1 module shaders.bufferoffsets;
2 import sg = sokol.gfx;
3 extern(C):
4 
5 /*
6     #version:1# (machine generated, don't edit!)
7 
8     Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
9 
10     Cmdline:
11         sokol-shdc -i examples/shaders/bufferoffsets.glsl -o examples/shaders/bufferoffsets.d -l glsl410:glsl300es:metal_macos:hlsl5:wgsl -f sokol_d
12 
13     Overview:
14     =========
15     Shader program: 'bufferoffsets':
16         Get shader desc: bufferoffsetsShaderDesc(sg.queryBackend());
17         Vertex Shader: vs
18         Fragment Shader: fs
19         Attributes:
20             ATTR_BUFFEROFFSETS_POSITION => 0
21             ATTR_BUFFEROFFSETS_COLOR0 => 1
22     Bindings:
23 */
24 enum ATTR_BUFFEROFFSETS_POSITION = 0;
25 enum ATTR_BUFFEROFFSETS_COLOR0 = 1;
26 /*
27     #version 410
28 
29     layout(location = 0) in vec4 position;
30     layout(location = 0) out vec4 color;
31     layout(location = 1) in vec4 color0;
32 
33     void main()
34     {
35         gl_Position = position;
36         color = color0;
37     }
38 
39 */
40 __gshared char[194] VS_SOURCE_GLSL410 = [
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53     0x0a,0x00,
54 ];
55 /*
56     #version 410
57 
58     layout(location = 0) out vec4 frag_color;
59     layout(location = 0) in vec4 color;
60 
61     void main()
62     {
63         frag_color = color;
64     }
65 
66 */
67 __gshared char[135] FS_SOURCE_GLSL410 = [
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77 ];
78 /*
79     #version 300 es
80 
81     layout(location = 0) in vec4 position;
82     out vec4 color;
83     layout(location = 1) in vec4 color0;
84 
85     void main()
86     {
87         gl_Position = position;
88         color = color0;
89     }
90 
91 */
92 __gshared char[176] VS_SOURCE_GLSL300ES = [
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104 
105 ];
106 /*
107     #version 300 es
108     precision mediump float;
109     precision highp int;
110 
111     layout(location = 0) out highp vec4 frag_color;
112     in highp vec4 color;
113 
114     void main()
115     {
116         frag_color = color;
117     }
118 
119 */
120 __gshared char[175] FS_SOURCE_GLSL300ES = [
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132 ];
133 /*
134     static float4 gl_Position;
135     static float4 position;
136     static float4 color;
137     static float4 color0;
138 
139     struct SPIRV_Cross_Input
140     {
141         float4 position : TEXCOORD0;
142         float4 color0 : TEXCOORD1;
143     };
144 
145     struct SPIRV_Cross_Output
146     {
147         float4 color : TEXCOORD0;
148         float4 gl_Position : SV_Position;
149     };
150 
151     void vert_main()
152     {
153         gl_Position = position;
154         color = color0;
155     }
156 
157     SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
158     {
159         position = stage_input.position;
160         color0 = stage_input.color0;
161         vert_main();
162         SPIRV_Cross_Output stage_output;
163         stage_output.gl_Position = gl_Position;
164         stage_output.color = color;
165         return stage_output;
166     }
167 */
168 __gshared char[645] VS_SOURCE_HLSL5 = [
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210 ];
211 /*
212     static float4 frag_color;
213     static float4 color;
214 
215     struct SPIRV_Cross_Input
216     {
217         float4 color : TEXCOORD0;
218     };
219 
220     struct SPIRV_Cross_Output
221     {
222         float4 frag_color : SV_Target0;
223     };
224 
225     void frag_main()
226     {
227         frag_color = color;
228     }
229 
230     SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
231     {
232         color = stage_input.color;
233         frag_main();
234         SPIRV_Cross_Output stage_output;
235         stage_output.frag_color = frag_color;
236         return stage_output;
237     }
238 */
239 __gshared char[435] FS_SOURCE_HLSL5 = [
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267     0x7d,0x0a,0x00,
