1 module shaders.mrt; 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/mrt.glsl -o src/examples/shaders/mrt.d -l glsl410:glsl300es:metal_macos:hlsl5:wgsl -f sokol_d 13 14 Overview: 15 ========= 16 Shader program: 'dbg': 17 Get shader desc: dbgShaderDesc(sg.queryBackend()); 18 Vertex Shader: vs_dbg 19 Fragment Shader: fs_dbg 20 Attributes: 21 ATTR_DBG_POS => 0 22 Shader program: 'fsq': 23 Get shader desc: fsqShaderDesc(sg.queryBackend()); 24 Vertex Shader: vs_fsq 25 Fragment Shader: fs_fsq 26 Attributes: 27 ATTR_FSQ_POS => 0 28 Shader program: 'offscreen': 29 Get shader desc: offscreenShaderDesc(sg.queryBackend()); 30 Vertex Shader: vs_offscreen 31 Fragment Shader: fs_offscreen 32 Attributes: 33 ATTR_OFFSCREEN_POS => 0 34 ATTR_OFFSCREEN_BRIGHT0 => 1 35 Bindings: 36 Uniform block 'fsq_params': 37 D struct: FsqParams 38 Bind slot: UB_FSQ_PARAMS => 0 39 Uniform block 'offscreen_params': 40 D struct: OffscreenParams 41 Bind slot: UB_OFFSCREEN_PARAMS => 0 42 Image 'tex': 43 Image type: sg.ImageType._2d 44 Sample type: sg.ImageSampleType.Float 45 Multisampled: false 46 Bind slot: IMG_TEX => 0 47 Image 'tex0': 48 Image type: sg.ImageType._2d 49 Sample type: sg.ImageSampleType.Float 50 Multisampled: false 51 Bind slot: IMG_TEX0 => 0 52 Image 'tex1': 53 Image type: sg.ImageType._2d 54 Sample type: sg.ImageSampleType.Float 55 Multisampled: false 56 Bind slot: IMG_TEX1 => 1 57 Image 'tex2': 58 Image type: sg.ImageType._2d 59 Sample type: sg.ImageSampleType.Float 60 Multisampled: false 61 Bind slot: IMG_TEX2 => 2 62 Sampler 'smp': 63 Type: sg.SamplerType.Filtering 64 Bind slot: SMP_SMP => 0 65 */ 66 enum ATTR_DBG_POS = 0; 67 enum ATTR_FSQ_POS = 0; 68 enum ATTR_OFFSCREEN_POS = 0; 69 enum ATTR_OFFSCREEN_BRIGHT0 = 1; 70 enum UB_FSQ_PARAMS = 0; 71 enum UB_OFFSCREEN_PARAMS = 0; 72 enum IMG_TEX = 0; 73 enum IMG_TEX0 = 0; 74 enum IMG_TEX1 = 1; 75 enum IMG_TEX2 = 2; 76 enum SMP_SMP = 0; 77 struct FsqParams { 78 align(16) m.Vec2 offset; 79 align(1) ubyte[8] _pad_8 = 0; 80 } 81 struct OffscreenParams { 82 align(16) m.Mat4 mvp; 83 } 84 /* 85 #version 410 86 87 uniform vec4 offscreen_params[4]; 88 layout(location = 0) in vec4 pos; 89 layout(location = 0) out float bright; 90 layout(location = 1) in float bright0; 91 92 void main() 93 { 94 gl_Position = mat4(offscreen_params[0], offscreen_params[1], offscreen_params[2], offscreen_params[3]) * pos; 95 bright = bright0; 96 } 97 98 */ 99 __gshared char[315] VS_OFFSCREEN_SOURCE_GLSL410 = [ 100 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x34,0x31,0x30,0x0a,0x0a,0x75,0x6e, 101 0x69,0x66,0x6f,0x72,0x6d,0x20,0x76,0x65,0x63,0x34,0x20,0x6f,0x66,0x66,0x73,0x63, 102 0x72,0x65,0x65,0x6e,0x5f,0x70,0x61,0x72,0x61,0x6d,0x73,0x5b,0x34,0x5d,0x3b,0x0a, 103 0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20, 104 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uv1; 168 layout(location = 2) out vec2 uv2; 169 170 void main() 171 { 172 gl_Position = vec4((pos * 2.0) - vec2(1.0), 0.5, 1.0); 173 uv0 = pos + vec2(fsq_params[0].x, 0.0); 174 uv1 = pos + vec2(0.0, fsq_params[0].y); 175 uv2 = pos; 176 gl_Position.y = -gl_Position.y; 177 } 178 179 */ 180 __gshared char[398] VS_FSQ_SOURCE_GLSL410 = [ 181 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x34,0x31,0x30,0x0a,0x0a,0x75,0x6e, 182 0x69,0x66,0x6f,0x72,0x6d,0x20,0x76,0x65,0x63,0x34,0x20,0x66,0x73,0x71,0x5f,0x70, 183 0x61,0x72,0x61,0x6d,0x73,0x5b,0x31,0x5d,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74, 184 0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x30,0x29,0x20,0x69, 185 0x6e,0x20,0x76,0x65,0x63,0x32,0x20,0x70,0x6f,0x73,0x3b,0x0a,0x6c,0x61,0x79,0x6f, 186 0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x30,0x29, 187 0x20,0x6f,0x75,0x74,0x20,0x76,0x65,0x63,0x32,0x20,0x75,0x76,0x30,0x3b,0x0a,0x6c, 188 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SV_Position; 746 }; 747 748 void vert_main() 749 { 750 gl_Position = float4((pos * 2.0f) - 1.0f.xx, 0.5f, 1.0f); 751 uv0 = pos + float2(_36_offset.x, 0.0f); 752 uv1 = pos + float2(0.0f, _36_offset.y); 753 uv2 = pos; 754 } 755 756 SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) 757 { 758 pos = stage_input.pos; 759 vert_main(); 760 SPIRV_Cross_Output stage_output; 761 stage_output.gl_Position = gl_Position; 762 stage_output.uv0 = uv0; 763 stage_output.uv1 = uv1; 764 stage_output.uv2 = uv2; 765 return stage_output; 766 } 767 */ 768 __gshared char[879] VS_FSQ_SOURCE_HLSL5 = [ 769 0x63,0x62,0x75,0x66,0x66,0x65,0x72,0x20,0x66,0x73,0x71,0x5f,0x70,0x61,0x72,0x61, 