1 module shaders.noninterleaved; 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/noninterleaved.glsl -o src/examples/shaders/noninterleaved.d -l glsl410:metal_macos:hlsl5:glsl300es:wgsl -f sokol_d 13 14 Overview: 15 ========= 16 Shader program: 'noninterleaved': 17 Get shader desc: noninterleavedShaderDesc(sg.queryBackend()); 18 Vertex Shader: vs 19 Fragment Shader: fs 20 Attributes: 21 ATTR_NONINTERLEAVED_POSITION => 0 22 ATTR_NONINTERLEAVED_COLOR0 => 1 23 Bindings: 24 Uniform block 'vs_params': 25 D struct: VsParams 26 Bind slot: UB_VS_PARAMS => 0 27 */ 28 enum ATTR_NONINTERLEAVED_POSITION = 0; 29 enum ATTR_NONINTERLEAVED_COLOR0 = 1; 30 enum UB_VS_PARAMS = 0; 31 struct VsParams { 32 align(16) m.Mat4 mvp; 33 } 34 /* 35 #version 410 36 37 uniform vec4 vs_params[4]; 38 layout(location = 0) in vec4 position; 39 layout(location = 0) out vec4 color; 40 layout(location = 1) in vec4 color0; 41 42 void main() 43 { 44 gl_Position = mat4(vs_params[0], vs_params[1], vs_params[2], vs_params[3]) * position; 45 color = color0; 46 } 47 48 */ 49 __gshared char[284] VS_SOURCE_GLSL410 = [ 50 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x34,0x31,0x30,0x0a,0x0a,0x75,0x6e, 51 0x69,0x66,0x6f,0x72,0x6d,0x20,0x76,0x65,0x63,0x34,0x20,0x76,0x73,0x5f,0x70,0x61, 52 0x72,0x61,0x6d,0x73,0x5b,0x34,0x5d,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28, 53 0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x30,0x29,0x20,0x69,0x6e, 54 0x20,0x76,0x65,0x63,0x34,0x20,0x70,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x3b,0x0a, 55 0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20, 56 0x3d,0x20,0x30,0x29,0x20,0x6f,0x75,0x74,0x20,0x76,0x65,0x63,0x34,0x20,0x63,0x6f, 57 0x6c,0x6f,0x72,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61, 58 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__gshared char[135] FS_SOURCE_GLSL410 = [ 82 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x34,0x31,0x30,0x0a,0x0a,0x6c,0x61, 83 0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20, 84 0x30,0x29,0x20,0x6f,0x75,0x74,0x20,0x76,0x65,0x63,0x34,0x20,0x66,0x72,0x61,0x67, 85 0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c, 86 0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x30,0x29,0x20,0x69,0x6e,0x20, 87 0x76,0x65,0x63,0x34,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x0a,0x76,0x6f,0x69, 88 0x64,0x20,0x6d,0x61,0x69,0x6e,0x28,0x29,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66, 89 0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x20,0x3d,0x20,0x63,0x6f,0x6c,0x6f, 90 0x72,0x3b,0x0a,0x7d,0x0a,0x0a,0x00, 91 ]; 92 /* 93 #version 300 es 94 95 uniform vec4 vs_params[4]; 96 layout(location = 0) in vec4 position; 97 out vec4 color; 98 layout(location = 1) in vec4 color0; 99 100 void main() 101 { 102 gl_Position = mat4(vs_params[0], vs_params[1], vs_params[2], vs_params[3]) * position; 103 color = color0; 104 } 105 106 */ 107 __gshared char[266] VS_SOURCE_GLSL300ES = [ 108 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x33,0x30,0x30,0x20,0x65,0x73,0x0a, 109 0x0a,0x75,0x6e,0x69,0x66,0x6f,0x72,0x6d,0x20,0x76,0x65,0x63,0x34,0x20,0x76,0x73, 110 0x5f,0x70,0x61,0x72,0x61,0x6d,0x73,0x5b,0x34,0x5d,0x3b,0x0a,0x6c,0x61,0x79,0x6f, 111 0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x30,0x29, 112 0x20,0x69,0x6e,0x20,0x76,0x65,0x63,0x34,0x20,0x70,0x6f,0x73,0x69,0x74,0x69,0x6f, 113 0x6e,0x3b,0x0a,0x6f,0x75,0x74,0x20,0x76,0x65,0x63,0x34,0x20,0x63,0x6f,0x6c,0x6f, 114 0x72,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69, 115 0x6f,0x6e,0x20,0x3d,0x20,0x31,0x29,0x20,0x69,0x6e,0x20,0x76,0x65,0x63,0x34,0x20, 116 