1 module shaders.offscreen;
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 examples/shaders/offscreen.glsl -o examples/shaders/offscreen.d -l glsl410:glsl300es:metal_macos:hlsl5:wgsl -f sokol_d
13 
14     Overview:
15     =========
16     Shader program: 'default':
17         Get shader desc: defaultShaderDesc(sg.queryBackend());
18         Vertex Shader: vs_default
19         Fragment Shader: fs_default
20         Attributes:
21             ATTR_DEFAULT_POSITION => 0
22             ATTR_DEFAULT_NORMAL => 1
23             ATTR_DEFAULT_TEXCOORD0 => 2
24     Shader program: 'offscreen':
25         Get shader desc: offscreenShaderDesc(sg.queryBackend());
26         Vertex Shader: vs_offscreen
27         Fragment Shader: fs_offscreen
28         Attributes:
29             ATTR_OFFSCREEN_POSITION => 0
30             ATTR_OFFSCREEN_NORMAL => 1
31     Bindings:
32         Uniform block 'vs_params':
33             D struct: VsParams
34             Bind slot: UB_VS_PARAMS => 0
35         Image 'tex':
36             Image type: sg.ImageType._2d
37             Sample type: sg.ImageSampleType.Float
38             Multisampled: false
39             Bind slot: IMG_TEX => 0
40         Sampler 'smp':
41             Type: sg.SamplerType.Filtering
42             Bind slot: SMP_SMP => 0
43 */
44 enum ATTR_DEFAULT_POSITION = 0;
45 enum ATTR_DEFAULT_NORMAL = 1;
46 enum ATTR_DEFAULT_TEXCOORD0 = 2;
47 enum ATTR_OFFSCREEN_POSITION = 0;
48 enum ATTR_OFFSCREEN_NORMAL = 1;
49 enum UB_VS_PARAMS = 0;
50 enum IMG_TEX = 0;
51 enum SMP_SMP = 0;
52 struct VsParams {
53     align(16) m.Mat4 mvp;
54 }
55 /*
56     #version 410
57 
58     uniform vec4 vs_params[4];
59     layout(location = 0) in vec4 position;
60     layout(location = 0) out vec4 nrm;
61     layout(location = 1) in vec4 normal;
62 
63     void main()
64     {
65         gl_Position = mat4(vs_params[0], vs_params[1], vs_params[2], vs_params[3]) * position;
66         nrm = normal;
67     }
68 
69 */
70 __gshared char[280] VS_OFFSCREEN_SOURCE_GLSL410 = [
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89 ];
90 /*
91     #version 410
92 
93     layout(location = 0) out vec4 frag_color;
94     layout(location = 0) in vec4 nrm;
95 
96     void main()
97     {
98         frag_color = vec4((nrm.xyz * 0.5) + vec3(0.5), 1.0);
99     }
100 
101 */
102 __gshared char[166] FS_OFFSCREEN_SOURCE_GLSL410 = [
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113     0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
114 ];
115 /*
116     #version 410
117 
118     uniform vec4 vs_params[4];
119     layout(location = 0) in vec4 position;
120     layout(location = 1) out vec2 uv;
121     layout(location = 2) in vec2 texcoord0;
122     layout(location = 0) out vec4 nrm;
123     layout(location = 1) in vec4 normal;
124 
125     void main()
126     {
127         mat4 _22 = mat4(vs_params[0], vs_params[1], vs_params[2], vs_params[3]);
128         gl_Position = _22 * position;
129         uv = texcoord0;
130         nrm = _22 * normal;
131     }
132 
133 */
134 __gshared char[400] VS_DEFAULT_SOURCE_GLSL410 = [
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160 
161 ];
162 /*
163     #version 410
164 
165     uniform sampler2D tex_smp;
166 
167     layout(location = 1) in vec2 uv;
168     layout(location = 0) in vec4 nrm;
169     layout(location = 0) out vec4 frag_color;
170 
171     void main()
172     {
173         frag_color = vec4(texture(tex_smp, uv * vec2(20.0, 10.0)).xyz * ((clamp(dot(nrm.xyz, vec3(0.57735025882720947265625, 0.57735025882720947265625, -0.57735025882720947265625)), 0.0, 1.0) * 2.0) + 0.25), 1.0);
174     }
175 
176 */
177 __gshared char[380] FS_DEFAULT_SOURCE_GLSL410 = [
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202 ];
203 /*
204     #version 300 es
205 
206     uniform vec4 vs_params[4];
207     layout(location = 0) in vec4 position;
208     out vec4 nrm;
209     layout(location = 1) in vec4 normal;
210 
211     void main()
212     {
213         gl_Position = mat4(vs_params[0], vs_params[1], vs_params[2], vs_params[3]) * position;
