1 module shaders.texcube; 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/texcube.glsl -o src/examples/shaders/texcube.d -l glsl410:glsl300es:metal_macos:hlsl5:wgsl -f sokol_d 13 14 Overview: 15 ========= 16 Shader program: 'texcube': 17 Get shader desc: texcubeShaderDesc(sg.queryBackend()); 18 Vertex Shader: vs 19 Fragment Shader: fs 20 Attributes: 21 ATTR_TEXCUBE_POS => 0 22 ATTR_TEXCUBE_COLOR0 => 1 23 ATTR_TEXCUBE_TEXCOORD0 => 2 24 Bindings: 25 Uniform block 'vs_params': 26 D struct: VsParams 27 Bind slot: UB_VS_PARAMS => 0 28 Image 'tex': 29 Image type: sg.ImageType._2d 30 Sample type: sg.ImageSampleType.Float 31 Multisampled: false 32 Bind slot: IMG_TEX => 0 33 Sampler 'smp': 34 Type: sg.SamplerType.Filtering 35 Bind slot: SMP_SMP => 0 36 */ 37 enum ATTR_TEXCUBE_POS = 0; 38 enum ATTR_TEXCUBE_COLOR0 = 1; 39 enum ATTR_TEXCUBE_TEXCOORD0 = 2; 40 enum UB_VS_PARAMS = 0; 41 enum IMG_TEX = 0; 42 enum SMP_SMP = 0; 43 struct VsParams { 44 align(16) m.Mat4 mvp; 45 } 46 /* 47 #version 410 48 49 uniform vec4 vs_params[4]; 50 layout(location = 0) in vec4 pos; 51 layout(location = 0) out vec4 color; 52 layout(location = 1) in vec4 color0; 53 layout(location = 1) out vec2 uv; 54 layout(location = 2) in vec2 texcoord0; 55 56 void main() 57 { 58 gl_Position = mat4(vs_params[0], vs_params[1], vs_params[2], vs_params[3]) * pos; 59 color = color0; 60 uv = texcoord0 * 5.0; 61 } 62 63 */ 64 __gshared char[374] VS_SOURCE_GLSL410 = [ 65 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x34,0x31,0x30,0x0a,0x0a,0x75,0x6e, 66 0x69,0x66,0x6f,0x72,0x6d,0x20,0x76,0x65,0x63,0x34,0x20,0x76,0x73,0x5f,0x70,0x61, 67 0x72,0x61,0x6d,0x73,0x5b,0x34,0x5d,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28, 68 0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x30,0x29,0x20,0x69,0x6e, 69 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mul(pos, _19_mvp); 228 color = color0; 229 uv = texcoord0 * 5.0f; 230 } 231 232 SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) 233 { 234 pos = stage_input.pos; 235 color0 = stage_input.color0; 236 texcoord0 = stage_input.texcoord0; 237 vert_main(); 238 SPIRV_Cross_Output stage_output; 239 stage_output.gl_Position = gl_Position; 240 stage_output.color = color; 241 stage_output.uv = uv; 242 return stage_output; 243 } 244 */ 245 __gshared char[919] VS_SOURCE_HLSL5 = [ 246 0x63,0x62,0x75,0x66,0x66,0x65,0x72,0x20,0x76,0x73,0x5f,0x70,0x61,0x72,0x61,0x6d, 247 0x73,0x20,0x3a,0x20,0x72,0x65,0x67,0x69,0x73,0x74,0x65,0x72,0x28,0x62,0x30,0x29, 248 0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x72,0x6f,0x77,0x5f,0x6d,0x61,0x6a,0x6f,0x72, 249 0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,0x78,0x34,0x20,0x5f,0x31,0x39,0x5f,0x6d,0x76, 250 0x70,0x20,0x3a,0x20,0x70,0x61,0x63,0x6b,0x6f,0x66,0x66,0x73,0x65,0x74,0x28,0x63, 251 0x30,0x29,0x3b,0x0a,0x7d,0x3b,0x0a,0x0a,0x0a,0x73,0x74,0x61,0x74,0x69,0x63,0x20, 252 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[[position]]; 395 }; 396 397 struct main0_in 398 { 399 float4 pos [[attribute(0)]]; 400 float4 color0 [[attribute(1)]]; 401 float2 texcoord0 [[attribute(2)]]; 402 }; 403 404 vertex main0_out main0(main0_in in [[stage_in]], constant vs_params& _19 [[buffer(0)]]) 405 { 406 main0_out out = {}; 407 out.gl_Position = _19.mvp * in.pos; 408 out.color = in.color0; 409 out.uv = in.texcoord0 * 5.0; 410 return out; 411 } 412 413 */ 414 __gshared