1 module shaders.blend;
2 import sg = sokol.gfx;
3 import m = handmade.math;
4 extern(C):
5 
6 /*
7     #version:1# (machine generated, don't edit!)
8 
9     Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
10 
11     Cmdline:
12         sokol-shdc -i src/examples/shaders/blend.glsl -o src/examples/shaders/blend.d -l glsl410:metal_macos:hlsl5:glsl300es:wgsl -f sokol_d
13 
14     Overview:
15     =========
16     Shader program: 'bg':
17         Get shader desc: bgShaderDesc(sg.queryBackend());
18         Vertex Shader: vs_bg
19         Fragment Shader: fs_bg
20         Attributes:
21             ATTR_BG_POSITION => 0
22     Shader program: 'quad':
23         Get shader desc: quadShaderDesc(sg.queryBackend());
24         Vertex Shader: vs_quad
25         Fragment Shader: fs_quad
26         Attributes:
27             ATTR_QUAD_POSITION => 0
28             ATTR_QUAD_COLOR0 => 1
29     Bindings:
30         Uniform block 'bg_fs_params':
31             D struct: BgFsParams
32             Bind slot: UB_BG_FS_PARAMS => 0
33         Uniform block 'quad_vs_params':
34             D struct: QuadVsParams
35             Bind slot: UB_QUAD_VS_PARAMS => 0
36 */
37 enum ATTR_BG_POSITION = 0;
38 enum ATTR_QUAD_POSITION = 0;
39 enum ATTR_QUAD_COLOR0 = 1;
40 enum UB_BG_FS_PARAMS = 0;
41 enum UB_QUAD_VS_PARAMS = 0;
42 struct BgFsParams {
43     align(16) float tick = 0;
44     align(1) ubyte[12] _pad_4 = 0;
45 }
46 struct QuadVsParams {
47     align(16) m.Mat4 mvp;
48 }
49 /*
50     #version 410
51 
52     layout(location = 0) in vec2 position;
53 
54     void main()
55     {
56         gl_Position = vec4(position, 0.5, 1.0);
57     }
58 
59 */
60 __gshared char[116] VS_BG_SOURCE_GLSL410 = [
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68     0x7d,0x0a,0x0a,0x00,
69 ];
70 /*
71     #version 410
72 
73     uniform vec4 bg_fs_params[1];
74     layout(location = 0) out vec4 frag_color;
75 
76     void main()
77     {
78         vec2 _28 = fract((gl_FragCoord.xy - vec2(bg_fs_params[0].x)) * vec2(0.0199999995529651641845703125));
79         float _39 = _28.x * _28.y;
80         frag_color = vec4(_39, _39, _39, 1.0);
81     }
82 
83 */
84 __gshared char[285] FS_BG_SOURCE_GLSL410 = [
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103 ];
104 /*
105     #version 410
106 
107     uniform vec4 quad_vs_params[4];
108     layout(location = 0) in vec4 position;
109     layout(location = 0) out vec4 color;
110     layout(location = 1) in vec4 color0;
111 
112     void main()
113     {
114         gl_Position = mat4(quad_vs_params[0], quad_vs_params[1], quad_vs_params[2], quad_vs_params[3]) * position;
115         color = color0;
116     }
117 
118 */
119 __gshared char[309] VS_QUAD_SOURCE_GLSL410 = [
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140 ];
141 /*
142     #version 410
143 
144     layout(location = 0) out vec4 frag_color;
145     layout(location = 0) in vec4 color;
146 
147     void main()
148     {
149         frag_color = color;
150     }
151 
152 */
153 __gshared char[135] FS_QUAD_SOURCE_GLSL410 = [
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163 ];
164 /*
165     #version 300 es
166 
167     layout(location = 0) in vec2 position;
168 
169     void main()
170     {
171         gl_Position = vec4(position, 0.5, 1.0);
172     }
173 
174 */
175 __gshared char[119] VS_BG_SOURCE_GLSL300ES = [
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184 ];
185 /*
186     #version 300 es
187     precision mediump float;
188     precision highp int;
189 
190     uniform highp vec4 bg_fs_params[1];
191     layout(location = 0) out highp vec4 frag_color;
192 
193     void main()
194     {
195         highp vec2 _28 = fract((gl_FragCoord.xy - vec2(bg_fs_params[0].x)) * vec2(0.0199999995529651641845703125));
196         highp float _39 = _28.x * _28.y;
197         frag_color = vec4(_39, _39, _39, 1.0);
198     }
199 
200 */