214         nrm = normal;
215     }
216 
217 */
218 __gshared char[262] VS_OFFSCREEN_SOURCE_GLSL300ES = [
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235     0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
236 ];
237 /*
238     #version 300 es
239     precision mediump float;
240     precision highp int;
241 
242     layout(location = 0) out highp vec4 frag_color;
243     in highp vec4 nrm;
244 
245     void main()
246     {
247         frag_color = vec4((nrm.xyz * 0.5) + vec3(0.5), 1.0);
248     }
249 
250 */
251 __gshared char[206] FS_OFFSCREEN_SOURCE_GLSL300ES = [
252     0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x33,0x30,0x30,0x20,0x65,0x73,0x0a,
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265 ];
266 /*
267     #version 300 es
268 
269     uniform vec4 vs_params[4];
270     layout(location = 0) in vec4 position;
271     out vec2 uv;
272     layout(location = 2) in vec2 texcoord0;
273     out vec4 nrm;
274     layout(location = 1) in vec4 normal;
275 
276     void main()
277     {
278         mat4 _22 = mat4(vs_params[0], vs_params[1], vs_params[2], vs_params[3]);
279         gl_Position = _22 * position;
280         uv = texcoord0;
281         nrm = _22 * normal;
282     }
283 
284 */
285 __gshared char[361] VS_DEFAULT_SOURCE_GLSL300ES = [
286     0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x33,0x30,0x30,0x20,0x65,0x73,0x0a,
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309 ];
310 /*
311     #version 300 es
312     precision mediump float;
313     precision highp int;
314 
315     uniform highp sampler2D tex_smp;
316 
317     in highp vec2 uv;
318     in highp vec4 nrm;
319     layout(location = 0) out highp vec4 frag_color;
320 
321     void main()
322     {
323         frag_color = vec4(texture(tex_smp, uv * vec2(20.0, 10.0)).xyz * ((clamp(dot(nrm.xyz, vec3(0.57735025882720947265625, 0.57735025882720947265625, -0.57735025882720947265625)), 0.0, 1.0) * 2.0) + 0.25), 1.0);
324     }
325 
326 */
327 __gshared char[411] FS_DEFAULT_SOURCE_GLSL300ES = [
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354 ];
355 /*
356     cbuffer vs_params : register(b0)
357     {
358         row_major float4x4 _19_mvp : packoffset(c0);
359     };
360 
361 
362     static float4 gl_Position;
363     static float4 position;
364     static float4 nrm;
365     static float4 normal;
366 
367     struct SPIRV_Cross_Input
368     {
369         float4 position : TEXCOORD0;
370         float4 normal : TEXCOORD1;
371     };
372 
373     struct SPIRV_Cross_Output
374     {
375         float4 nrm : TEXCOORD0;
376         float4 gl_Position : SV_Position;
377     };
378 
379     void vert_main()
380     {
381         gl_Position = mul(position, _19_mvp);
382         nrm = normal;
383     }
384 
385     SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
386     {
387         position = stage_input.position;
388         normal = stage_input.normal;
389         vert_main();
390         SPIRV_Cross_Output stage_output;
391         stage_output.gl_Position = gl_Position;
392         stage_output.nrm = nrm;
393         return stage_output;
394     }
395 */
396 __gshared char[738] VS_OFFSCREEN_SOURCE_HLSL5 = [
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444 ];
445 /*
446     static float4 frag_color;
447     static float4 nrm;
448 
449     struct SPIRV_Cross_Input
450     {
451         float4 nrm : TEXCOORD0;
452     };
453 
454     struct SPIRV_Cross_Output
455     {
456         float4 frag_color : SV_Target0;
457     };
458 
459     void frag_main()
460     {
461         frag_color = float4((nrm.xyz * 0.5f) + 0.5f.xxx, 1.0f);
462     }
463 
464     SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
465     {
466         nrm = stage_input.nrm;
467         frag_main();
468         SPIRV_Cross_Output stage_output;
469         stage_output.frag_color = frag_color;
470         return stage_output;
471     }
472 */
473 __gshared char[463] FS_OFFSCREEN_SOURCE_HLSL5 = [
