: vs
Fragment Shader: fs
Attributes:
ATTR_main_pos => 0
ATTR_main_uv => 1
Bindings:
Uniform block 'VsParams':
Odin struct: Vsparams
Bind slot: UB_VsParams => 0
Image 'tex':
Image type: ._2D
Sample type: .FLOAT
Multisampled: false
Bind slot: IMG_tex => 0
Sampler 'smp':
Type: .FILTERING
Bind slot: SMP_smp => 0
*/
ATTR_main_pos :: 0
ATTR_main_uv :: 1
UB_VsParams :: 0
IMG_tex :: 0
SMP_smp :: 0
Vsparams :: struct #align(16) {
using _: struct #packed {
mvp: Mat4,
col: [4]f32,
},
}
/*
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct VsParams
{
float4x4 mvp;
float4 col;
};
struct main0_out
{
float4 color [[user(locn0)]];
float2 tex_coord [[user(locn1)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float3 pos [[attribute(0)]];
float2 uv [[attribute(1)]];
};
vertex main0_out main0(main0_in in [[stage_in]], constant VsParams& _19 [[buffer(0)]])
{
main0_out out = {};
out.gl_Position = _19.mvp * float4(in.pos, 1.0);
out.color = _19.col;
out.tex_coord = in.uv;
return out;
}
*/
@(private="file")
vs_source_metal_macos := [585]u8 {
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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)]];
float2 tex_coord [[user(locn1)]];
};
fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[texture(0)]], sampler smp [[sampler(0)]])
{
main0_out out = {};
out.frag_color = tex.sample(smp, in.tex_coord) * in.color;
return out;
}
*/
@(private="file")
fs_source_metal_macos := [450]u8 {
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}
main_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc: sg.Shader_Desc
desc.label = "main_shader"
#partial switch backend {
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.uniform_blocks[0].stage = .VERTEX
desc.uniform_blocks[0].layout = .STD140
desc.uniform_blocks[0].size = 80
desc.uniform_blocks[0].msl_buffer_n = 0
desc.images[0].stage = .FRAGMENT
desc.images[0].multisampled = false
desc.images[0].image_type = ._2D
desc.images[0].sample_type = .FLOAT
desc.images[0].msl_texture_n = 0
desc.samplers[0].stage = .FRAGMENT
desc.samplers[0].sampler_type = .FILTERING
desc.samplers[0].msl_sampler_n = 0
desc.image_sampler_pairs[0].stage = .FRAGMENT
desc.image_sampler_pairs[0].image_slot = 0
desc.image_sampler_pairs[0].sampler_slot = 0
}
return desc
}