770 0x6d,0x73,0x20,0x3a,0x20,0x72,0x65,0x67,0x69,0x73,0x74,0x65,0x72,0x28,0x62,0x30, 771 0x29,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66,0x6c,0x6f,0x61,0x74,0x32,0x20,0x5f, 772 0x33,0x36,0x5f,0x6f,0x66,0x66,0x73,0x65,0x74,0x20,0x3a,0x20,0x70,0x61,0x63,0x6b, 773 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842 843 struct SPIRV_Cross_Output 844 { 845 float4 frag_color : SV_Target0; 846 }; 847 848 void frag_main() 849 { 850 frag_color = float4((tex0.Sample(smp, uv0).xyz + tex1.Sample(smp, uv1).xyz) + tex2.Sample(smp, uv2).xyz, 1.0f); 851 } 852 853 SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) 854 { 855 uv0 = stage_input.uv0; 856 uv1 = stage_input.uv1; 857 uv2 = stage_input.uv2; 858 frag_main(); 859 SPIRV_Cross_Output stage_output; 860 stage_output.frag_color = frag_color; 861 return stage_output; 862 } 863 */ 864 __gshared char[818] FS_FSQ_SOURCE_HLSL5 = [ 865 0x54,0x65,0x78,0x74,0x75,0x72,0x65,0x32,0x44,0x3c,0x66,0x6c,0x6f,0x61,0x74,0x34, 866 0x3e,0x20,0x74,0x65,0x78,0x30,0x20,0x3a,0x20,0x72,0x65,0x67,0x69,0x73,0x74,0x65, 867 0x72,0x28,0x74,0x30,0x29,0x3b,0x0a,0x53,0x61,0x6d,0x70,0x6c,0x65,0x72,0x53,0x74, 868 0x61,0x74,0x65,0x20,0x73,0x6d,0x70,0x20,0x3a,0x20,0x72,0x65,0x67,0x69,0x73,0x74, 869 0x65,0x72,0x28,0x73,0x30,0x29,0x3b,0x0a,0x54,0x65,0x78,0x74,0x75,0x72,0x65,0x32, 870 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987 /* 988 Texture2D<float4> tex : register(t0); 989 SamplerState smp : register(s0); 990 991 static float4 frag_color; 992 static float2 uv; 993 994 struct SPIRV_Cross_Input 995 { 996 float2 uv : TEXCOORD0; 997 }; 998 999 struct SPIRV_Cross_Output 1000 { 1001 float4 frag_color : SV_Target0; 1002 }; 1003 1004 void frag_main() 1005 { 1006 frag_color = float4(tex.Sample(smp, uv).xyz, 1.0f); 1007 } 1008 1009 SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) 1010 { 1011 uv = stage_input.uv; 1012 frag_main(); 1013 SPIRV_Cross_Output stage_output; 1014 stage_output.frag_color = frag_color; 1015 return stage_output; 1016 } 1017 */ 1018 __gshared char[527] FS_DBG_SOURCE_HLSL5 = [ 1019 0x54,0x65,0x78,0x74,0x75,0x72,0x65,0x32,0x44,0x3c,0x66,0x6c,0x6f,0x61,0x74,0x34, 1020 0x3e,0x20,0x74,0x65,0x78,0x20,0x3a,0x20,0x72,0x65,0x67,0x69,0x73,0x74,0x65,0x72, 1021 0x28,0x74,0x30,0x29,0x3b,0x0a,0x53,0x61,0x6d,0x70,0x6c,0x65,0x72,0x53,0x74,0x61, 1022 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1072 float4 pos [[attribute(0)]]; 1073 float bright0 [[attribute(1)]]; 1074 }; 1075 1076 vertex main0_out main0(main0_in in [[stage_in]], constant offscreen_params& _19 [[buffer(0)]]) 1077 { 1078 main0_out out = {}; 1079 out.gl_Position = _19.mvp * in.pos; 1080 out.bright = in.bright0; 1081 return out; 1082 } 1083 1084 */ 1085 __gshared char[515] VS_OFFSCREEN_SOURCE_METAL_MACOS = [ 1086 0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,0x20,0x3c,0x6d,0x65,0x74,0x61,0x6c,0x5f, 1087 0x73,0x74,0x64,0x6c,0x69,0x62,0x3e,0x0a,0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65, 1088 0x20,0x3c,0x73,0x69,0x6d,0x64,0x2f,0x73,0x69,0x6d,0x64,0x2e,0x68,0x3e,0x0a,0x0a, 1089 0x75,0x73,0x69,0x6e,0x67,0x20,0x6e,0x61,0x6d,0x65,0x73,0x70,0x61,0x63,0x65,0x20, 1090 0x6d,0x65,0x74,0x61,0x6c,0x3b,0x0a,0x0a,0x73,0x74,0x72,0x75,0x63,0x74,0x20,0x6f, 1091 0x66,0x66,0x73,0x63,0x72,0x65,0x65,0x6e,0x5f,0x70,0x61,0x72,0x61,0x6d,0x73,0x0a, 1092 0x7b,0x0a,0x20,0x20,0x20,0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,0x78,0x34,0x20,0x6d, 1093 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#include <metal_stdlib> 1186 #include <simd/simd.h> 1187 1188 using namespace metal; 1189 1190 struct fsq_params 1191 { 1192 float2 offset; 1193 }; 1194 1195 struct main0_out 1196 { 1197 float2 uv0 [[user(locn0)]]; 1198 float2 uv1 [[user(locn1)]]; 1199 float2 uv2 [[user(locn2)]]; 1200 float4 gl_Position [[position]]; 1201 }; 1202 1203 struct main0_in 1204 { 1205 float2 pos [[attribute(0)]]; 1206 }; 1207 1208 vertex main0_out main0(main0_in in [[stage_in]], constant fsq_params& _36 [[buffer(0)]]) 1209 { 1210 main0_out out = {}; 1211 out.gl_Position = float4((in.pos * 2.0) - float2(1.0), 0.5, 1.0); 1212 out.uv0 = in.pos + float2(_36.offset.x, 0.0); 1213 out.uv1 = in.pos + float2(0.0, _36.offset.y); 1214 out.uv2 = in.pos; 1215 return out; 1216 } 1217 1218 */ 1219 __gshared char[653] VS_FSQ_SOURCE_METAL_MACOS = [ 1220 0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,0x20,0x3c,0x6d,0x65,0x74,0x61,0x6c,0x5f, 1221 0x73,0x74,0x64,0x6c,0x69,0x62,0x3e,0x0a,0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65, 