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503 ];
504 /*
505     cbuffer vs_params : register(b0)
506     {
507         row_major float4x4 _19_mvp : packoffset(c0);
508     };
509 
510 
511     static float4 gl_Position;
512     static float4 position;
513     static float2 uv;
514     static float2 texcoord0;
515     static float4 nrm;
516     static float4 normal;
517 
518     struct SPIRV_Cross_Input
519     {
520         float4 position : TEXCOORD0;
521         float4 normal : TEXCOORD1;
522         float2 texcoord0 : TEXCOORD2;
523     };
524 
525     struct SPIRV_Cross_Output
526     {
527         float4 nrm : TEXCOORD0;
528         float2 uv : TEXCOORD1;
529         float4 gl_Position : SV_Position;
530     };
531 
532     void vert_main()
533     {
534         gl_Position = mul(position, _19_mvp);
535         uv = texcoord0;
536         nrm = mul(normal, _19_mvp);
537     }
538 
539     SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
540     {
541         position = stage_input.position;
542         texcoord0 = stage_input.texcoord0;
543         normal = stage_input.normal;
544         vert_main();
545         SPIRV_Cross_Output stage_output;
546         stage_output.gl_Position = gl_Position;
547         stage_output.uv = uv;
548         stage_output.nrm = nrm;
549         return stage_output;
550     }
551 */
552 __gshared char[941] VS_DEFAULT_SOURCE_HLSL5 = [
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612 ];
613 /*
614     Texture2D<float4> tex : register(t0);
615     SamplerState smp : register(s0);
616 
617     static float2 uv;
618     static float4 nrm;
619     static float4 frag_color;
620 
621     struct SPIRV_Cross_Input
622     {
623         float4 nrm : TEXCOORD0;
624         float2 uv : TEXCOORD1;
625     };
626 
627     struct SPIRV_Cross_Output
628     {
629         float4 frag_color : SV_Target0;
630     };
631 
632     void frag_main()
633     {
634         frag_color = float4(tex.Sample(smp, uv * float2(20.0f, 10.0f)).xyz * ((clamp(dot(nrm.xyz, float3(0.57735025882720947265625f, 0.57735025882720947265625f, -0.57735025882720947265625f)), 0.0f, 1.0f) * 2.0f) + 0.25f), 1.0f);
635     }
636 
637     SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
638     {
639         uv = stage_input.uv;
640         nrm = stage_input.nrm;
641         frag_main();
642         SPIRV_Cross_Output stage_output;
643         stage_output.frag_color = frag_color;
644         return stage_output;
645     }
646 */
647 __gshared char[770] FS_DEFAULT_SOURCE_HLSL5 = [
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696     0x0a,0x00,
697 ];
698 /*
699     #include <metal_stdlib>
700     #include <simd/simd.h>
701 
702     using namespace metal;
703 
704     struct vs_params
705     {
706         float4x4 mvp;
707     };
708 
709     struct main0_out
710     {
711         float4 nrm [[user(locn0)]];
712         float4 gl_Position [[position]];
713     };
714 
715     struct main0_in
716     {
717         float4 position [[attribute(0)]];
718         float4 normal [[attribute(1)]];
719     };
720 
721     vertex main0_out main0(main0_in in [[stage_in]], constant vs_params& _19 [[buffer(0)]])
722     {
723         main0_out out = {};
724         out.gl_Position = _19.mvp * in.position;
725         out.nrm = in.normal;
726         return out;
727     }
728 
729 */
730 __gshared char[505] VS_OFFSCREEN_SOURCE_METAL_MACOS = [
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763 ];
764 /*
765     #include <metal_stdlib>
766     #include <simd/simd.h>
767 
768     using namespace metal;
769 
770     struct main0_out
771     {
772         float4 frag_color [[color(0)]];
773     };
774 
775     struct main0_in
776     {
777         float4 nrm [[user(locn0)]];
778     };
779 
780     fragment main0_out main0(main0_in in [[stage_in]])
781     {
782         main0_out out = {};
783         out.frag_color = float4((in.nrm.xyz * 0.5) + float3(0.5), 1.0);
784         return out;
785     }
786 
787 */
788 __gshared char[350] FS_OFFSCREEN_SOURCE_METAL_MACOS = [