char[602] VS_SOURCE_METAL_MACOS = [ 415 0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,0x20,0x3c,0x6d,0x65,0x74,0x61,0x6c,0x5f, 416 0x73,0x74,0x64,0x6c,0x69,0x62,0x3e,0x0a,0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65, 417 0x20,0x3c,0x73,0x69,0x6d,0x64,0x2f,0x73,0x69,0x6d,0x64,0x2e,0x68,0x3e,0x0a,0x0a, 418 0x75,0x73,0x69,0x6e,0x67,0x20,0x6e,0x61,0x6d,0x65,0x73,0x70,0x61,0x63,0x65,0x20, 419 0x6d,0x65,0x74,0x61,0x6c,0x3b,0x0a,0x0a,0x73,0x74,0x72,0x75,0x63,0x74,0x20,0x76, 420 0x73,0x5f,0x70,0x61,0x72,0x61,0x6d,0x73,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66, 421 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struct main0_in 466 { 467 float4 color [[user(locn0)]]; 468 float2 uv [[user(locn1)]]; 469 }; 470 471 fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[texture(0)]], sampler smp [[sampler(0)]]) 472 { 473 main0_out out = {}; 474 out.frag_color = tex.sample(smp, in.uv) * in.color; 475 return out; 476 } 477 478 */ 479 __gshared char[436] FS_SOURCE_METAL_MACOS = [ 480 0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,0x20,0x3c,0x6d,0x65,0x74,0x61,0x6c,0x5f, 481 0x73,0x74,0x64,0x6c,0x69,0x62,0x3e,0x0a,0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65, 482 0x20,0x3c,0x73,0x69,0x6d,0x64,0x2f,0x73,0x69,0x6d,0x64,0x2e,0x68,0x3e,0x0a,0x0a, 483 0x75,0x73,0x69,0x6e,0x67,0x20,0x6e,0x61,0x6d,0x65,0x73,0x70,0x61,0x63,0x65,0x20, 484 0x6d,0x65,0x74,0x61,0x6c,0x3b,0x0a,0x0a,0x73,0x74,0x72,0x75,0x63,0x74,0x20,0x6d, 485 0x61,0x69,0x6e,0x30,0x5f,0x6f,0x75,0x74,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66, 486 0x6c,0x6f,0x61,0x74,0x34,0x20,0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72, 487 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pos : vec4f; 520 521 var<private> color : vec4f; 522 523 var<private> color0 : vec4f; 524 525 var<private> uv : vec2f; 526 527 var<private> texcoord0 : vec2f; 528 529 var<private> gl_Position : vec4f; 530 531 fn main_1() { 532 let x_22 : mat4x4f = x_19.mvp; 533 let x_25 : vec4f = pos; 534 gl_Position = (x_22 * x_25); 535 let x_31 : vec4f = color0; 536 color = x_31; 537 let x_37 : vec2f = texcoord0; 538 uv = (x_37 * 5.0f); 539 return; 540 } 541 542 struct main_out { 543 @builtin(position) 544 gl_Position : vec4f, 545 @location(0) 546 color_1 : vec4f, 547 @location(1) 548 uv_1 : vec2f, 549 } 550 551 @vertex 552 fn main(@location(0) pos_param : vec4f, @location(1) color0_param : vec4f, @location(2) texcoord0_param : vec2f) -> main_out { 553 pos = pos_param; 554 color0 = color0_param; 555 texcoord0 = texcoord0_param; 556 main_1(); 557 return main_out(gl_Position, color, uv); 558 } 559 560 */ 561 __gshared char[948] VS_SOURCE_WGSL = [ 562 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main_out { 651 uv = uv_param; 652 color = color_param; 653 main_1(); 654 return main_out(frag_color); 655 } 656 657 */ 658 __gshared char[630] FS_SOURCE_WGSL = [ 659 0x64,0x69,0x61,0x67,0x6e,0x6f,0x73,0x74,0x69,0x63,0x28,0x6f,0x66,0x66,0x2c,0x20, 660 0x64,0x65,0x72,0x69,0x76,0x61,0x74,0x69,0x76,0x65,0x5f,0x75,0x6e,0x69,0x66,0x6f, 661 0x72,0x6d,0x69,0x74,0x79,0x29,0x3b,0x0a,0x0a,0x76,0x61,0x72,0x3c,0x70,0x72,0x69, 662 0x76,0x61,0x74,0x65,0x3e,0x20,0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72, 663 0x20,0x3a,0x20,0x76,0x65,0x63,0x34,0x66,0x3b,0x0a,0x0a,0x40,0x67,0x72,0x6f,0x75, 664 0x70,0x28,0x31,0x29,0x20,0x40,0x62,0x69,0x6e,0x64,0x69,0x6e,0x67,0x28,0x36,0x34, 