1222 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sampler smp [[sampler(0)]]) 1281 { 1282 main0_out out = {}; 1283 out.frag_color = float4((tex0.sample(smp, in.uv0).xyz + tex1.sample(smp, in.uv1).xyz) + tex2.sample(smp, in.uv2).xyz, 1.0); 1284 return out; 1285 } 1286 1287 */ 1288 __gshared char[616] FS_FSQ_SOURCE_METAL_MACOS = [ 1289 0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,0x20,0x3c,0x6d,0x65,0x74,0x61,0x6c,0x5f, 1290 0x73,0x74,0x64,0x6c,0x69,0x62,0x3e,0x0a,0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65, 1291 0x20,0x3c,0x73,0x69,0x6d,0x64,0x2f,0x73,0x69,0x6d,0x64,0x2e,0x68,0x3e,0x0a,0x0a, 1292 0x75,0x73,0x69,0x6e,0x67,0x20,0x6e,0x61,0x6d,0x65,0x73,0x70,0x61,0x63,0x65,0x20, 1293 0x6d,0x65,0x74,0x61,0x6c,0x3b,0x0a,0x0a,0x73,0x74,0x72,0x75,0x63,0x74,0x20,0x6d, 1294 0x61,0x69,0x6e,0x30,0x5f,0x6f,0x75,0x74,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66, 1295 0x6c,0x6f,0x61,0x74,0x34,0x20,0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72, 1296 0x20,0x5b,0x5b,0x63,0x6f,0x6c,0x6f,0x72,0x28,0x30,0x29,0x5d,0x5d,0x3b,0x0a,0x7d, 1297 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[[attribute(0)]]; 1344 }; 1345 1346 vertex main0_out main0(main0_in in [[stage_in]]) 1347 { 1348 main0_out out = {}; 1349 out.gl_Position = float4((in.pos * 2.0) - float2(1.0), 0.5, 1.0); 1350 out.uv = in.pos; 1351 return out; 1352 } 1353 1354 */ 1355 __gshared char[404] VS_DBG_SOURCE_METAL_MACOS = [ 1356 0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,0x20,0x3c,0x6d,0x65,0x74,0x61,0x6c,0x5f, 1357 0x73,0x74,0x64,0x6c,0x69,0x62,0x3e,0x0a,0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65, 1358 0x20,0x3c,0x73,0x69,0x6d,0x64,0x2f,0x73,0x69,0x6d,0x64,0x2e,0x68,0x3e,0x0a,0x0a, 1359 0x75,0x73,0x69,0x6e,0x67,0x20,0x6e,0x61,0x6d,0x65,0x73,0x70,0x61,0x63,0x65,0x20, 1360 0x6d,0x65,0x74,0x61,0x6c,0x3b,0x0a,0x0a,0x73,0x74,0x72,0x75,0x63,0x74,0x20,0x6d, 1361 0x61,0x69,0x6e,0x30,0x5f,0x6f,0x75,0x74,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66, 1362 0x6c,0x6f,0x61,0x74,0x32,0x20,0x75,0x76,0x20,0x5b,0x5b,0x75,0x73,0x65,0x72,0x28, 1363 0x6c,0x6f,0x63,0x6e,0x30,0x29,0x5d,0x5d,0x3b,0x0a,0x20,0x20,0x20,0x20,0x66,0x6c, 1364 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bright; 1544 frag_color_2 = vec4f(0.0f, 0.0f, x_20, 1.0f); 1545 return; 1546 } 1547 1548 struct main_out { 1549 @location(0) 1550 frag_color_0_1 : vec4f, 1551 @location(1) 1552 frag_color_1_1 : vec4f, 1553 @location(2) 1554 frag_color_2_1 : vec4f, 1555 } 1556 1557 @fragment 1558 fn main(@location(0) bright_param : f32) -> main_out { 1559 bright = bright_param; 1560 main_1(); 1561 return main_out(frag_color_0, frag_color_1, frag_color_2); 1562 } 1563 1564 */ 1565 __gshared char[740] FS_OFFSCREEN_SOURCE_WGSL = [ 1566 0x64,0x69,0x61,0x67,0x6e,0x6f,0x73,0x74,0x69,0x63,0x28,0x6f,0x66,0x66,0x2c,0x20, 1567 0x64,0x65,0x72,0x69,0x76,0x61,0x74,0x69,0x76,0x65,0x5f,0x75,0x6e,0x69,0x66,0x6f, 1568 0x72,0x6d,0x69,0x74,0x79,0x29,0x3b,0x0a,0x0a,0x76,0x61,0x72,0x3c,0x70,0x72,0x69, 1569 0x76,0x61,0x74,0x65,0x3e,0x20,0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72, 1570 0x5f,0x30,0x20,0x3a,0x20,0x76,0x65,0x63,0x34,0x66,0x3b,0x0a,0x0a,0x76,0x61,0x72, 1571 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var<private> uv1 : vec2f; 1629 1630 var<private> uv2 : vec2f; 1631 1632 var<private> gl_Position : vec4f; 1633 1634 fn main_1() { 1635 let x_19 : vec2f = pos; 1636 let x_24 : vec2f = ((x_19 * 2.0f) - vec2f(1.0f, 1.0f)); 1637 gl_Position = vec4f(x_24.x, x_24.y, 0.5f, 1.0f); 1638 let x_33 : vec2f = pos; 1639 let x_40 : f32 = x_36.offset.x; 1640 uv0 = (x_33 + vec2f(x_40, 0.0f)); 1641 let x_45 : vec2f = pos; 1642 let x_47 : f32 = x_36.offset.y; 1643 uv1 = (x_45 + vec2f(0.0f, x_47)); 1644 let x_51 : vec2f = pos; 1645 uv2 = x_51; 1646 return; 1647 } 1648 1649 struct main_out { 1650 @builtin(position) 1651 gl_Position : vec4f, 1652 @location(0) 1653 uv0_1 : vec2f, 1654 @location(1) 1655 uv1_1 : vec2f, 1656 @location(2) 1657 uv2_1 : vec2f, 1658 } 1659 1660 @vertex 1661 fn main(@location(0) pos_param : vec2f) -> main_out { 1662 pos = pos_param; 1663 main_1(); 1664 return main_out(gl_Position, uv0, uv1, uv2); 1665 } 1666 1667 */ 1668 __gshared char[998] VS_FSQ_SOURCE_WGSL = [ 1669 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1747 1748 var<private> uv2 : vec2f; 1749 1750 var<private> frag_color : vec4f; 1751 1752 fn main_1() { 1753 var c0 : vec3f; 1754 var c1 : vec3f; 1755 var