201 __gshared char[358] FS_BG_SOURCE_GLSL300ES = [
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225 ];
226 /*
227     #version 300 es
228 
229     uniform vec4 quad_vs_params[4];
230     layout(location = 0) in vec4 position;
231     out vec4 color;
232     layout(location = 1) in vec4 color0;
233 
234     void main()
235     {
236         gl_Position = mat4(quad_vs_params[0], quad_vs_params[1], quad_vs_params[2], quad_vs_params[3]) * position;
237         color = color0;
238     }
239 
240 */
241 __gshared char[291] VS_QUAD_SOURCE_GLSL300ES = [
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260     0x0a,0x0a,0x00,
261 ];
262 /*
263     #version 300 es
264     precision mediump float;
265     precision highp int;
266 
267     layout(location = 0) out highp vec4 frag_color;
268     in highp vec4 color;
269 
270     void main()
271     {
272         frag_color = color;
273     }
274 
275 */
276 __gshared char[175] FS_QUAD_SOURCE_GLSL300ES = [
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288 ];
289 /*
290     static float4 gl_Position;
291     static float2 position;
292 
293     struct SPIRV_Cross_Input
294     {
295         float2 position : TEXCOORD0;
296     };
297 
298     struct SPIRV_Cross_Output
299     {
300         float4 gl_Position : SV_Position;
301     };
302 
303     void vert_main()
304     {
305         gl_Position = float4(position, 0.5f, 1.0f);
306     }
307 
308     SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
309     {
310         position = stage_input.position;
311         vert_main();
312         SPIRV_Cross_Output stage_output;
313         stage_output.gl_Position = gl_Position;
314         return stage_output;
315     }
316 */
317 __gshared char[476] VS_BG_SOURCE_HLSL5 = [
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348 ];
349 /*
350     cbuffer bg_fs_params : register(b0)
351     {
352         float _17_tick : packoffset(c0);
353     };
354 
355 
356     static float4 gl_FragCoord;
357     static float4 frag_color;
358 
359     struct SPIRV_Cross_Input
360     {
361         float4 gl_FragCoord : SV_Position;
362     };
363 
364     struct SPIRV_Cross_Output
365     {
366         float4 frag_color : SV_Target0;
367     };
368 
369     void frag_main()
370     {
371         float2 _28 = frac((gl_FragCoord.xy - _17_tick.xx) * 0.0199999995529651641845703125f.xx);
372         float _39 = _28.x * _28.y;
373         frag_color = float4(_39, _39, _39, 1.0f);
374     }
375 
376     SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
377     {
378         gl_FragCoord = stage_input.gl_FragCoord;
379         gl_FragCoord.w = 1.0 / gl_FragCoord.w;
380         frag_main();
381         SPIRV_Cross_Output stage_output;
382         stage_output.frag_color = frag_color;
383         return stage_output;
384     }
385 */
386 __gshared char[734] FS_BG_SOURCE_HLSL5 = [
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433 ];
434 /*
435     cbuffer quad_vs_params : register(b0)
436     {
437         row_major float4x4 _19_mvp : packoffset(c0);
438     };
439 
440 
441     static float4 gl_Position;
442     static float4 position;
443     static float4 color;
444     static float4 color0;
445 
446     struct SPIRV_Cross_Input
447     {
448         float4 position : TEXCOORD0;
449         float4 color0 : TEXCOORD1;
450     };
451 
452     struct SPIRV_Cross_Output
453     {
454         float4 color : TEXCOORD0;
455         float4 gl_Position : SV_Position;
456     };
457 
458     void vert_main()
459     {
460         gl_Position = mul(position, _19_mvp);
461         color = color0;
462     }
463 
464     SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
465     {
466         position = stage_input.position;
467         color0 = stage_input.color0;
468         vert_main();
469         SPIRV_Cross_Output stage_output;
470         stage_output.gl_Position = gl_Position;
471         stage_output.color = color;