268 ];
269 /*
270     #include <metal_stdlib>
271     #include <simd/simd.h>
272 
273     using namespace metal;
274 
275     struct main0_out
276     {
277         float4 color [[user(locn0)]];
278         float4 gl_Position [[position]];
279     };
280 
281     struct main0_in
282     {
283         float4 position [[attribute(0)]];
284         float4 color0 [[attribute(1)]];
285     };
286 
287     vertex main0_out main0(main0_in in [[stage_in]])
288     {
289         main0_out out = {};
290         out.gl_Position = in.position;
291         out.color = in.color0;
292         return out;
293     }
294 
295 */
296 __gshared char[419] VS_SOURCE_METAL_MACOS = [
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323     0x0a,0x0a,0x00,
324 ];
325 /*
326     #include <metal_stdlib>
327     #include <simd/simd.h>
328 
329     using namespace metal;
330 
331     struct main0_out
332     {
333         float4 frag_color [[color(0)]];
334     };
335 
336     struct main0_in
337     {
338         float4 color [[user(locn0)]];
339     };
340 
341     fragment main0_out main0(main0_in in [[stage_in]])
342     {
343         main0_out out = {};
344         out.frag_color = in.color;
345         return out;
346     }
347 
348 */
349 __gshared char[315] FS_SOURCE_METAL_MACOS = [
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370 ];
371 /*
372     diagnostic(off, derivative_uniformity);
373 
374     var<private> position_1 : vec4f;
375 
376     var<private> color : vec4f;
377 
378     var<private> color0 : vec4f;
379 
380     var<private> gl_Position : vec4f;
381 
382     fn main_1() {
383       gl_Position = position_1;
384       color = color0;
385       return;
386     }
387 
388     struct main_out {
389       @builtin(position)
390       gl_Position : vec4f,
391       @location(0)
392       color_1 : vec4f,
393     }
394 
395     @vertex
396     fn main(@location(0) position_1_param : vec4f, @location(1) color0_param : vec4f) -> main_out {
397       position_1 = position_1_param;
398       color0 = color0_param;
399       main_1();
400       return main_out(gl_Position, color);
401     }
402 */
403 __gshared char[557] VS_SOURCE_WGSL = [
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437     0x5f,0x6f,0x75,0x74,0x28,0x67,0x6c,0x5f,0x50,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,
438     0x2c,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x29,0x3b,0x0a,0x7d,0x0a,0x00,
439 ];
440 /*
441     diagnostic(off, derivative_uniformity);
442 
443     var<private> frag_color : vec4f;
444 
445     var<private> color : vec4f;
446 
447     fn main_1() {
448       frag_color = color;
449       return;
450     }
451 
452     struct main_out {
453       @location(0)
454       frag_color_1 : vec4f,
455     }
456 
457     @fragment
458     fn main(@location(0) color_param : vec4f) -> main_out {
459       color = color_param;
460       main_1();
461       return main_out(frag_color);
462     }
463 */
464 __gshared char[348] FS_SOURCE_WGSL = [
465     0x64,0x69,0x61,0x67,0x6e,0x6f,0x73,0x74,0x69,0x63,0x28,0x6f,0x66,0x66,0x2c,0x20,
466     0x64,0x65,0x72,0x69,0x76,0x61,0x74,0x69,0x76,0x65,0x5f,0x75,0x6e,0x69,0x66,0x6f,
467     0x72,0x6d,0x69,0x74,0x79,0x29,0x3b,0x0a,0x0a,0x76,0x61,0x72,0x3c,0x70,0x72,0x69,
468     0x76,0x61,0x74,0x65,0x3e,0x20,0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72,
469     0x20,0x3a,0x20,0x76,0x65,0x63,0x34,0x66,0x3b,0x0a,0x0a,0x76,0x61,0x72,0x3c,0x70,
470     0x72,0x69,0x76,0x61,0x74,0x65,0x3e,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x20,0x3a,0x20,
471     0x76,0x65,0x63,0x34,0x66,0x3b,0x0a,0x0a,0x66,0x6e,0x20,0x6d,0x61,0x69,0x6e,0x5f,
472     0x31,0x28,0x29,0x20,0x7b,0x0a,0x20,0x20,0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,
473     0x6f,0x72,0x20,0x3d,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x20,0x20,0x72,0x65,
474     0x74,0x75,0x72,0x6e,0x3b,0x0a,0x7d,0x0a,0x0a,0x73,0x74,0x72,0x75,0x63,0x74,0x20,
475     0x6d,0x61,0x69,0x6e,0x5f,0x6f,0x75,0x74,0x20,0x7b,0x0a,0x20,0x20,0x40,0x6c,0x6f,