c2 : vec3f; 1756 let x_23 : vec2f = uv0; 1757 let x_25 : vec4f = textureSample(tex0, smp, x_23); 1758 c0 = vec3f(x_25.x, x_25.y, x_25.z); 1759 let x_33 : vec2f = uv1; 1760 let x_34 : vec4f = textureSample(tex1, smp, x_33); 1761 c1 = vec3f(x_34.x, x_34.y, x_34.z); 1762 let x_42 : vec2f = uv2; 1763 let x_43 : vec4f = textureSample(tex2, smp, x_42); 1764 c2 = vec3f(x_43.x, x_43.y, x_43.z); 1765 let x_47 : vec3f = c0; 1766 let x_48 : vec3f = c1; 1767 let x_50 : vec3f = c2; 1768 let x_51 : vec3f = ((x_47 + x_48) + x_50); 1769 frag_color = vec4f(x_51.x, x_51.y, x_51.z, 1.0f); 1770 return; 1771 } 1772 1773 struct main_out { 1774 @location(0) 1775 frag_color_1 : vec4f, 1776 } 1777 1778 @fragment 1779 fn main(@location(0) uv0_param : vec2f, @location(1) uv1_param : vec2f, @location(2) uv2_param : vec2f) -> main_out { 1780 uv0 = uv0_param; 1781 uv1 = uv1_param; 1782 uv2 = uv2_param; 1783 main_1(); 1784 return main_out(frag_color); 1785 } 1786 1787 */ 1788 __gshared char[1251] FS_FSQ_SOURCE_WGSL = [ 1789 0x64,0x69,0x61,0x67,0x6e,0x6f,0x73,0x74,0x69,0x63,0x28,0x6f,0x66,0x66,0x2c,0x20, 1790 0x64,0x65,0x72,0x69,0x76,0x61,0x74,0x69,0x76,0x65,0x5f,0x75,0x6e,0x69,0x66,0x6f, 1791 0x72,0x6d,0x69,0x74,0x79,0x29,0x3b,0x0a,0x0a,0x40,0x67,0x72,0x6f,0x75,0x70,0x28, 1792 0x31,0x29,0x20,0x40,0x62,0x69,0x6e,0x64,0x69,0x6e,0x67,0x28,0x36,0x34,0x29,0x20, 1793 0x76,0x61,0x72,0x20,0x74,0x65,0x78,0x30,0x20,0x3a,0x20,0x74,0x65,0x78,0x74,0x75, 1794 0x72,0x65,0x5f,0x32,0x64,0x3c,0x66,0x33,0x32,0x3e,0x3b,0x0a,0x0a,0x40,0x67,0x72, 1795 0x6f,0x75,0x70,0x28,0x31,0x29,0x20,0x40,0x62,0x69,0x6e,0x64,0x69,0x6e,0x67,0x28, 1796 0x38,0x30,0x29,0x20,0x76,0x61,0x72,0x20,0x73,0x6d,0x70,0x20,0x3a,0x20,0x73,0x61, 1797 0x6d,0x70,0x6c,0x65,0x72,0x3b,0x0a,0x0a,0x76,0x61,0x72,0x3c,0x70,0x72,0x69,0x76, 1798 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0x20,0x76,0x65,0x63,0x34,0x66,0x28,0x78,0x5f,0x32,0x36,0x2e,0x78,0x2c,0x20,0x78, 1995 0x5f,0x32,0x36,0x2e,0x79,0x2c,0x20,0x78,0x5f,0x32,0x36,0x2e,0x7a,0x2c,0x20,0x31, 1996 0x2e,0x30,0x66,0x29,0x3b,0x0a,0x20,0x20,0x72,0x65,0x74,0x75,0x72,0x6e,0x3b,0x0a, 1997 0x7d,0x0a,0x0a,0x73,0x74,0x72,0x75,0x63,0x74,0x20,0x6d,0x61,0x69,0x6e,0x5f,0x6f, 1998 0x75,0x74,0x20,0x7b,0x0a,0x20,0x20,0x40,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e, 1999 0x28,0x30,0x29,0x0a,0x20,0x20,0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72, 2000 0x5f,0x31,0x20,0x3a,0x20,0x76,0x65,0x63,0x34,0x66,0x2c,0x0a,0x7d,0x0a,0x0a,0x40, 2001 0x66,0x72,0x61,0x67,0x6d,0x65,0x6e,0x74,0x0a,0x66,0x6e,0x20,0x6d,0x61,0x69,0x6e, 2002 0x28,0x40,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x28,0x30,0x29,0x20,0x75,0x76, 2003 0x5f,0x70,0x61,0x72,0x61,0x6d,0x20,0x3a,0x20,0x76,0x65,0x63,0x32,0x66,0x29,0x20, 2004 0x2d,0x3e,0x20,0x6d,0x61,0x69,0x6e,0x5f,0x6f,0x75,0x74,0x20,0x7b,0x0a,0x20,0x20, 2005 0x75,0x76,0x20,0x3d,0x20,0x75,0x76,0x5f,0x70,0x61,0x72,0x61,0x6d,0x3b,0x0a,0x20, 2006 0x20,0x6d,0x61,0x69,0x6e,0x5f,0x31,0x28,0x29,0x3b,0x0a,0x20,0x20,0x72,0x65,0x74, 2007 0x75,0x72,0x6e,0x20,0x6d,0x61,0x69,0x6e,0x5f,0x6f,0x75,0x74,0x28,0x66,0x72,0x61, 2008 0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x29,0x3b,0x0a,0x7d,0x0a,0x0a,0x00, 2009 ]; 2010 sg.ShaderDesc dbgShaderDesc(sg.Backend backend) @trusted @nogc nothrow { 2011 sg.ShaderDesc desc; 2012 desc.label = "dbg_shader"; 2013 switch (backend) { 2014 case sg.Backend.Glcore: 2015 desc.vertex_func.source = &VS_DBG_SOURCE_GLSL410[0]; 2016 desc.vertex_func.entry = "main"; 2017 desc.fragment_func.source = &FS_DBG_SOURCE_GLSL410[0]; 2018 desc.fragment_func.entry = "main"; 2019 desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float; 2020 desc.attrs[0].glsl_name = "pos"; 2021 desc.images[0].stage = sg.ShaderStage.Fragment; 2022 desc.images[0].multisampled = false; 2023 desc.images[0].image_type = sg.ImageType._2d; 2024 desc.images[0].sample_type = sg.ImageSampleType.Float; 2025 desc.samplers[0].stage = sg.ShaderStage.Fragment; 2026 desc.samplers[0].sampler_type = sg.SamplerType.Filtering; 2027 desc.image_sampler_pairs[0].stage = sg.ShaderStage.Fragment; 2028 desc.image_sampler_pairs[0].image_slot = 0; 2029 desc.image_sampler_pairs[0].sampler_slot = 0; 2030 desc.image_sampler_pairs[0].glsl_name = "tex_smp"; 2031 break; 2032 case sg.Backend.Gles3: 2033 desc.vertex_func.source = &VS_DBG_SOURCE_GLSL300ES[0]; 2034 desc.vertex_func.entry = "main"; 2035 desc.fragment_func.source = &FS_DBG_SOURCE_GLSL300ES[0]; 2036 desc.fragment_func.entry = "main"; 2037 desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float; 2038 desc.attrs[0].glsl_name = "pos"; 2039 desc.images[0].stage = sg.ShaderStage.Fragment; 2040 desc.images[0].multisampled = false; 2041 desc.images[0].image_type = sg.ImageType._2d; 2042 desc.images[0].sample_type = sg.ImageSampleType.Float; 2043 desc.samplers[0].stage = sg.ShaderStage.Fragment; 2044 desc.samplers[0].sampler_type = sg.SamplerType.Filtering; 2045 desc.image_sampler_pairs[0].stage = sg.ShaderStage.Fragment; 2046 desc.image_sampler_pairs[0].image_slot = 0; 2047 desc.image_sampler_pairs[0].sampler_slot = 0; 2048 desc.image_sampler_pairs[0].glsl_name = "tex_smp"; 2049 break; 2050 case sg.Backend.D3d11: 2051 desc.vertex_func.source = &VS_DBG_SOURCE_HLSL5[0]; 2052 desc.vertex_func.d3d11_target = "vs_5_0"; 2053 desc.vertex_func.entry = "main"; 2054 desc.fragment_func.source = &FS_DBG_SOURCE_HLSL5[0]; 2055 desc.fragment_func.d3d11_target = "ps_5_0"; 2056 desc.fragment_func.entry = "main"; 2057 desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float; 2058 desc.attrs[0].hlsl_sem_name = "TEXCOORD"; 2059 desc.attrs[0].hlsl_sem_index = 0; 2060 desc.images[0].stage = sg.ShaderStage.Fragment; 2061 desc.images[0].multisampled = false; 2062 desc.images[0].image_type = sg.ImageType._2d; 2063 desc.images[0].sample_type = sg.ImageSampleType.Float; 2064 desc.images[0].hlsl_register_t_n = 0; 2065 desc.samplers[0].stage = sg.ShaderStage.Fragment; 2066 desc.samplers[0].sampler_type = sg.SamplerType.Filtering; 2067 desc.samplers[0].hlsl_register_s_n = 0; 2068 desc.image_sampler_pairs[0].stage = sg.ShaderStage.Fragment; 2069 desc.image_sampler_pairs[0].image_slot = 0; 2070 desc.image_sampler_pairs[0].sampler_slot = 0; 2071 break; 2072 case sg.Backend.Metal_macos: 2073 desc.vertex_func.source = &VS_DBG_SOURCE_METAL_MACOS[0]; 2074 desc.vertex_func.entry = "main0"; 2075 desc.fragment_func.source = &FS_DBG_SOURCE_METAL_MACOS[0]; 2076 desc.fragment_func.entry = "main0"; 2077 desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float; 2078 desc.images[0].stage = sg.ShaderStage.Fragment; 2079 desc.images[0].multisampled = false; 2080 desc.images[0].image_type = sg.ImageType._2d; 2081 desc.images[0].sample_type = sg.ImageSampleType.Float; 2082 desc.images[0].msl_texture_n = 0; 2083 desc.samplers[0].stage = sg.ShaderStage.Fragment; 2084 desc.samplers[0].sampler_type = sg.SamplerType.Filtering; 2085 desc.samplers[0].msl_sampler_n = 0; 2086 desc.image_sampler_pairs[0].stage = sg.ShaderStage.Fragment; 2087 desc.image_sampler_pairs[0].image_slot = 0; 2088 desc.image_sampler_pairs[0].sampler_slot = 0; 2089 break; 2090 case sg.Backend.Wgpu: 2091 desc.vertex_func.source = &VS_DBG_SOURCE_WGSL[0]; 2092 desc.vertex_func.entry = "main"; 2093 desc.fragment_func.source = &FS_DBG_SOURCE_WGSL[0]; 2094 desc.fragment_func.entry = "main"; 2095 desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float; 2096 desc.images[0].stage = sg.ShaderStage.Fragment; 2097 desc.images[0].multisampled = false; 2098 desc.images[0].image_type = sg.ImageType._2d; 2099 desc.images[0].sample_type = sg.ImageSampleType.Float; 2100 desc.images[0].wgsl_group1_binding_n = 64; 2101 desc.samplers[0].stage = sg.ShaderStage.Fragment; 2102 desc.samplers[0].sampler_type = sg.SamplerType.Filtering; 2103 desc.samplers[0].wgsl_group1_binding_n = 80; 2104 desc.image_sampler_pairs[0].stage = sg.ShaderStage.Fragment; 2105 desc.image_sampler_pairs[0].image_slot = 0; 2106 desc.image_sampler_pairs[0].sampler_slot = 0; 2107 break; 2108 default: break; 2109 } 2110 return desc; 2111 } 2112 sg.ShaderDesc fsqShaderDesc(sg.Backend backend) @trusted @nogc nothrow { 2113 sg.ShaderDesc desc; 2114 desc.label = "fsq_shader"; 2115 switch (backend) { 2116 case sg.Backend.Glcore: 2117 desc.vertex_func.source = &VS_FSQ_SOURCE_GLSL410[0]; 2118 desc.vertex_func.entry = "main"; 2119 desc.fragment_func.source = &FS_FSQ_SOURCE_GLSL410[0]; 2120 desc.fragment_func.entry = "main"; 2121 desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float; 2122 desc.attrs[0].glsl_name = "pos"; 2123 desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex; 2124 desc.uniform_blocks[0].layout = sg.UniformLayout.Std140; 2125 desc.uniform_blocks[0].size = 16; 2126 desc.uniform_blocks[0].glsl_uniforms[0].type = sg.UniformType.Float4; 2127 desc.uniform_blocks[0].glsl_uniforms[0].array_count = 1; 2128 desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "fsq_params"; 2129 desc.images[0].stage = sg.ShaderStage.Fragment; 2130 desc.images[0].multisampled = false; 