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811 ];
812 /*
813     #include <metal_stdlib>
814     #include <simd/simd.h>
815 
816     using namespace metal;
817 
818     struct vs_params
819     {
820         float4x4 mvp;
821     };
822 
823     struct main0_out
824     {
825         float4 nrm [[user(locn0)]];
826         float2 uv [[user(locn1)]];
827         float4 gl_Position [[position]];
828     };
829 
830     struct main0_in
831     {
832         float4 position [[attribute(0)]];
833         float4 normal [[attribute(1)]];
834         float2 texcoord0 [[attribute(2)]];
835     };
836 
837     vertex main0_out main0(main0_in in [[stage_in]], constant vs_params& _19 [[buffer(0)]])
838     {
839         main0_out out = {};
840         out.gl_Position = _19.mvp * in.position;
841         out.uv = in.texcoord0;
842         out.nrm = _19.mvp * in.normal;
843         return out;
844     }
845 
846 */
847 __gshared char[612] VS_DEFAULT_SOURCE_METAL_MACOS = [
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886     0x7d,0x0a,0x0a,0x00,
887 ];
888 /*
889     #include <metal_stdlib>
890     #include <simd/simd.h>
891 
892     using namespace metal;
893 
894     struct main0_out
895     {
896         float4 frag_color [[color(0)]];
897     };
898 
899     struct main0_in
900     {
901         float4 nrm [[user(locn0)]];
902         float2 uv [[user(locn1)]];
903     };
904 
905     fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[texture(0)]], sampler smp [[sampler(0)]])
906     {
907         main0_out out = {};
908         out.frag_color = float4(tex.sample(smp, (in.uv * float2(20.0, 10.0))).xyz * ((fast::clamp(dot(in.nrm.xyz, float3(0.57735025882720947265625, 0.57735025882720947265625, -0.57735025882720947265625)), 0.0, 1.0) * 2.0) + 0.25), 1.0);
909         return out;
910     }
911 
912 */
913 __gshared char[611] FS_DEFAULT_SOURCE_METAL_MACOS = [
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953 ];
954 /*
955     diagnostic(off, derivative_uniformity);
956 
957     struct vs_params {
958       /_ @offset(0) _/
959       mvp : mat4x4f,
960     }
961 
962     @binding(0) @group(0) var<uniform> x_19 : vs_params;
963 
964     var<private> position_1 : vec4f;
965 
966     var<private> nrm : vec4f;
967 
968     var<private> normal : vec4f;
969 
970     var<private> gl_Position : vec4f;
971 
972     fn main_1() {
973       gl_Position = (x_19.mvp * position_1);
974       nrm = normal;
975       return;
976     }
977 
978     struct main_out {
979       @builtin(position)
980       gl_Position : vec4f,
981       @location(0)
982       nrm_1 : vec4f,
983     }
984 
985     @vertex
986     fn main(@location(0) position_1_param : vec4f, @location(1) normal_param : vec4f) -> main_out {
987       position_1 = position_1_param;
988       normal = normal_param;
989       main_1();
990       return main_out(gl_Position, nrm);
991     }
992 */
993 __gshared char[674] VS_OFFSCREEN_SOURCE_WGSL = [
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1038 /*
1039     diagnostic(off, derivative_uniformity);
1040 
1041     var<private> frag_color : vec4f;
1042 
1043     var<private> nrm : vec4f;
1044 
1045     fn main_1() {
1046       let x_18 = ((nrm.xyz * 0.5f) + vec3f(0.5f));
1047       frag_color = vec4f(x_18.x, x_18.y, x_18.z, 1.0f);
1048       return;
1049     }
1050 
1051     struct main_out {
1052       @location(0)
1053       frag_color_1 : vec4f,
1054     }
1055 
1056     @fragment
1057     fn main(@location(0) nrm_param : vec4f) -> main_out {
1058       nrm = nrm_param;
1059       main_1();
1060       return main_out(frag_color);
1061     }
1062 */
1063 __gshared char[417] FS_OFFSCREEN_SOURCE_WGSL = [
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1092 /*
1093     diagnostic(off, derivative_uniformity);
1094 
1095     struct vs_params {
1096       /_ @offset(0) _/
1097       mvp : mat4x4f,
1098     }
1099 
1100     @binding(0) @group(0) var<uniform> x_19 : vs_params;
1101 
1102     var<private> position_1 : vec4f;
