1 module shaders.instancing; 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/instancing.glsl -o src/examples/shaders/instancing.d -l glsl410:metal_macos:hlsl5:glsl300es:wgsl -f sokol_d 13 14 Overview: 15 ========= 16 Shader program: 'instancing': 17 Get shader desc: instancingShaderDesc(sg.queryBackend()); 18 Vertex Shader: vs 19 Fragment Shader: fs 20 Attributes: 21 ATTR_INSTANCING_POS => 0 22 ATTR_INSTANCING_COLOR0 => 1 23 ATTR_INSTANCING_INST_POS => 2 24 Bindings: 25 Uniform block 'vs_params': 26 D struct: VsParams 27 Bind slot: UB_VS_PARAMS => 0 28 */ 29 enum ATTR_INSTANCING_POS = 0; 30 enum ATTR_INSTANCING_COLOR0 = 1; 31 enum ATTR_INSTANCING_INST_POS = 2; 32 enum UB_VS_PARAMS = 0; 33 struct VsParams { 34 align(16) m.Mat4 mvp; 35 } 36 /* 37 #version 410 38 39 uniform vec4 vs_params[4]; 40 layout(location = 0) in vec3 pos; 41 layout(location = 2) in vec3 inst_pos; 42 layout(location = 0) out vec4 color; 43 layout(location = 1) in vec4 color0; 44 45 void main() 46 { 47 gl_Position = mat4(vs_params[0], vs_params[1], vs_params[2], vs_params[3]) * vec4(pos + inst_pos, 1.0); 48 color = color0; 49 } 50 51 */ 52 __gshared char[335] VS_SOURCE_GLSL410 = [ 53 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x34,0x31,0x30,0x0a,0x0a,0x75,0x6e, 54 0x69,0x66,0x6f,0x72,0x6d,0x20,0x76,0x65,0x63,0x34,0x20,0x76,0x73,0x5f,0x70,0x61, 55 0x72,0x61,0x6d,0x73,0x5b,0x34,0x5d,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28, 56 0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x30,0x29,0x20,0x69,0x6e, 57 0x20,0x76,0x65,0x63,0x33,0x20,0x70,0x6f,0x73,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75, 58 0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x32,0x29,0x20, 59 0x69,0x6e,0x20,0x76,0x65,0x63,0x33,0x20,0x69,0x6e,0x73,0x74,0x5f,0x70,0x6f,0x73, 60 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float4 color0 : TEXCOORD1; 180 float3 inst_pos : TEXCOORD2; 181 }; 182 183 struct SPIRV_Cross_Output 184 { 185 float4 color : TEXCOORD0; 186 float4 gl_Position : SV_Position; 187 }; 188 189 void vert_main() 190 { 191 gl_Position = mul(float4(pos + inst_pos, 1.0f), _33_mvp); 192 color = color0; 193 } 194 195 SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) 196 { 197 pos = stage_input.pos; 198 inst_pos = stage_input.inst_pos; 199 color0 = stage_input.color0; 200 vert_main(); 201 SPIRV_Cross_Output stage_output; 202 stage_output.gl_Position = gl_Position; 203 stage_output.color = color; 204 return stage_output; 205 } 206 */ 207 __gshared char[842] VS_SOURCE_HLSL5 = [ 208 0x63,0x62,0x75,0x66,0x66,0x65,0x72,0x20,0x76,0x73,0x5f,0x70,0x61,0x72,0x61,0x6d, 209 0x73,0x20,0x3a,0x20,0x72,0x65,0x67,0x69,0x73,0x74,0x65,0x72,0x28,0x62,0x30,0x29, 210 0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x72,0x6f,0x77,0x5f,0x6d,0x61,0x6a,0x6f,0x72, 211 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x_13 : vec3f = pos_1; 460 let x_15 : vec3f = inst_pos; 461 let x_16 : vec3f = (x_13 + x_15); 462 pos = vec4f(x_16.x, x_16.y, x_16.z, 1.0f); 463 let x_36 : mat4x4f = x_33.mvp; 464 let x_37 : vec4f = pos; 465 gl_Position = (x_36 * x_37); 466 let x_44 : vec4f = color0; 467 color = x_44; 468 return; 469 } 470 471 struct main_out { 472 @builtin(position) 473 gl_Position : vec4f, 474 @location(0) 475 color_1 : vec4f, 476 } 477 478 @vertex 479 fn main(@location(0) pos_1_param : vec3f, @location(2) inst_pos_param : vec3f, @location(1) color0_param : vec4f) -> main_out { 480 pos_1 = pos_1_param; 481 inst_pos = inst_pos_param; 482 color0 = color0_param; 483 main_1(); 484 return main_out(gl_Position, color); 485 } 486 487 */ 488 __gshared char[996] VS_SOURCE_WGSL = [ 489 