2131 desc.images[0].image_type = sg.ImageType._2d; 2132 desc.images[0].sample_type = sg.ImageSampleType.Float; 2133 desc.images[1].stage = sg.ShaderStage.Fragment; 2134 desc.images[1].multisampled = false; 2135 desc.images[1].image_type = sg.ImageType._2d; 2136 desc.images[1].sample_type = sg.ImageSampleType.Float; 2137 desc.images[2].stage = sg.ShaderStage.Fragment; 2138 desc.images[2].multisampled = false; 2139 desc.images[2].image_type = sg.ImageType._2d; 2140 desc.images[2].sample_type = sg.ImageSampleType.Float; 2141 desc.samplers[0].stage = sg.ShaderStage.Fragment; 2142 desc.samplers[0].sampler_type = sg.SamplerType.Filtering; 2143 desc.image_sampler_pairs[0].stage = sg.ShaderStage.Fragment; 2144 desc.image_sampler_pairs[0].image_slot = 0; 2145 desc.image_sampler_pairs[0].sampler_slot = 0; 2146 desc.image_sampler_pairs[0].glsl_name = "tex0_smp"; 2147 desc.image_sampler_pairs[1].stage = sg.ShaderStage.Fragment; 2148 desc.image_sampler_pairs[1].image_slot = 1; 2149 desc.image_sampler_pairs[1].sampler_slot = 0; 2150 desc.image_sampler_pairs[1].glsl_name = "tex1_smp"; 2151 desc.image_sampler_pairs[2].stage = sg.ShaderStage.Fragment; 2152 desc.image_sampler_pairs[2].image_slot = 2; 2153 desc.image_sampler_pairs[2].sampler_slot = 0; 2154 desc.image_sampler_pairs[2].glsl_name = "tex2_smp"; 2155 break; 2156 case sg.Backend.Gles3: 2157 desc.vertex_func.source = &VS_FSQ_SOURCE_GLSL300ES[0]; 2158 desc.vertex_func.entry = "main"; 2159 desc.fragment_func.source = &FS_FSQ_SOURCE_GLSL300ES[0]; 2160 desc.fragment_func.entry = "main"; 2161 desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float; 2162 desc.attrs[0].glsl_name = "pos"; 2163 desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex; 2164 desc.uniform_blocks[0].layout = sg.UniformLayout.Std140; 2165 desc.uniform_blocks[0].size = 16; 2166 desc.uniform_blocks[0].glsl_uniforms[0].type = sg.UniformType.Float4; 2167 desc.uniform_blocks[0].glsl_uniforms[0].array_count = 1; 2168 desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "fsq_params"; 2169 desc.images[0].stage = sg.ShaderStage.Fragment; 2170 desc.images[0].multisampled = false; 2171 desc.images[0].image_type = sg.ImageType._2d; 2172 desc.images[0].sample_type = sg.ImageSampleType.Float; 2173 desc.images[1].stage = sg.ShaderStage.Fragment; 2174 desc.images[1].multisampled = false; 2175 desc.images[1].image_type = sg.ImageType._2d; 2176 desc.images[1].sample_type = sg.ImageSampleType.Float; 2177 desc.images[2].stage = sg.ShaderStage.Fragment; 2178 desc.images[2].multisampled = false; 2179 desc.images[2].image_type = sg.ImageType._2d; 2180 desc.images[2].sample_type = sg.ImageSampleType.Float; 2181 desc.samplers[0].stage = sg.ShaderStage.Fragment; 2182 desc.samplers[0].sampler_type = sg.SamplerType.Filtering; 2183 desc.image_sampler_pairs[0].stage = sg.ShaderStage.Fragment; 2184 desc.image_sampler_pairs[0].image_slot = 0; 2185 desc.image_sampler_pairs[0].sampler_slot = 0; 2186 desc.image_sampler_pairs[0].glsl_name = "tex0_smp"; 2187 desc.image_sampler_pairs[1].stage = sg.ShaderStage.Fragment; 2188 desc.image_sampler_pairs[1].image_slot = 1; 2189 desc.image_sampler_pairs[1].sampler_slot = 0; 2190 desc.image_sampler_pairs[1].glsl_name = "tex1_smp"; 2191 desc.image_sampler_pairs[2].stage = sg.ShaderStage.Fragment; 2192 desc.image_sampler_pairs[2].image_slot = 2; 2193 desc.image_sampler_pairs[2].sampler_slot = 0; 2194 desc.image_sampler_pairs[2].glsl_name = "tex2_smp"; 2195 break; 2196 case sg.Backend.D3d11: 2197 desc.vertex_func.source = &VS_FSQ_SOURCE_HLSL5[0]; 2198 desc.vertex_func.d3d11_target = "vs_5_0"; 2199 desc.vertex_func.entry = "main"; 2200 desc.fragment_func.source = &FS_FSQ_SOURCE_HLSL5[0]; 2201 desc.fragment_func.d3d11_target = "ps_5_0"; 2202 desc.fragment_func.entry = "main"; 2203 desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float; 2204 desc.attrs[0].hlsl_sem_name = "TEXCOORD"; 2205 desc.attrs[0].hlsl_sem_index = 0; 2206 desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex; 2207 desc.uniform_blocks[0].layout = sg.UniformLayout.Std140; 2208 desc.uniform_blocks[0].size = 16; 2209 desc.uniform_blocks[0].hlsl_register_b_n = 0; 2210 desc.images[0].stage = sg.ShaderStage.Fragment; 2211 desc.images[0].multisampled = false; 2212 desc.images[0].image_type = sg.ImageType._2d; 2213 desc.images[0].sample_type = sg.ImageSampleType.Float; 2214 desc.images[0].hlsl_register_t_n = 0; 2215 desc.images[1].stage = sg.ShaderStage.Fragment; 2216 desc.images[1].multisampled = false; 