1103 
1104     var<private> uv : vec2f;
1105 
1106     var<private> texcoord0 : vec2f;
1107 
1108     var<private> nrm : vec4f;
1109 
1110     var<private> normal : vec4f;
1111 
1112     var<private> gl_Position : vec4f;
1113 
1114     fn main_1() {
1115       gl_Position = (x_19.mvp * position_1);
1116       uv = texcoord0;
1117       nrm = (x_19.mvp * normal);
1118       return;
1119     }
1120 
1121     struct main_out {
1122       @builtin(position)
1123       gl_Position : vec4f,
1124       @location(1)
1125       uv_1 : vec2f,
1126       @location(0)
1127       nrm_1 : vec4f,
1128     }
1129 
1130     @vertex
1131     fn main(@location(0) position_1_param : vec4f, @location(2) texcoord0_param : vec2f, @location(1) normal_param : vec4f) -> main_out {
1132       position_1 = position_1_param;
1133       texcoord0 = texcoord0_param;
1134       normal = normal_param;
1135       main_1();
1136       return main_out(gl_Position, uv, nrm);
1137     }
1138 */
1139 __gshared char[868] VS_DEFAULT_SOURCE_WGSL = [
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1194     0x0a,0x7d,0x0a,0x00,
1195 ];
1196 /*
1197     diagnostic(off, derivative_uniformity);
1198 
1199     @binding(64) @group(1) var tex : texture_2d<f32>;
1200 
1201     @binding(80) @group(1) var smp : sampler;
1202 
1203     var<private> uv : vec2f;
1204 
1205     var<private> nrm : vec4f;
1206 
1207     var<private> frag_color : vec4f;
1208 
1209     fn main_1() {
1210       var c : vec4f;
1211       var l : f32;
1212       let x_23 = uv;
1213       let x_28 = textureSample(tex, smp, (x_23 * vec2f(20.0f, 10.0f)));
1214       c = x_28;
1215       l = (clamp(dot(nrm.xyz, vec3f(0.57735025882720947266f, 0.57735025882720947266f, -0.57735025882720947266f)), 0.0f, 1.0f) * 2.0f);
1216       let x_52 = (c.xyz * (l + 0.25f));
1217       frag_color = vec4f(x_52.x, x_52.y, x_52.z, 1.0f);
1218       return;
1219     }
1220 
1221     struct main_out {
1222       @location(0)
1223       frag_color_1 : vec4f,
1224     }
1225 
1226     @fragment
1227     fn main(@location(1) uv_param : vec2f, @location(0) nrm_param : vec4f) -> main_out {
1228       uv = uv_param;
1229       nrm = nrm_param;
1230       main_1();
1231       return main_out(frag_color);
1232     }
1233 */
1234 __gshared char[834] FS_DEFAULT_SOURCE_WGSL = [
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1288 ];
1289 sg.ShaderDesc defaultShaderDesc(sg.Backend backend) @trusted @nogc nothrow {
1290     sg.ShaderDesc desc;
1291     desc.label = "default_shader";
1292     switch (backend) {
1293         case sg.Backend.Glcore:
1294             desc.vertex_func.source = &VS_DEFAULT_SOURCE_GLSL410[0];
1295             desc.vertex_func.entry = "main";
1296             desc.fragment_func.source = &FS_DEFAULT_SOURCE_GLSL410[0];
1297             desc.fragment_func.entry = "main";
1298             desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float;
1299             desc.attrs[0].glsl_name = "position";
1300             desc.attrs[1].base_type = sg.ShaderAttrBaseType.Float;
1301             desc.attrs[1].glsl_name = "normal";
1302             desc.attrs[2].base_type = sg.ShaderAttrBaseType.Float;
1303             desc.attrs[2].glsl_name = "texcoord0";
1304             desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex;
1305             desc.uniform_blocks[0].layout = sg.UniformLayout.Std140;
1306             desc.uniform_blocks[0].size = 64;
1307             desc.uniform_blocks[0].glsl_uniforms[0].type = sg.UniformType.Float4;
1308             desc.uniform_blocks[0].glsl_uniforms[0].array_count = 4;
1309             desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "vs_params";
1310             desc.images[0].stage = sg.ShaderStage.Fragment;
1311             desc.images[0].multisampled = false;
1312             desc.images[0].image_type = sg.ImageType._2d;
1313             desc.images[0].sample_type = sg.ImageSampleType.Float;
1314             desc.samplers[0].stage = sg.ShaderStage.Fragment;