472         return stage_output;
473     }
474 */
475 __gshared char[753] VS_QUAD_SOURCE_HLSL5 = [
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523     0x00,
524 ];
525 /*
526     static float4 frag_color;
527     static float4 color;
528 
529     struct SPIRV_Cross_Input
530     {
531         float4 color : TEXCOORD0;
532     };
533 
534     struct SPIRV_Cross_Output
535     {
536         float4 frag_color : SV_Target0;
537     };
538 
539     void frag_main()
540     {
541         frag_color = color;
542     }
543 
544     SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
545     {
546         color = stage_input.color;
547         frag_main();
548         SPIRV_Cross_Output stage_output;
549         stage_output.frag_color = frag_color;
550         return stage_output;
551     }
552 */
553 __gshared char[435] FS_QUAD_SOURCE_HLSL5 = [
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581     0x7d,0x0a,0x00,
582 ];
583 /*
584     #include <metal_stdlib>
585     #include <simd/simd.h>
586 
587     using namespace metal;
588 
589     struct main0_out
590     {
591         float4 gl_Position [[position]];
592     };
593 
594     struct main0_in
595     {
596         float2 position [[attribute(0)]];
597     };
598 
599     vertex main0_out main0(main0_in in [[stage_in]])
600     {
601         main0_out out = {};
602         out.gl_Position = float4(in.position, 0.5, 1.0);
603         return out;
604     }
605 
606 */
607 __gshared char[340] VS_BG_SOURCE_METAL_MACOS = [
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630 ];
631 /*
632     #include <metal_stdlib>
633     #include <simd/simd.h>
634 
635     using namespace metal;
636 
637     struct bg_fs_params
638     {
639         float tick;
640     };
641 
642     struct main0_out
643     {
644         float4 frag_color [[color(0)]];
645     };
646 
647     fragment main0_out main0(constant bg_fs_params& _17 [[buffer(0)]], float4 gl_FragCoord [[position]])
648     {
649         main0_out out = {};
650         float2 _28 = fract((gl_FragCoord.xy - float2(_17.tick)) * float2(0.0199999995529651641845703125));
651         float _39 = _28.x * _28.y;
652         out.frag_color = float4(_39, _39, _39, 1.0);
653         return out;
654     }
655 
656 */
657 __gshared char[503] FS_BG_SOURCE_METAL_MACOS = [
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689     0x74,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
690 ];
691 /*
692     #include <metal_stdlib>
693     #include <simd/simd.h>
694 
695     using namespace metal;
696 
697     struct quad_vs_params
698     {
699         float4x4 mvp;
700     };
701 
702     struct main0_out
703     {
704         float4 color [[user(locn0)]];
705         float4 gl_Position [[position]];
706     };
707 
708     struct main0_in
709     {
710         float4 position [[attribute(0)]];
711         float4 color0 [[attribute(1)]];
712     };
713 
714     vertex main0_out main0(main0_in in [[stage_in]], constant quad_vs_params& _19 [[buffer(0)]])
715     {
716         main0_out out = {};
717         out.gl_Position = _19.mvp * in.position;
718         out.color = in.color0;
719         return out;
720     }
721 
722 */
723 __gshared char[519] VS_QUAD_SOURCE_METAL_MACOS = [
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757 ];
758 /*
759     #include <metal_stdlib>
760     #include <simd/simd.h>
761 
762     using namespace metal;
763 
764     struct main0_out
765     {
766         float4 frag_color [[color(0)]];
767     };
768 
769     struct main0_in
770     {
771         float4 color [[user(locn0)]];
772     };
773 
774     fragment main0_out main0(main0_in in [[stage_in]])
775     {
776         main0_out out = {};
777         out.frag_color = in.color;
778         return out;
779     }
780 
781 */
782 __gshared char[315] FS_QUAD_SOURCE_METAL_MACOS = [
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803 ];
804 /*
