162 lines
6.7 KiB
Odin
162 lines
6.7 KiB
Odin
package shaders
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import sg "../../sokol/gfx"
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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:
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sokol-shdc -i shaders/src/cube.glsl -o shaders/out/cube.odin -l metal_macos -f sokol_odin
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Overview:
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=========
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Shader program: 'cube':
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Get shader desc: cube_shader_desc(sg.query_backend())
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Vertex Shader: vs_cube
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Fragment Shader: fs_cube
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Attributes:
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ATTR_cube_pos => 0
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Bindings:
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Uniform block 'VsParamsCube':
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Odin struct: Vsparamscube
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Bind slot: UB_VsParamsCube => 0
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*/
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ATTR_cube_pos :: 0
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UB_VsParamsCube :: 0
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Vsparamscube :: struct #align(16) {
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using _: struct #packed {
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mvp: Mat4,
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col: [4]f32,
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},
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}
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/*
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct VsParamsCube
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{
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float4x4 mvp;
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float4 col;
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};
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struct main0_out
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{
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float4 color [[user(locn0)]];
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float4 gl_Position [[position]];
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};
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struct main0_in
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{
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float3 pos [[attribute(0)]];
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};
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vertex main0_out main0(main0_in in [[stage_in]], constant VsParamsCube& _19 [[buffer(0)]])
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{
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main0_out out = {};
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out.gl_Position = _19.mvp * float4(in.pos, 1.0);
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out.color = _19.col;
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return out;
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}
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*/
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@(private="file")
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vs_cube_source_metal_macos := [496]u8 {
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}
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/*
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct main0_out
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{
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float4 frag_color [[color(0)]];
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};
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struct main0_in
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{
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float4 color [[user(locn0)]];
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};
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fragment main0_out main0(main0_in in [[stage_in]])
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{
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main0_out out = {};
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out.frag_color = in.color;
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return out;
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}
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*/
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@(private="file")
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fs_cube_source_metal_macos := [315]u8 {
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}
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cube_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
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desc: sg.Shader_Desc
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desc.label = "cube_shader"
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#partial switch backend {
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case .METAL_MACOS:
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desc.vertex_func.source = transmute(cstring)&vs_cube_source_metal_macos
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desc.vertex_func.entry = "main0"
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desc.fragment_func.source = transmute(cstring)&fs_cube_source_metal_macos
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desc.fragment_func.entry = "main0"
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desc.attrs[0].base_type = .FLOAT
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desc.uniform_blocks[0].stage = .VERTEX
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desc.uniform_blocks[0].layout = .STD140
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desc.uniform_blocks[0].size = 80
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desc.uniform_blocks[0].msl_buffer_n = 0
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}
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return desc
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}
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