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 = [
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68 ];
69 /*
70     #version 410
71 
72     layout(location = 0) out vec4 frag_color;
73     layout(location = 0) in vec4 color;
74 
75     void main()
76     {
77         frag_color = color;
78     }
79 
80 */
81 __gshared char[135] FS_SOURCE_GLSL410 = [
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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 = [
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125 ];
126 /*
127     #version 300 es
128     precision mediump float;
129     precision highp int;
130 
131     layout(location = 0) out highp vec4 frag_color;
132     in highp vec4 color;
133 
134     void main()
135     {
136         frag_color = color;
137     }
138 
139 */
140 __gshared char[175] FS_SOURCE_GLSL300ES = [
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152 ];
153 /*
154     cbuffer vs_params : register(b0)
155     {
156         row_major float4x4 _19_mvp : packoffset(c0);
157     };
158 
159 
160     static float4 gl_Position;
161     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 = [
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241     0x5f,0x6f,0x75,0x74,0x70,0x75,0x74,0x3b,0x0a,0x7d,0x0a,0x00,
242 ];
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 = [
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299     0x7d,0x0a,0x00,
300 ];
301 /*
302     #include <metal_stdlib>
303     #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,
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366 ];
367 /*
368     #include <metal_stdlib>
369     #include <simd/simd.h>
370 
371     using namespace metal;
372 
373     struct main0_out
374     {
375         float4 frag_color [[color(0)]];
376     };
377 
378     struct main0_in
379     {
380         float4 color [[user(locn0)]];
381     };
382 
383     fragment main0_out main0(main0_in in [[stage_in]])
384     {
385         main0_out out = {};
386         out.frag_color = in.color;
387         return out;
388     }
389 
390 */
391 __gshared char[315] FS_SOURCE_METAL_MACOS = [
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411     0x6e,0x20,0x6f,0x75,0x74,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
412 ];
413 /*
414     diagnostic(off, derivative_uniformity);
415 
416     struct vs_params {
417       /_ @offset(0) _/
418       mvp : mat4x4f,
419     }
420 
421     @group(0) @binding(0) var<uniform> x_19 : vs_params;
422 
423     var<private> position_1 : vec4f;
424 
425     var<private> color : 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 = [
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505 ];
506 /*
507     diagnostic(off, derivative_uniformity);
508 
509     var<private> frag_color : vec4f;
510 
511     var<private> color : vec4f;
512 
513     fn main_1() {
514       let x_12 : vec4f = color;
515       frag_color = x_12;
516       return;
517     }
518 
519     struct main_out {
520       @location(0)
521       frag_color_1 : vec4f,
522     }
523 
524     @fragment
525     fn main(@location(0) color_param : vec4f) -> main_out {
526       color = color_param;
527       main_1();
528       return main_out(frag_color);
529     }
530 
531 */
532 __gshared char[376] FS_SOURCE_WGSL = [
533     0x64,0x69,0x61,0x67,0x6e,0x6f,0x73,0x74,0x69,0x63,0x28,0x6f,0x66,0x66,0x2c,0x20,
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556     0x72,0x29,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
557 ];
558 sg.ShaderDesc noninterleavedShaderDesc(sg.Backend backend) @trusted @nogc nothrow {
559     sg.ShaderDesc desc;
560     desc.label = "noninterleaved_shader";
561     switch (backend) {
562         case sg.Backend.Glcore:
563             desc.vertex_func.source = &VS_SOURCE_GLSL410[0];
564             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 }