805     diagnostic(off, derivative_uniformity);
806 
807     var<private> position_1 : vec2f;
808 
809     var<private> gl_Position : vec4f;
810 
811     fn main_1() {
812       let x_19 : vec2f = position_1;
813       gl_Position = vec4f(x_19.x, x_19.y, 0.5f, 1.0f);
814       return;
815     }
816 
817     struct main_out {
818       @builtin(position)
819       gl_Position : vec4f,
820     }
821 
822     @vertex
823     fn main(@location(0) position_1_param : vec2f) -> main_out {
824       position_1 = position_1_param;
825       main_1();
826       return main_out(gl_Position);
827     }
828 
829 */
830 __gshared char[436] VS_BG_SOURCE_WGSL = [
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858     0x7d,0x0a,0x0a,0x00,
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860 /*
861     diagnostic(off, derivative_uniformity);
862 
863     struct bg_fs_params {
864       /_ @offset(0) _/
865       tick : f32,
866     }
867 
868     var<private> gl_FragCoord : vec4f;
869 
870     @group(0) @binding(8) var<uniform> x_17 : bg_fs_params;
871 
872     var<private> frag_color : vec4f;
873 
874     fn main_1() {
875       var xy : vec2f;
876       let x_13 : vec4f = gl_FragCoord;
877       let x_22 : f32 = x_17.tick;
878       xy = fract(((vec2f(x_13.x, x_13.y) - vec2f(x_22, x_22)) / vec2f(50.0f, 50.0f)));
879       let x_35 : f32 = xy.x;
880       let x_38 : f32 = xy.y;
881       let x_39 : f32 = (x_35 * x_38);
882       let x_41 : vec3f = vec3f(x_39, x_39, x_39);
883       frag_color = vec4f(x_41.x, x_41.y, x_41.z, 1.0f);
884       return;
885     }
886 
887     struct main_out {
888       @location(0)
889       frag_color_1 : vec4f,
890     }
891 
892     @fragment
893     fn main(@builtin(position) gl_FragCoord_param : vec4f) -> main_out {
894       gl_FragCoord = gl_FragCoord_param;
895       main_1();
896       return main_out(frag_color);
897     }
898 
899 */
900 __gshared char[824] FS_BG_SOURCE_WGSL = [
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953 ];
954 /*
955     diagnostic(off, derivative_uniformity);
956 
957     struct quad_vs_params {
958       /_ @offset(0) _/
959       mvp : mat4x4f,
960     }
961 
962     @group(0) @binding(0) var<uniform> x_19 : quad_vs_params;
963 
964     var<private> position_1 : vec4f;
965 
966     var<private> color : vec4f;
967 
968     var<private> color0 : vec4f;
969 
970     var<private> gl_Position : vec4f;
971 
972     fn main_1() {
973       let x_22 : mat4x4f = x_19.mvp;
974       let x_25 : vec4f = position_1;
975       gl_Position = (x_22 * x_25);
976       let x_31 : vec4f = color0;
977       color = x_31;
978       return;
979     }
980 
981     struct main_out {
982       @builtin(position)
983       gl_Position : vec4f,
984       @location(0)
985       color_1 : vec4f,
986     }
987 
988     @vertex
989     fn main(@location(0) position_1_param : vec4f, @location(1) color0_param : vec4f) -> main_out {
990       position_1 = position_1_param;
991       color0 = color0_param;
992       main_1();
993       return main_out(gl_Position, color);
994     }
995 
996 */
997 __gshared char[776] VS_QUAD_SOURCE_WGSL = [
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1046     0x72,0x29,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
1047 ];
1048 /*
1049     diagnostic(off, derivative_uniformity);
1050 
1051     var<private> frag_color : vec4f;
1052 
1053     var<private> color : vec4f;
1054 
1055     fn main_1() {
1056       let x_12 : vec4f = color;
1057       frag_color = x_12;
1058       return;
1059     }
1060 
1061     struct main_out {
1062       @location(0)
1063       frag_color_1 : vec4f,
1064     }
1065 
1066     @fragment
1067     fn main(@location(0) color_param : vec4f) -> main_out {
1068       color = color_param;
1069       main_1();
1070       return main_out(frag_color);
1071     }
1072 
1073 */
1074 __gshared char[376] FS_QUAD_SOURCE_WGSL = [
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1099 ];
