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/outline.glsl -o shaders/out/outline.odin -l metal_macos -f sokol_odin Overview: ========= Shader program: 'outline': Get shader desc: outline_shader_desc(sg.query_backend()) Vertex Shader: vs_outline Fragment Shader: fs_outline Attributes: ATTR_outline_pos => 0 Bindings: Uniform block 'VsParamsOutline': Odin struct: Vsparamsoutline Bind slot: UB_VsParamsOutline => 0 Uniform block 'FsParamsOutline': Odin struct: Fsparamsoutline Bind slot: UB_FsParamsOutline => 1 */ ATTR_outline_pos :: 0 UB_VsParamsOutline :: 0 UB_FsParamsOutline :: 1 Vsparamsoutline :: struct #align(16) { using _: struct #packed { mvp: Mat4, }, } Fsparamsoutline :: struct #align(16) { using _: struct #packed { col: [4]f32, }, } /* #include #include using namespace metal; struct VsParamsOutline { float4x4 mvp; }; struct main0_out { float4 gl_Position [[position]]; }; struct main0_in { float3 pos [[attribute(0)]]; }; vertex main0_out main0(main0_in in [[stage_in]], constant VsParamsOutline& _19 [[buffer(0)]]) { main0_out out = {}; out.gl_Position = _19.mvp * float4(in.pos, 1.0); return out; } */ @(private="file") vs_outline_source_metal_macos := [427]u8 { 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,0x73,0x74,0x72,0x75,0x63,0x74,0x20,0x56, 0x73,0x50,0x61,0x72,0x61,0x6d,0x73,0x4f,0x75,0x74,0x6c,0x69,0x6e,0x65,0x0a,0x7b, 0x0a,0x20,0x20,0x20,0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,0x78,0x34,0x20,0x6d,0x76, 0x70,0x3b,0x0a,0x7d,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,0x61,0x74,0x34,0x20,0x67,0x6c,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, 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,0x61,0x74,0x33,0x20, 0x70,0x6f,0x73,0x20,0x5b,0x5b,0x61,0x74,0x74,0x72,0x69,0x62,0x75,0x74,0x65,0x28, 0x30,0x29,0x5d,0x5d,0x3b,0x0a,0x7d,0x3b,0x0a,0x0a,0x76,0x65,0x72,0x74,0x65,0x78, 0x20,0x6d,0x61,0x69,0x6e,0x30,0x5f,0x6f,0x75,0x74,0x20,0x6d,0x61,0x69,0x6e,0x30, 0x28,0x6d,0x61,0x69,0x6e,0x30,0x5f,0x69,0x6e,0x20,0x69,0x6e,0x20,0x5b,0x5b,0x73, 0x74,0x61,0x67,0x65,0x5f,0x69,0x6e,0x5d,0x5d,0x2c,0x20,0x63,0x6f,0x6e,0x73,0x74, 0x61,0x6e,0x74,0x20,0x56,0x73,0x50,0x61,0x72,0x61,0x6d,0x73,0x4f,0x75,0x74,0x6c, 0x69,0x6e,0x65,0x26,0x20,0x5f,0x31,0x39,0x20,0x5b,0x5b,0x62,0x75,0x66,0x66,0x65, 0x72,0x28,0x30,0x29,0x5d,0x5d,0x29,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x6d,0x61, 0x69,0x6e,0x30,0x5f,0x6f,0x75,0x74,0x20,0x6f,0x75,0x74,0x20,0x3d,0x20,0x7b,0x7d, 0x3b,0x0a,0x20,0x20,0x20,0x20,0x6f,0x75,0x74,0x2e,0x67,0x6c,0x5f,0x50,0x6f,0x73, 0x69,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x5f,0x31,0x39,0x2e,0x6d,0x76,0x70,0x20, 0x2a,0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,0x28,0x69,0x6e,0x2e,0x70,0x6f,0x73,0x2c, 0x20,0x31,0x2e,0x30,0x29,0x3b,0x0a,0x20,0x20,0x20,0x20,0x72,0x65,0x74,0x75,0x72, 0x6e,0x20,0x6f,0x75,0x74,0x3b,0x0a,0x7d,0x0a,0x0a,0x00, } /* #include #include using namespace metal; struct FsParamsOutline { float4 col; }; struct main0_out { float4 frag_color [[color(0)]]; }; fragment main0_out main0(constant FsParamsOutline& _12 [[buffer(0)]]) { main0_out out = {}; out.frag_color = _12.col; return out; } */ @(private="file") fs_outline_source_metal_macos := [322]u8 { 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,0x73,0x74,0x72,0x75,0x63,0x74,0x20,0x46, 0x73,0x50,0x61,0x72,0x61,0x6d,0x73,0x4f,0x75,0x74,0x6c,0x69,0x6e,0x65,0x0a,0x7b, 0x0a,0x20,0x20,0x20,0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,0x20,0x63,0x6f,0x6c,0x3b, 0x0a,0x7d,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, 0x66,0x72,0x61,0x67,0x6d,0x65,0x6e,0x74,0x20,0x6d,0x61,0x69,0x6e,0x30,0x5f,0x6f, 0x75,0x74,0x20,0x6d,0x61,0x69,0x6e,0x30,0x28,0x63,0x6f,0x6e,0x73,0x74,0x61,0x6e, 0x74,0x20,0x46,0x73,0x50,0x61,0x72,0x61,0x6d,0x73,0x4f,0x75,0x74,0x6c,0x69,0x6e, 0x65,0x26,0x20,0x5f,0x31,0x32,0x20,0x5b,0x5b,0x62,0x75,0x66,0x66,0x65,0x72,0x28, 0x30,0x29,0x5d,0x5d,0x29,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x6d,0x61,0x69,0x6e, 0x30,0x5f,0x6f,0x75,0x74,0x20,0x6f,0x75,0x74,0x20,0x3d,0x20,0x7b,0x7d,0x3b,0x0a, 0x20,0x20,0x20,0x20,0x6f,0x75,0x74,0x2e,0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c, 0x6f,0x72,0x20,0x3d,0x20,0x5f,0x31,0x32,0x2e,0x63,0x6f,0x6c,0x3b,0x0a,0x20,0x20, 0x20,0x20,0x72,0x65,0x74,0x75,0x72,0x6e,0x20,0x6f,0x75,0x74,0x3b,0x0a,0x7d,0x0a, 0x0a,0x00, } outline_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc { desc: sg.Shader_Desc desc.label = "outline_shader" #partial switch backend { case .METAL_MACOS: desc.vertex_func.source = transmute(cstring)&vs_outline_source_metal_macos desc.vertex_func.entry = "main0" desc.fragment_func.source = transmute(cstring)&fs_outline_source_metal_macos desc.fragment_func.entry = "main0" desc.attrs[0].base_type = .FLOAT desc.uniform_blocks[0].stage = .VERTEX desc.uniform_blocks[0].layout = .STD140 desc.uniform_blocks[0].size = 64 desc.uniform_blocks[0].msl_buffer_n = 0 desc.uniform_blocks[1].stage = .FRAGMENT desc.uniform_blocks[1].layout = .STD140 desc.uniform_blocks[1].size = 16 desc.uniform_blocks[1].msl_buffer_n = 0 } return desc }