1315             desc.samplers[0].sampler_type = sg.SamplerType.Filtering;
1316             desc.image_sampler_pairs[0].stage = sg.ShaderStage.Fragment;
1317             desc.image_sampler_pairs[0].image_slot = 0;
1318             desc.image_sampler_pairs[0].sampler_slot = 0;
1319             desc.image_sampler_pairs[0].glsl_name = "tex_smp";
1320             break;
1321         case sg.Backend.Gles3:
1322             desc.vertex_func.source = &VS_DEFAULT_SOURCE_GLSL300ES[0];
1323             desc.vertex_func.entry = "main";
1324             desc.fragment_func.source = &FS_DEFAULT_SOURCE_GLSL300ES[0];
1325             desc.fragment_func.entry = "main";
1326             desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float;
1327             desc.attrs[0].glsl_name = "position";
1328             desc.attrs[1].base_type = sg.ShaderAttrBaseType.Float;
1329             desc.attrs[1].glsl_name = "normal";
1330             desc.attrs[2].base_type = sg.ShaderAttrBaseType.Float;
1331             desc.attrs[2].glsl_name = "texcoord0";
1332             desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex;
1333             desc.uniform_blocks[0].layout = sg.UniformLayout.Std140;
1334             desc.uniform_blocks[0].size = 64;
1335             desc.uniform_blocks[0].glsl_uniforms[0].type = sg.UniformType.Float4;
1336             desc.uniform_blocks[0].glsl_uniforms[0].array_count = 4;
1337             desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "vs_params";
1338             desc.images[0].stage = sg.ShaderStage.Fragment;
1339             desc.images[0].multisampled = false;
1340             desc.images[0].image_type = sg.ImageType._2d;
1341             desc.images[0].sample_type = sg.ImageSampleType.Float;
1342             desc.samplers[0].stage = sg.ShaderStage.Fragment;
1343             desc.samplers[0].sampler_type = sg.SamplerType.Filtering;
1344             desc.image_sampler_pairs[0].stage = sg.ShaderStage.Fragment;
1345             desc.image_sampler_pairs[0].image_slot = 0;
1346             desc.image_sampler_pairs[0].sampler_slot = 0;
1347             desc.image_sampler_pairs[0].glsl_name = "tex_smp";
1348             break;
1349         case sg.Backend.D3d11:
1350             desc.vertex_func.source = &VS_DEFAULT_SOURCE_HLSL5[0];
1351             desc.vertex_func.d3d11_target = "vs_5_0";
1352             desc.vertex_func.entry = "main";
1353             desc.fragment_func.source = &FS_DEFAULT_SOURCE_HLSL5[0];
1354             desc.fragment_func.d3d11_target = "ps_5_0";
1355             desc.fragment_func.entry = "main";
1356             desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float;
1357             desc.attrs[0].hlsl_sem_name = "TEXCOORD";
1358             desc.attrs[0].hlsl_sem_index = 0;
1359             desc.attrs[1].base_type = sg.ShaderAttrBaseType.Float;
1360             desc.attrs[1].hlsl_sem_name = "TEXCOORD";
1361             desc.attrs[1].hlsl_sem_index = 1;
1362             desc.attrs[2].base_type = sg.ShaderAttrBaseType.Float;
1363             desc.attrs[2].hlsl_sem_name = "TEXCOORD";
1364             desc.attrs[2].hlsl_sem_index = 2;
1365             desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex;
1366             desc.uniform_blocks[0].layout = sg.UniformLayout.Std140;
1367             desc.uniform_blocks[0].size = 64;
1368             desc.uniform_blocks[0].hlsl_register_b_n = 0;
1369             desc.images[0].stage = sg.ShaderStage.Fragment;
1370             desc.images[0].multisampled = false;
1371             desc.images[0].image_type = sg.ImageType._2d;
1372             desc.images[0].sample_type = sg.ImageSampleType.Float;
1373             desc.images[0].hlsl_register_t_n = 0;
1374             desc.samplers[0].stage = sg.ShaderStage.Fragment;
1375             desc.samplers[0].sampler_type = sg.SamplerType.Filtering;
1376             desc.samplers[0].hlsl_register_s_n = 0;
1377             desc.image_sampler_pairs[0].stage = sg.ShaderStage.Fragment;
1378             desc.image_sampler_pairs[0].image_slot = 0;