0x63,0x6f,0x6c,0x6f,0x72,0x30,0x3b,0x0a,0x0a,0x76,0x6f,0x69,0x64,0x20,0x6d,0x61, 117 0x69,0x6e,0x28,0x29,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x67,0x6c,0x5f,0x50,0x6f, 118 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static float4 position; 162 static float4 color; 163 static float4 color0; 164 165 struct SPIRV_Cross_Input 166 { 167 float4 position : TEXCOORD0; 168 float4 color0 : TEXCOORD1; 169 }; 170 171 struct SPIRV_Cross_Output 172 { 173 float4 color : TEXCOORD0; 174 float4 gl_Position : SV_Position; 175 }; 176 177 void vert_main() 178 { 179 gl_Position = mul(position, _19_mvp); 180 color = color0; 181 } 182 183 SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) 184 { 185 position = stage_input.position; 186 color0 = stage_input.color0; 187 vert_main(); 188 SPIRV_Cross_Output stage_output; 189 stage_output.gl_Position = gl_Position; 190 stage_output.color = color; 191 return stage_output; 192 } 193 */ 194 __gshared char[748] VS_SOURCE_HLSL5 = [ 195 0x63,0x62,0x75,0x66,0x66,0x65,0x72,0x20,0x76,0x73,0x5f,0x70,0x61,0x72,0x61,0x6d, 196 0x73,0x20,0x3a,0x20,0x72,0x65,0x67,0x69,0x73,0x74,0x65,0x72,0x28,0x62,0x30,0x29, 197 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]; 243 /* 244 static float4 frag_color; 245 static float4 color; 246 247 struct SPIRV_Cross_Input 248 { 249 float4 color : TEXCOORD0; 250 }; 251 252 struct SPIRV_Cross_Output 253 { 254 float4 frag_color : SV_Target0; 255 }; 256 257 void frag_main() 258 { 259 frag_color = color; 260 } 261 262 SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) 263 { 264 color = stage_input.color; 265 frag_main(); 266 SPIRV_Cross_Output stage_output; 267 stage_output.frag_color = frag_color; 268 return stage_output; 269 } 270 */ 271 __gshared char[435] FS_SOURCE_HLSL5 = [ 272 0x73,0x74,0x61,0x74,0x69,0x63,0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,0x20,0x66,0x72, 273 0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x73,0x74,0x61,0x74,0x69,0x63, 274 0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x0a, 275 0x73,0x74,0x72,0x75,0x63,0x74,0x20,0x53,0x50,0x49,0x52,0x56,0x5f,0x43,0x72,0x6f, 276 0x73,0x73,0x5f,0x49,0x6e,0x70,0x75,0x74,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66, 277 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#include <simd/simd.h> 304 305 using namespace metal; 306 307 struct vs_params 308 { 309 float4x4 mvp; 310 }; 311 312 struct main0_out 313 { 314 float4 color [[user(locn0)]]; 315 float4 gl_Position [[position]]; 316 }; 317 318 struct main0_in 319 { 320 float4 position [[attribute(0)]]; 321 float4 color0 [[attribute(1)]]; 322 }; 323 324 vertex main0_out main0(main0_in in [[stage_in]], constant vs_params& _19 [[buffer(0)]]) 325 { 326 main0_out out = {}; 327 out.gl_Position = _19.mvp * in.position; 328 out.color = in.color0; 329 return out; 330 } 331 332 */ 333 __gshared char[509] VS_SOURCE_METAL_MACOS = [ 334 0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,0x20,0x3c,0x6d,0x65,0x74,0x61,0x6c,0x5f, 335 0x73,0x74,0x64,0x6c,0x69,0x62,0x3e,0x0a,0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65, 336 0x20,0x3c,0x73,0x69,0x6d,0x64,0x2f,0x73,0x69,0x6d,0x64,0x2e,0x68,0x3e,0x0a,0x0a, 337 0x75,0x73,0x69,0x6e,0x67,0x20,0x6e,0x61,0x6d,0x65,0x73,0x70,0x61,0x63,0x65,0x20, 338 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vec4f; 426 427 var<private> color0 : vec4f; 428 429 var<private> gl_Position : vec4f; 430 431 fn main_1() { 432 let x_22 : mat4x4f = x_19.mvp; 433 let x_25 : vec4f = position_1; 434 gl_Position = (x_22 * x_25); 435 let x_31 : vec4f = color0; 436 color = x_31; 437 return; 438 } 439 440 