2217 desc.images[1].image_type = sg.ImageType._2d; 2218 desc.images[1].sample_type = sg.ImageSampleType.Float; 2219 desc.images[1].hlsl_register_t_n = 1; 2220 desc.images[2].stage = sg.ShaderStage.Fragment; 2221 desc.images[2].multisampled = false; 2222 desc.images[2].image_type = sg.ImageType._2d; 2223 desc.images[2].sample_type = sg.ImageSampleType.Float; 2224 desc.images[2].hlsl_register_t_n = 2; 2225 desc.samplers[0].stage = sg.ShaderStage.Fragment; 2226 desc.samplers[0].sampler_type = sg.SamplerType.Filtering; 2227 desc.samplers[0].hlsl_register_s_n = 0; 2228 desc.image_sampler_pairs[0].stage = sg.ShaderStage.Fragment; 2229 desc.image_sampler_pairs[0].image_slot = 0; 2230 desc.image_sampler_pairs[0].sampler_slot = 0; 2231 desc.image_sampler_pairs[1].stage = sg.ShaderStage.Fragment; 2232 desc.image_sampler_pairs[1].image_slot = 1; 2233 desc.image_sampler_pairs[1].sampler_slot = 0; 2234 desc.image_sampler_pairs[2].stage = sg.ShaderStage.Fragment; 2235 desc.image_sampler_pairs[2].image_slot = 2; 2236 desc.image_sampler_pairs[2].sampler_slot = 0; 2237 break; 2238 case sg.Backend.Metal_macos: 2239 desc.vertex_func.source = &VS_FSQ_SOURCE_METAL_MACOS[0]; 2240 desc.vertex_func.entry = "main0"; 2241 desc.fragment_func.source = &FS_FSQ_SOURCE_METAL_MACOS[0]; 2242 desc.fragment_func.entry = "main0"; 2243 desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float; 2244 desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex; 2245 desc.uniform_blocks[0].layout = sg.UniformLayout.Std140; 2246 desc.uniform_blocks[0].size = 16; 2247 desc.uniform_blocks[0].msl_buffer_n = 0; 2248 desc.images[0].stage = sg.ShaderStage.Fragment; 2249 desc.images[0].multisampled = false; 2250 desc.images[0].image_type = sg.ImageType._2d; 2251 desc.images[0].sample_type = sg.ImageSampleType.Float; 2252 desc.images[0].msl_texture_n = 0; 2253 desc.images[1].stage = sg.ShaderStage.Fragment; 2254 desc.images[1].multisampled = false; 2255 desc.images[1].image_type = sg.ImageType._2d; 2256 desc.images[1].sample_type = sg.ImageSampleType.Float; 2257 desc.images[1].msl_texture_n = 1; 2258 desc.images[2].stage = sg.ShaderStage.Fragment; 2259 desc.images[2].multisampled = false; 2260 desc.images[2].image_type = sg.ImageType._2d; 2261 desc.images[2].sample_type = sg.ImageSampleType.Float; 2262 desc.images[2].msl_texture_n = 2; 2263 desc.samplers[0].stage = sg.ShaderStage.Fragment; 2264 desc.samplers[0].sampler_type = sg.SamplerType.Filtering; 2265 desc.samplers[0].msl_sampler_n = 0; 2266 desc.image_sampler_pairs[0].stage = sg.ShaderStage.Fragment; 2267 desc.image_sampler_pairs[0].image_slot = 0; 2268 desc.image_sampler_pairs[0].sampler_slot = 0; 2269 desc.image_sampler_pairs[1].stage = sg.ShaderStage.Fragment; 2270 desc.image_sampler_pairs[1].image_slot = 1; 2271 desc.image_sampler_pairs[1].sampler_slot = 0; 2272 desc.image_sampler_pairs[2].stage = sg.ShaderStage.Fragment; 2273 desc.image_sampler_pairs[2].image_slot = 2; 2274 desc.image_sampler_pairs[2].sampler_slot = 0; 2275 break; 2276 case sg.Backend.Wgpu: 2277 desc.vertex_func.source = &VS_FSQ_SOURCE_WGSL[0]; 2278 desc.vertex_func.entry = "main"; 2279 desc.fragment_func.source = &FS_FSQ_SOURCE_WGSL[0]; 2280 desc.fragment_func.entry = "main"; 2281 desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float; 2282 desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex; 2283 desc.uniform_blocks[0].layout = sg.UniformLayout.Std140; 2284 desc.uniform_blocks[0].size = 16; 2285 desc.uniform_blocks[0].wgsl_group0_binding_n = 0; 2286 desc.images[0].stage = sg.ShaderStage.Fragment; 2287 desc.images[0].multisampled = false; 2288 desc.images[0].image_type = sg.ImageType._2d; 2289 desc.images[0].sample_type = sg.ImageSampleType.Float; 2290 desc.images[0].wgsl_group1_binding_n = 64; 2291 desc.images[1].stage = sg.ShaderStage.Fragment; 2292 desc.images[1].multisampled = false; 2293 desc.images[1].image_type = sg.ImageType._2d; 2294 desc.images[1].sample_type = sg.ImageSampleType.Float; 2295 desc.images[1].wgsl_group1_binding_n = 65; 2296 desc.images[2].stage = sg.ShaderStage.Fragment; 2297 desc.images[2].multisampled = false; 2298 desc.images[2].image_type = sg.ImageType._2d; 2299 desc.images[2].sample_type = sg.ImageSampleType.Float; 2300 desc.images[2].wgsl_group1_binding_n = 66; 2301 desc.samplers[0].stage = sg.ShaderStage.Fragment; 2302 desc.samplers[0].sampler_type = sg.SamplerType.Filtering; 2303 desc.samplers[0].wgsl_group1_binding_n = 80; 2304 desc.image_sampler_pairs[0].stage = sg.ShaderStage.Fragment; 2305 desc.image_sampler_pairs[0].image_slot = 0; 2306 desc.image_sampler_pairs[0].sampler_slot = 0; 2307 desc.image_sampler_pairs[1].stage = sg.ShaderStage.Fragment; 2308 desc.image_sampler_pairs[1].image_slot = 1; 2309 desc.image_sampler_pairs[1].sampler_slot = 0; 2310 desc.image_sampler_pairs[2].stage = sg.ShaderStage.Fragment; 2311 desc.image_sampler_pairs[2].image_slot = 2; 2312 desc.image_sampler_pairs[2].sampler_slot = 0; 2313 break; 2314 default: break; 2315 } 2316 return desc; 2317 } 2318 sg.ShaderDesc offscreenShaderDesc(sg.Backend backend) @trusted @nogc nothrow { 2319 sg.ShaderDesc desc; 2320 desc.label = "offscreen_shader"; 2321 switch (backend) { 2322 case sg.Backend.Glcore: 2323 desc.vertex_func.source = &VS_OFFSCREEN_SOURCE_GLSL410[0]; 2324 desc.vertex_func.entry = "main"; 2325 desc.fragment_func.source = &FS_OFFSCREEN_SOURCE_GLSL410[0]; 2326 desc.fragment_func.entry = "main"; 2327 desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float; 2328 desc.attrs[0].glsl_name = "pos"; 2329 desc.attrs[1].base_type = sg.ShaderAttrBaseType.Float; 2330 desc.attrs[1].glsl_name = "bright0"; 2331 desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex; 2332 desc.uniform_blocks[0].layout = sg.UniformLayout.Std140; 2333 desc.uniform_blocks[0].size = 64; 2334 desc.uniform_blocks[0].glsl_uniforms[0].type = sg.UniformType.Float4; 2335 desc.uniform_blocks[0].glsl_uniforms[0].array_count = 4; 2336 desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "offscreen_params"; 2337 break; 2338 case sg.Backend.Gles3: 2339 desc.vertex_func.source = &VS_OFFSCREEN_SOURCE_GLSL300ES[0]; 2340 desc.vertex_func.entry = "main"; 2341 desc.fragment_func.source = &FS_OFFSCREEN_SOURCE_GLSL300ES[0]; 2342 desc.fragment_func.entry = "main"; 2343 desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float; 2344 desc.attrs[0].glsl_name = "pos"; 2345 desc.attrs[1].base_type = sg.ShaderAttrBaseType.Float; 2346 desc.attrs[1].glsl_name = "bright0"; 2347 desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex; 2348 desc.uniform_blocks[0].layout = sg.UniformLayout.Std140; 2349 desc.uniform_blocks[0].size = 64; 2350 desc.uniform_blocks[0].glsl_uniforms[0].type = sg.UniformType.Float4; 2351 desc.uniform_blocks[0].glsl_uniforms[0].array_count = 4; 2352 desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "offscreen_params"; 2353 break; 2354 case sg.Backend.D3d11: 2355 desc.vertex_func.source = &VS_OFFSCREEN_SOURCE_HLSL5[0]; 2356 desc.vertex_func.d3d11_target = "vs_5_0"; 2357 desc.vertex_func.entry = "main"; 2358 desc.fragment_func.source = &FS_OFFSCREEN_SOURCE_HLSL5[0]; 2359 desc.fragment_func.d3d11_target = "ps_5_0"; 2360 desc.fragment_func.entry = "main"; 2361 desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float; 2362 desc.attrs[0].hlsl_sem_name = "TEXCOORD"; 2363 desc.attrs[0].hlsl_sem_index = 0; 2364 desc.attrs[1].base_type = sg.ShaderAttrBaseType.Float; 2365 desc.attrs[1].hlsl_sem_name = "TEXCOORD"; 2366 desc.attrs[1].hlsl_sem_index = 1; 2367 desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex; 2368 desc.uniform_blocks[0].layout = sg.UniformLayout.Std140; 2369 desc.uniform_blocks[0].size = 64; 2370 desc.uniform_blocks[0].hlsl_register_b_n = 0; 2371 break; 2372 case sg.Backend.Metal_macos: 2373 desc.vertex_func.source = &VS_OFFSCREEN_SOURCE_METAL_MACOS[0]; 2374 desc.vertex_func.entry = "main0"; 2375 desc.fragment_func.source = &FS_OFFSCREEN_SOURCE_METAL_MACOS[0]; 2376 desc.fragment_func.entry = "main0"; 2377 desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float; 2378 desc.attrs[1].base_type = sg.ShaderAttrBaseType.Float; 2379 desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex; 2380 desc.uniform_blocks[0].layout = sg.UniformLayout.Std140; 2381 desc.uniform_blocks[0].size = 64; 2382 desc.uniform_blocks[0].msl_buffer_n = 0; 2383 break; 2384 case sg.Backend.Wgpu: 2385 desc.vertex_func.source = &VS_OFFSCREEN_SOURCE_WGSL[0]; 2386 desc.vertex_func.entry = "main"; 2387 desc.fragment_func.source = &FS_OFFSCREEN_SOURCE_WGSL[0]; 2388 desc.fragment_func.entry = "main"; 2389 desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float; 2390 desc.attrs[1].base_type = sg.ShaderAttrBaseType.Float; 2391 desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex; 2392 desc.uniform_blocks[0].layout = sg.UniformLayout.Std140; 2393 desc.uniform_blocks[0].size = 64; 2394 desc.uniform_blocks[0].wgsl_group0_binding_n = 0; 2395 break; 2396 default: break; 2397 } 2398 return desc; 2399 }