1100 sg.ShaderDesc bgShaderDesc(sg.Backend backend) @trusted @nogc nothrow {
1101     sg.ShaderDesc desc;
1102     desc.label = "bg_shader";
1103     switch (backend) {
1104         case sg.Backend.Glcore:
1105             desc.vertex_func.source = &VS_BG_SOURCE_GLSL410[0];
1106             desc.vertex_func.entry = "main";
1107             desc.fragment_func.source = &FS_BG_SOURCE_GLSL410[0];
1108             desc.fragment_func.entry = "main";
1109             desc.attrs[0].glsl_name = "position";
1110             desc.uniform_blocks[0].stage = sg.ShaderStage.Fragment;
1111             desc.uniform_blocks[0].layout = sg.UniformLayout.Std140;
1112             desc.uniform_blocks[0].size = 16;
1113             desc.uniform_blocks[0].glsl_uniforms[0].type = sg.UniformType.Float4;
1114             desc.uniform_blocks[0].glsl_uniforms[0].array_count = 1;
1115             desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "bg_fs_params";
1116             break;
1117         case sg.Backend.Gles3:
1118             desc.vertex_func.source = &VS_BG_SOURCE_GLSL300ES[0];
1119             desc.vertex_func.entry = "main";
1120             desc.fragment_func.source = &FS_BG_SOURCE_GLSL300ES[0];
1121             desc.fragment_func.entry = "main";
1122             desc.attrs[0].glsl_name = "position";
1123             desc.uniform_blocks[0].stage = sg.ShaderStage.Fragment;
1124             desc.uniform_blocks[0].layout = sg.UniformLayout.Std140;
1125             desc.uniform_blocks[0].size = 16;
1126             desc.uniform_blocks[0].glsl_uniforms[0].type = sg.UniformType.Float4;
1127             desc.uniform_blocks[0].glsl_uniforms[0].array_count = 1;
1128             desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "bg_fs_params";
1129             break;
1130         case sg.Backend.D3d11:
1131             desc.vertex_func.source = &VS_BG_SOURCE_HLSL5[0];
1132             desc.vertex_func.d3d11_target = "vs_5_0";
1133             desc.vertex_func.entry = "main";
1134             desc.fragment_func.source = &FS_BG_SOURCE_HLSL5[0];
1135             desc.fragment_func.d3d11_target = "ps_5_0";
1136             desc.fragment_func.entry = "main";
1137             desc.attrs[0].hlsl_sem_name = "TEXCOORD";
1138             desc.attrs[0].hlsl_sem_index = 0;
1139             desc.uniform_blocks[0].stage = sg.ShaderStage.Fragment;
1140             desc.uniform_blocks[0].layout = sg.UniformLayout.Std140;
1141             desc.uniform_blocks[0].size = 16;
1142             desc.uniform_blocks[0].hlsl_register_b_n = 0;
1143             break;
1144         case sg.Backend.Metal_macos:
1145             desc.vertex_func.source = &VS_BG_SOURCE_METAL_MACOS[0];
1146             desc.vertex_func.entry = "main0";
1147             desc.fragment_func.source = &FS_BG_SOURCE_METAL_MACOS[0];
1148             desc.fragment_func.entry = "main0";
1149             desc.uniform_blocks[0].stage = sg.ShaderStage.Fragment;
1150             desc.uniform_blocks[0].layout = sg.UniformLayout.Std140;
1151             desc.uniform_blocks[0].size = 16;
1152             desc.uniform_blocks[0].msl_buffer_n = 0;
1153             break;
1154         case sg.Backend.Wgpu:
1155             desc.vertex_func.source = &VS_BG_SOURCE_WGSL[0];
1156             desc.vertex_func.entry = "main";
1157             desc.fragment_func.source = &FS_BG_SOURCE_WGSL[0];
1158             desc.fragment_func.entry = "main";
1159             desc.uniform_blocks[0].stage = sg.ShaderStage.Fragment;
1160             desc.uniform_blocks[0].layout = sg.UniformLayout.Std140;
1161             desc.uniform_blocks[0].size = 16;
1162             desc.uniform_blocks[0].wgsl_group0_binding_n = 8;
1163             break;
1164         default: break;
1165     }
1166     return desc;
1167 }
1168 sg.ShaderDesc quadShaderDesc(sg.Backend backend) @trusted @nogc nothrow {
1169     sg.ShaderDesc desc;