struct main_out { 441 @builtin(position) 442 gl_Position : vec4f, 443 @location(0) 444 color_1 : vec4f, 445 } 446 447 @vertex 448 fn main(@location(0) position_1_param : vec4f, @location(1) color0_param : vec4f) -> main_out { 449 position_1 = position_1_param; 450 color0 = color0_param; 451 main_1(); 452 return main_out(gl_Position, color); 453 } 454 455 */ 456 __gshared char[766] VS_SOURCE_WGSL = [ 457 0x64,0x69,0x61,0x67,0x6e,0x6f,0x73,0x74,0x69,0x63,0x28,0x6f,0x66,0x66,0x2c,0x20, 458 0x64,0x65,0x72,0x69,0x76,0x61,0x74,0x69,0x76,0x65,0x5f,0x75,0x6e,0x69,0x66,0x6f, 459 0x72,0x6d,0x69,0x74,0x79,0x29,0x3b,0x0a,0x0a,0x73,0x74,0x72,0x75,0x63,0x74,0x20, 460 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desc.vertex_func.entry = "main"; 565 desc.fragment_func.source = &FS_SOURCE_GLSL410[0]; 566 desc.fragment_func.entry = "main"; 567 desc.attrs[0].glsl_name = "position"; 568 desc.attrs[1].glsl_name = "color0"; 569 desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex; 570 desc.uniform_blocks[0].layout = sg.UniformLayout.Std140; 571 desc.uniform_blocks[0].size = 64; 572 desc.uniform_blocks[0].glsl_uniforms[0].type = sg.UniformType.Float4; 573 desc.uniform_blocks[0].glsl_uniforms[0].array_count = 4; 574 desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "vs_params"; 575 break; 576 case sg.Backend.Gles3: 577 desc.vertex_func.source = &VS_SOURCE_GLSL300ES[0]; 578 desc.vertex_func.entry = "main"; 579 desc.fragment_func.source = &FS_SOURCE_GLSL300ES[0]; 580 desc.fragment_func.entry = "main"; 581 desc.attrs[0].glsl_name = "position"; 582 desc.attrs[1].glsl_name = "color0"; 583 desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex; 584 desc.uniform_blocks[0].layout = sg.UniformLayout.Std140; 585 desc.uniform_blocks[0].size = 64; 586 desc.uniform_blocks[0].glsl_uniforms[0].type = sg.UniformType.Float4; 587 desc.uniform_blocks[0].glsl_uniforms[0].array_count = 4; 588 desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "vs_params"; 589 break; 590 case sg.Backend.D3d11: 591 desc.vertex_func.source = &VS_SOURCE_HLSL5[0]; 592 desc.vertex_func.d3d11_target = "vs_5_0"; 593 desc.vertex_func.entry = "main"; 594 desc.fragment_func.source = &FS_SOURCE_HLSL5[0]; 595 desc.fragment_func.d3d11_target = "ps_5_0"; 596 desc.fragment_func.entry = "main"; 597 desc.attrs[0].hlsl_sem_name = "TEXCOORD"; 598 desc.attrs[0].hlsl_sem_index = 0; 599 desc.attrs[1].hlsl_sem_name = "TEXCOORD"; 600 desc.attrs[1].hlsl_sem_index = 1; 601 desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex; 602 desc.uniform_blocks[0].layout = sg.UniformLayout.Std140; 603 desc.uniform_blocks[0].size = 64; 604 desc.uniform_blocks[0].hlsl_register_b_n = 0; 605 break; 606 case sg.Backend.Metal_macos: 607 desc.vertex_func.source = &VS_SOURCE_METAL_MACOS[0]; 608 desc.vertex_func.entry = "main0"; 609 desc.fragment_func.source = &FS_SOURCE_METAL_MACOS[0]; 610 desc.fragment_func.entry = "main0"; 611 desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex; 612 desc.uniform_blocks[0].layout = sg.UniformLayout.Std140; 613 desc.uniform_blocks[0].size = 64; 614 desc.uniform_blocks[0].msl_buffer_n = 0; 615 break; 616 case sg.Backend.Wgpu: 617 desc.vertex_func.source = &VS_SOURCE_WGSL[0]; 618 desc.vertex_func.entry = "main"; 619 desc.fragment_func.source = &FS_SOURCE_WGSL[0]; 620 desc.fragment_func.entry = "main"; 621 desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex; 622 desc.uniform_blocks[0].layout = sg.UniformLayout.Std140; 623 desc.uniform_blocks[0].size = 64; 624 desc.uniform_blocks[0].wgsl_group0_binding_n = 0; 625 break; 626 default: break; 627 } 628 return desc; 629 }