0x64,0x69,0x61,0x67,0x6e,0x6f,0x73,0x74,0x69,0x63,0x28,0x6f,0x66,0x66,0x2c,0x20, 490 0x64,0x65,0x72,0x69,0x76,0x61,0x74,0x69,0x76,0x65,0x5f,0x75,0x6e,0x69,0x66,0x6f, 491 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0x69,0x6e,0x5f,0x6f,0x75,0x74,0x28,0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f, 603 0x72,0x29,0x3b,0x0a,0x7d,0x0a,0x0a,0x00, 604 ]; 605 sg.ShaderDesc instancingShaderDesc(sg.Backend backend) @trusted @nogc nothrow { 606 sg.ShaderDesc desc; 607 desc.label = "instancing_shader"; 608 switch (backend) { 609 case sg.Backend.Glcore: 610 desc.vertex_func.source = &VS_SOURCE_GLSL410[0]; 611 desc.vertex_func.entry = "main"; 612 desc.fragment_func.source = &FS_SOURCE_GLSL410[0]; 613 desc.fragment_func.entry = "main"; 614 desc.attrs[0].glsl_name = "pos"; 615 desc.attrs[1].glsl_name = "color0"; 616 desc.attrs[2].glsl_name = "inst_pos"; 617 desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex; 618 desc.uniform_blocks[0].layout = sg.UniformLayout.Std140; 619 desc.uniform_blocks[0].size = 64; 620 desc.uniform_blocks[0].glsl_uniforms[0].type = sg.UniformType.Float4; 621 desc.uniform_blocks[0].glsl_uniforms[0].array_count = 4; 622 desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "vs_params"; 623 break; 624 case sg.Backend.Gles3: 625 desc.vertex_func.source = &VS_SOURCE_GLSL300ES[0]; 626 desc.vertex_func.entry = "main"; 627 desc.fragment_func.source = &FS_SOURCE_GLSL300ES[0]; 628 desc.fragment_func.entry = "main"; 629 desc.attrs[0].glsl_name = "pos"; 630 desc.attrs[1].glsl_name = "color0"; 631 desc.attrs[2].glsl_name = "inst_pos"; 632 desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex; 633 desc.uniform_blocks[0].layout = sg.UniformLayout.Std140; 634 desc.uniform_blocks[0].size = 64; 635 desc.uniform_blocks[0].glsl_uniforms[0].type = sg.UniformType.Float4; 636 desc.uniform_blocks[0].glsl_uniforms[0].array_count = 4; 637 desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "vs_params"; 638 break; 639 case sg.Backend.D3d11: 640 desc.vertex_func.source = &VS_SOURCE_HLSL5[0]; 641 desc.vertex_func.d3d11_target = "vs_5_0"; 642 desc.vertex_func.entry = "main"; 643 desc.fragment_func.source = &FS_SOURCE_HLSL5[0]; 644 desc.fragment_func.d3d11_target = "ps_5_0"; 645 desc.fragment_func.entry = "main"; 646 desc.attrs[0].hlsl_sem_name = "TEXCOORD"; 647 desc.attrs[0].hlsl_sem_index = 0; 648 desc.attrs[1].hlsl_sem_name = "TEXCOORD"; 649 desc.attrs[1].hlsl_sem_index = 1; 650 desc.attrs[2].hlsl_sem_name = "TEXCOORD"; 651 desc.attrs[2].hlsl_sem_index = 2; 652 desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex; 653 desc.uniform_blocks[0].layout = sg.UniformLayout.Std140; 654 desc.uniform_blocks[0].size = 64; 655 desc.uniform_blocks[0].hlsl_register_b_n = 0; 656 break; 657 case sg.Backend.Metal_macos: 658 desc.vertex_func.source = &VS_SOURCE_METAL_MACOS[0]; 659 desc.vertex_func.entry = "main0"; 660 desc.fragment_func.source = &FS_SOURCE_METAL_MACOS[0]; 661 desc.fragment_func.entry = "main0"; 662 desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex; 663 desc.uniform_blocks[0].layout = sg.UniformLayout.Std140; 664 desc.uniform_blocks[0].size = 64; 665 desc.uniform_blocks[0].msl_buffer_n = 0; 666 break; 667 case sg.Backend.Wgpu: 668 desc.vertex_func.source = &VS_SOURCE_WGSL[0]; 669 desc.vertex_func.entry = "main"; 670 desc.fragment_func.source = &FS_SOURCE_WGSL[0]; 671 desc.fragment_func.entry = "main"; 672 desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex; 673 desc.uniform_blocks[0].layout = sg.UniformLayout.Std140; 674 desc.uniform_blocks[0].size = 64; 675 desc.uniform_blocks[0].wgsl_group0_binding_n = 0; 676 break; 677 default: break; 678 } 679 return desc; 680 }