1170     desc.label = "quad_shader";
1171     switch (backend) {
1172         case sg.Backend.Glcore:
1173             desc.vertex_func.source = &VS_QUAD_SOURCE_GLSL410[0];
1174             desc.vertex_func.entry = "main";
1175             desc.fragment_func.source = &FS_QUAD_SOURCE_GLSL410[0];
1176             desc.fragment_func.entry = "main";
1177             desc.attrs[0].glsl_name = "position";
1178             desc.attrs[1].glsl_name = "color0";
1179             desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex;
1180             desc.uniform_blocks[0].layout = sg.UniformLayout.Std140;
1181             desc.uniform_blocks[0].size = 64;
1182             desc.uniform_blocks[0].glsl_uniforms[0].type = sg.UniformType.Float4;
1183             desc.uniform_blocks[0].glsl_uniforms[0].array_count = 4;
1184             desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "quad_vs_params";
1185             break;
1186         case sg.Backend.Gles3:
1187             desc.vertex_func.source = &VS_QUAD_SOURCE_GLSL300ES[0];
1188             desc.vertex_func.entry = "main";
1189             desc.fragment_func.source = &FS_QUAD_SOURCE_GLSL300ES[0];
1190             desc.fragment_func.entry = "main";
1191             desc.attrs[0].glsl_name = "position";
1192             desc.attrs[1].glsl_name = "color0";
1193             desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex;
1194             desc.uniform_blocks[0].layout = sg.UniformLayout.Std140;
1195             desc.uniform_blocks[0].size = 64;
1196             desc.uniform_blocks[0].glsl_uniforms[0].type = sg.UniformType.Float4;
1197             desc.uniform_blocks[0].glsl_uniforms[0].array_count = 4;
1198             desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "quad_vs_params";
1199             break;
1200         case sg.Backend.D3d11:
1201             desc.vertex_func.source = &VS_QUAD_SOURCE_HLSL5[0];
1202             desc.vertex_func.d3d11_target = "vs_5_0";
1203             desc.vertex_func.entry = "main";
1204             desc.fragment_func.source = &FS_QUAD_SOURCE_HLSL5[0];
1205             desc.fragment_func.d3d11_target = "ps_5_0";
1206             desc.fragment_func.entry = "main";
1207             desc.attrs[0].hlsl_sem_name = "TEXCOORD";
1208             desc.attrs[0].hlsl_sem_index = 0;
1209             desc.attrs[1].hlsl_sem_name = "TEXCOORD";
1210             desc.attrs[1].hlsl_sem_index = 1;
1211             desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex;
1212             desc.uniform_blocks[0].layout = sg.UniformLayout.Std140;
1213             desc.uniform_blocks[0].size = 64;
1214             desc.uniform_blocks[0].hlsl_register_b_n = 0;
1215             break;
1216         case sg.Backend.Metal_macos:
1217             desc.vertex_func.source = &VS_QUAD_SOURCE_METAL_MACOS[0];
1218             desc.vertex_func.entry = "main0";
1219             desc.fragment_func.source = &FS_QUAD_SOURCE_METAL_MACOS[0];
1220             desc.fragment_func.entry = "main0";
1221             desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex;
1222             desc.uniform_blocks[0].layout = sg.UniformLayout.Std140;
1223             desc.uniform_blocks[0].size = 64;
1224             desc.uniform_blocks[0].msl_buffer_n = 0;
1225             break;
1226         case sg.Backend.Wgpu:
1227             desc.vertex_func.source = &VS_QUAD_SOURCE_WGSL[0];
1228             desc.vertex_func.entry = "main";
1229             desc.fragment_func.source = &FS_QUAD_SOURCE_WGSL[0];
1230             desc.fragment_func.entry = "main";
1231             desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex;
1232             desc.uniform_blocks[0].layout = sg.UniformLayout.Std140;
1233             desc.uniform_blocks[0].size = 64;
1234             desc.uniform_blocks[0].wgsl_group0_binding_n = 0;
1235             break;
1236         default: break;
1237     }
1238     return desc;
1239 }