476     0x63,0x61,0x74,0x69,0x6f,0x6e,0x28,0x30,0x29,0x0a,0x20,0x20,0x66,0x72,0x61,0x67,
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478     0x2c,0x0a,0x7d,0x0a,0x0a,0x40,0x66,0x72,0x61,0x67,0x6d,0x65,0x6e,0x74,0x0a,0x66,
479     0x6e,0x20,0x6d,0x61,0x69,0x6e,0x28,0x40,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,
480     0x28,0x30,0x29,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x5f,0x70,0x61,0x72,0x61,0x6d,0x20,
481     0x3a,0x20,0x76,0x65,0x63,0x34,0x66,0x29,0x20,0x2d,0x3e,0x20,0x6d,0x61,0x69,0x6e,
482     0x5f,0x6f,0x75,0x74,0x20,0x7b,0x0a,0x20,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x20,0x3d,
483     0x20,0x63,0x6f,0x6c,0x6f,0x72,0x5f,0x70,0x61,0x72,0x61,0x6d,0x3b,0x0a,0x20,0x20,
484     0x6d,0x61,0x69,0x6e,0x5f,0x31,0x28,0x29,0x3b,0x0a,0x20,0x20,0x72,0x65,0x74,0x75,
485     0x72,0x6e,0x20,0x6d,0x61,0x69,0x6e,0x5f,0x6f,0x75,0x74,0x28,0x66,0x72,0x61,0x67,
486     0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x29,0x3b,0x0a,0x7d,0x0a,0x00,
487 ];
488 sg.ShaderDesc bufferoffsetsShaderDesc(sg.Backend backend) @trusted @nogc nothrow {
489     sg.ShaderDesc desc;
490     desc.label = "bufferoffsets_shader";
491     switch (backend) {
492         case sg.Backend.Glcore:
493             desc.vertex_func.source = &VS_SOURCE_GLSL410[0];
494             desc.vertex_func.entry = "main";
495             desc.fragment_func.source = &FS_SOURCE_GLSL410[0];
496             desc.fragment_func.entry = "main";
497             desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float;
498             desc.attrs[0].glsl_name = "position";
499             desc.attrs[1].base_type = sg.ShaderAttrBaseType.Float;
500             desc.attrs[1].glsl_name = "color0";
501             break;
502         case sg.Backend.Gles3:
503             desc.vertex_func.source = &VS_SOURCE_GLSL300ES[0];
504             desc.vertex_func.entry = "main";
505             desc.fragment_func.source = &FS_SOURCE_GLSL300ES[0];
506             desc.fragment_func.entry = "main";
507             desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float;
508             desc.attrs[0].glsl_name = "position";
509             desc.attrs[1].base_type = sg.ShaderAttrBaseType.Float;
510             desc.attrs[1].glsl_name = "color0";
511             break;
512         case sg.Backend.D3d11:
513             desc.vertex_func.source = &VS_SOURCE_HLSL5[0];
514             desc.vertex_func.d3d11_target = "vs_5_0";
515             desc.vertex_func.entry = "main";
516             desc.fragment_func.source = &FS_SOURCE_HLSL5[0];
517             desc.fragment_func.d3d11_target = "ps_5_0";
518             desc.fragment_func.entry = "main";
519             desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float;
520             desc.attrs[0].hlsl_sem_name = "TEXCOORD";
521             desc.attrs[0].hlsl_sem_index = 0;
522             desc.attrs[1].base_type = sg.ShaderAttrBaseType.Float;
523             desc.attrs[1].hlsl_sem_name = "TEXCOORD";
524             desc.attrs[1].hlsl_sem_index = 1;
525             break;
526         case sg.Backend.Metal_macos:
527             desc.vertex_func.source = &VS_SOURCE_METAL_MACOS[0];
528             desc.vertex_func.entry = "main0";
529             desc.fragment_func.source = &FS_SOURCE_METAL_MACOS[0];
530             desc.fragment_func.entry = "main0";
531             desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float;
532             desc.attrs[1].base_type = sg.ShaderAttrBaseType.Float;
533             break;
534         case sg.Backend.Wgpu:
535             desc.vertex_func.source = &VS_SOURCE_WGSL[0];
536             desc.vertex_func.entry = "main";
537             desc.fragment_func.source = &FS_SOURCE_WGSL[0];
538             desc.fragment_func.entry = "main";
539             desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float;
540             desc.attrs[1].base_type = sg.ShaderAttrBaseType.Float;
541             break;
542         default: break;
543     }
544     return desc;
545 }