ecs-test/shaders/out/cube.odin
2025-08-27 21:03:35 +02:00

162 lines
6.7 KiB
Odin

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