1379             desc.image_sampler_pairs[0].sampler_slot = 0;
1380             break;
1381         case sg.Backend.Metal_macos:
1382             desc.vertex_func.source = &VS_DEFAULT_SOURCE_METAL_MACOS[0];
1383             desc.vertex_func.entry = "main0";
1384             desc.fragment_func.source = &FS_DEFAULT_SOURCE_METAL_MACOS[0];
1385             desc.fragment_func.entry = "main0";
1386             desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float;
1387             desc.attrs[1].base_type = sg.ShaderAttrBaseType.Float;
1388             desc.attrs[2].base_type = sg.ShaderAttrBaseType.Float;
1389             desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex;
1390             desc.uniform_blocks[0].layout = sg.UniformLayout.Std140;
1391             desc.uniform_blocks[0].size = 64;
1392             desc.uniform_blocks[0].msl_buffer_n = 0;
1393             desc.images[0].stage = sg.ShaderStage.Fragment;
1394             desc.images[0].multisampled = false;
1395             desc.images[0].image_type = sg.ImageType._2d;
1396             desc.images[0].sample_type = sg.ImageSampleType.Float;
1397             desc.images[0].msl_texture_n = 0;
1398             desc.samplers[0].stage = sg.ShaderStage.Fragment;
1399             desc.samplers[0].sampler_type = sg.SamplerType.Filtering;
1400             desc.samplers[0].msl_sampler_n = 0;
1401             desc.image_sampler_pairs[0].stage = sg.ShaderStage.Fragment;
1402             desc.image_sampler_pairs[0].image_slot = 0;
1403             desc.image_sampler_pairs[0].sampler_slot = 0;
1404             break;
1405         case sg.Backend.Wgpu:
1406             desc.vertex_func.source = &VS_DEFAULT_SOURCE_WGSL[0];
1407             desc.vertex_func.entry = "main";
1408             desc.fragment_func.source = &FS_DEFAULT_SOURCE_WGSL[0];
1409             desc.fragment_func.entry = "main";
1410             desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float;
1411             desc.attrs[1].base_type = sg.ShaderAttrBaseType.Float;
1412             desc.attrs[2].base_type = sg.ShaderAttrBaseType.Float;
1413             desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex;
1414             desc.uniform_blocks[0].layout = sg.UniformLayout.Std140;
1415             desc.uniform_blocks[0].size = 64;
1416             desc.uniform_blocks[0].wgsl_group0_binding_n = 0;
1417             desc.images[0].stage = sg.ShaderStage.Fragment;
1418             desc.images[0].multisampled = false;
1419             desc.images[0].image_type = sg.ImageType._2d;
1420             desc.images[0].sample_type = sg.ImageSampleType.Float;
1421             desc.images[0].wgsl_group1_binding_n = 64;
1422             desc.samplers[0].stage = sg.ShaderStage.Fragment;
1423             desc.samplers[0].sampler_type = sg.SamplerType.Filtering;
1424             desc.samplers[0].wgsl_group1_binding_n = 80;
1425             desc.image_sampler_pairs[0].stage = sg.ShaderStage.Fragment;
1426             desc.image_sampler_pairs[0].image_slot = 0;
1427             desc.image_sampler_pairs[0].sampler_slot = 0;
1428             break;
1429         default: break;
1430     }
1431     return desc;
1432 }
1433 sg.ShaderDesc offscreenShaderDesc(sg.Backend backend) @trusted @nogc nothrow {
1434     sg.ShaderDesc desc;
1435     desc.label = "offscreen_shader";
1436     switch (backend) {
1437         case sg.Backend.Glcore:
1438             desc.vertex_func.source = &VS_OFFSCREEN_SOURCE_GLSL410[0];
1439             desc.vertex_func.entry = "main";
1440             desc.fragment_func.source = &FS_OFFSCREEN_SOURCE_GLSL410[0];
1441             desc.fragment_func.entry = "main";
1442             desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float;
1443             desc.attrs[0].glsl_name = "position";
1444             desc.attrs[1].base_type = sg.ShaderAttrBaseType.Float;
1445             desc.attrs[1].glsl_name = "normal";
1446             desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex;
1447             desc.uniform_blocks[0].layout = sg.UniformLayout.Std140;
1448             desc.uniform_blocks[0].size = 64;
1449             desc.uniform_blocks[0].glsl_uniforms[0].type = sg.UniformType.Float4;
1450             desc.uniform_blocks[0].glsl_uniforms[0].array_count = 4;
1451             desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "vs_params";
1452             break;
1453         case sg.Backend.Gles3:
1454             desc.vertex_func.source = &VS_OFFSCREEN_SOURCE_GLSL300ES[0];
1455             desc.vertex_func.entry = "main";
1456             desc.fragment_func.source = &FS_OFFSCREEN_SOURCE_GLSL300ES[0];
1457             desc.fragment_func.entry = "main";
1458             desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float;
1459             desc.attrs[0].glsl_name = "position";
1460             desc.attrs[1].base_type = sg.ShaderAttrBaseType.Float;
1461             desc.attrs[1].glsl_name = "normal";
1462             desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex;
1463             desc.uniform_blocks[0].layout = sg.UniformLayout.Std140;
1464             desc.uniform_blocks[0].size = 64;
1465             desc.uniform_blocks[0].glsl_uniforms[0].type = sg.UniformType.Float4;
1466             desc.uniform_blocks[0].glsl_uniforms[0].array_count = 4;
1467             desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "vs_params";
1468             break;
1469         case sg.Backend.D3d11:
1470             desc.vertex_func.source = &VS_OFFSCREEN_SOURCE_HLSL5[0];
1471             desc.vertex_func.d3d11_target = "vs_5_0";
1472             desc.vertex_func.entry = "main";
1473             desc.fragment_func.source = &FS_OFFSCREEN_SOURCE_HLSL5[0];
1474             desc.fragment_func.d3d11_target = "ps_5_0";
1475             desc.fragment_func.entry = "main";
1476             desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float;
1477             desc.attrs[0].hlsl_sem_name = "TEXCOORD";
1478             desc.attrs[0].hlsl_sem_index = 0;
1479             desc.attrs[1].base_type = sg.ShaderAttrBaseType.Float;
1480             desc.attrs[1].hlsl_sem_name = "TEXCOORD";
1481             desc.attrs[1].hlsl_sem_index = 1;
1482             desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex;
1483             desc.uniform_blocks[0].layout = sg.UniformLayout.Std140;
1484             desc.uniform_blocks[0].size = 64;
1485             desc.uniform_blocks[0].hlsl_register_b_n = 0;
1486             break;
1487         case sg.Backend.Metal_macos:
1488             desc.vertex_func.source = &VS_OFFSCREEN_SOURCE_METAL_MACOS[0];
1489             desc.vertex_func.entry = "main0";
1490             desc.fragment_func.source = &FS_OFFSCREEN_SOURCE_METAL_MACOS[0];
1491             desc.fragment_func.entry = "main0";
1492             desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float;
1493             desc.attrs[1].base_type = sg.ShaderAttrBaseType.Float;
1494             desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex;
1495             desc.uniform_blocks[0].layout = sg.UniformLayout.Std140;
1496             desc.uniform_blocks[0].size = 64;
1497             desc.uniform_blocks[0].msl_buffer_n = 0;
1498             break;
1499         case sg.Backend.Wgpu:
1500             desc.vertex_func.source = &VS_OFFSCREEN_SOURCE_WGSL[0];
1501             desc.vertex_func.entry = "main";
1502             desc.fragment_func.source = &FS_OFFSCREEN_SOURCE_WGSL[0];
1503             desc.fragment_func.entry = "main";
1504             desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float;
1505             desc.attrs[1].base_type = sg.ShaderAttrBaseType.Float;
1506             desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex;
1507             desc.uniform_blocks[0].layout = sg.UniformLayout.Std140;
1508             desc.uniform_blocks[0].size = 64;
1509             desc.uniform_blocks[0].wgsl_group0_binding_n = 0;
1510             break;
1511         default: break;
1512     }
1513     return desc;
1514 }