665 0x29,0x20,0x76,0x61,0x72,0x20,0x74,0x65,0x78,0x20,0x3a,0x20,0x74,0x65,0x78,0x74, 666 0x75,0x72,0x65,0x5f,0x32,0x64,0x3c,0x66,0x33,0x32,0x3e,0x3b,0x0a,0x0a,0x40,0x67, 667 0x72,0x6f,0x75,0x70,0x28,0x31,0x29,0x20,0x40,0x62,0x69,0x6e,0x64,0x69,0x6e,0x67, 668 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707 desc.fragment_func.source = &FS_SOURCE_GLSL410[0]; 708 desc.fragment_func.entry = "main"; 709 desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float; 710 desc.attrs[0].glsl_name = "pos"; 711 desc.attrs[1].base_type = sg.ShaderAttrBaseType.Float; 712 desc.attrs[1].glsl_name = "color0"; 713 desc.attrs[2].base_type = sg.ShaderAttrBaseType.Float; 714 desc.attrs[2].glsl_name = "texcoord0"; 715 desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex; 716 desc.uniform_blocks[0].layout = sg.UniformLayout.Std140; 717 desc.uniform_blocks[0].size = 64; 718 desc.uniform_blocks[0].glsl_uniforms[0].type = sg.UniformType.Float4; 719 desc.uniform_blocks[0].glsl_uniforms[0].array_count = 4; 720 desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "vs_params"; 721 desc.images[0].stage = sg.ShaderStage.Fragment; 722 desc.images[0].multisampled = false; 723 desc.images[0].image_type = sg.ImageType._2d; 724 desc.images[0].sample_type = sg.ImageSampleType.Float; 725 desc.samplers[0].stage = sg.ShaderStage.Fragment; 726 desc.samplers[0].sampler_type = sg.SamplerType.Filtering; 727 desc.image_sampler_pairs[0].stage = sg.ShaderStage.Fragment; 728 desc.image_sampler_pairs[0].image_slot = 0; 729 desc.image_sampler_pairs[0].sampler_slot = 0; 730 desc.image_sampler_pairs[0].glsl_name = "tex_smp"; 731 break; 732 case sg.Backend.Gles3: 733 desc.vertex_func.source = &VS_SOURCE_GLSL300ES[0]; 734 desc.vertex_func.entry = "main"; 735 desc.fragment_func.source = &FS_SOURCE_GLSL300ES[0]; 736 desc.fragment_func.entry = "main"; 737 desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float; 738 desc.attrs[0].glsl_name = "pos"; 739 desc.attrs[1].base_type = sg.ShaderAttrBaseType.Float; 740 desc.attrs[1].glsl_name = "color0"; 741 desc.attrs[2].base_type = sg.ShaderAttrBaseType.Float; 742 desc.attrs[2].glsl_name = "texcoord0"; 743 desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex; 744 desc.uniform_blocks[0].layout = sg.UniformLayout.Std140; 745 desc.uniform_blocks[0].size = 64; 746 desc.uniform_blocks[0].glsl_uniforms[0].type = sg.UniformType.Float4; 747 desc.uniform_blocks[0].glsl_uniforms[0].array_count = 4; 748 desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "vs_params"; 749 desc.images[0].stage = sg.ShaderStage.Fragment; 750 desc.images[0].multisampled = false; 751 desc.images[0].image_type = sg.ImageType._2d; 752 desc.images[0].sample_type = sg.ImageSampleType.Float; 753 desc.samplers[0].stage = sg.ShaderStage.Fragment; 754 desc.samplers[0].sampler_type = sg.SamplerType.Filtering; 755 desc.image_sampler_pairs[0].stage = sg.ShaderStage.Fragment; 756 desc.image_sampler_pairs[0].image_slot = 0; 757 desc.image_sampler_pairs[0].sampler_slot = 0; 758 desc.image_sampler_pairs[0].glsl_name = "tex_smp"; 759 break; 760 case sg.Backend.D3d11: 761 desc.vertex_func.source = &VS_SOURCE_HLSL5[0]; 762 desc.vertex_func.d3d11_target = "vs_5_0"; 763 desc.vertex_func.entry = "main"; 764 desc.fragment_func.source = &FS_SOURCE_HLSL5[0]; 765 desc.fragment_func.d3d11_target = "ps_5_0"; 766 desc.fragment_func.entry = "main"; 767 desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float; 768 desc.attrs[0].hlsl_sem_name = "TEXCOORD"; 769 desc.attrs[0].hlsl_sem_index = 0; 770 desc.attrs[1].base_type = sg.ShaderAttrBaseType.Float; 771 desc.attrs[1].hlsl_sem_name = "TEXCOORD"; 772 desc.attrs[1].hlsl_sem_index = 1; 773 desc.attrs[2].base_type = sg.ShaderAttrBaseType.Float; 774 desc.attrs[2].hlsl_sem_name = "TEXCOORD"; 775 desc.attrs[2].hlsl_sem_index = 2; 776 desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex; 777 desc.uniform_blocks[0].layout = sg.UniformLayout.Std140; 778 desc.uniform_blocks[0].size = 64; 779 desc.uniform_blocks[0].hlsl_register_b_n = 0; 780 desc.images[0].stage = sg.ShaderStage.Fragment; 781 desc.images[0].multisampled = false; 782 desc.images[0].image_type = sg.ImageType._2d; 783 desc.images[0].sample_type = sg.ImageSampleType.Float; 784 desc.images[0].hlsl_register_t_n = 0; 785 desc.samplers[0].stage = sg.ShaderStage.Fragment; 786 desc.samplers[0].sampler_type = sg.SamplerType.Filtering; 787 desc.samplers[0].hlsl_register_s_n = 0; 788 desc.image_sampler_pairs[0].stage = sg.ShaderStage.Fragment; 789 desc.image_sampler_pairs[0].image_slot = 0; 790 desc.image_sampler_pairs[0].sampler_slot = 0; 791 break; 792 case sg.Backend.Metal_macos: 793 desc.vertex_func.source = &VS_SOURCE_METAL_MACOS[0]; 794 desc.vertex_func.entry = "main0"; 795 desc.fragment_func.source = &FS_SOURCE_METAL_MACOS[0]; 796 desc.fragment_func.entry = "main0"; 797 desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float; 798 desc.attrs[1].base_type = sg.ShaderAttrBaseType.Float; 799 desc.attrs[2].base_type = sg.ShaderAttrBaseType.Float; 800 desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex; 801 desc.uniform_blocks[0].layout = sg.UniformLayout.Std140; 802 desc.uniform_blocks[0].size = 64; 803 desc.uniform_blocks[0].msl_buffer_n = 0; 804 desc.images[0].stage = sg.ShaderStage.Fragment; 805 desc.images[0].multisampled = false; 806 desc.images[0].image_type = sg.ImageType._2d; 807 desc.images[0].sample_type = sg.ImageSampleType.Float; 808 desc.images[0].msl_texture_n = 0; 809 desc.samplers[0].stage = sg.ShaderStage.Fragment; 810 desc.samplers[0].sampler_type = sg.SamplerType.Filtering; 811 desc.samplers[0].msl_sampler_n = 0; 812 desc.image_sampler_pairs[0].stage = sg.ShaderStage.Fragment; 813 desc.image_sampler_pairs[0].image_slot = 0; 814 desc.image_sampler_pairs[0].sampler_slot = 0; 815 break; 816 case sg.Backend.Wgpu: 817 desc.vertex_func.source = &VS_SOURCE_WGSL[0]; 818 desc.vertex_func.entry = "main"; 819 desc.fragment_func.source = &FS_SOURCE_WGSL[0]; 820 desc.fragment_func.entry = "main"; 821 desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float; 822 desc.attrs[1].base_type = sg.ShaderAttrBaseType.Float; 823 desc.attrs[2].base_type = sg.ShaderAttrBaseType.Float; 824 desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex; 825 desc.uniform_blocks[0].layout = sg.UniformLayout.Std140; 826 desc.uniform_blocks[0].size = 64; 827 desc.uniform_blocks[0].wgsl_group0_binding_n = 0; 828 desc.images[0].stage = sg.ShaderStage.Fragment; 829 desc.images[0].multisampled = false; 830 desc.images[0].image_type = sg.ImageType._2d; 831 desc.images[0].sample_type = sg.ImageSampleType.Float; 832 desc.images[0].wgsl_group1_binding_n = 64; 833 desc.samplers[0].stage = sg.ShaderStage.Fragment; 834 desc.samplers[0].sampler_type = sg.SamplerType.Filtering; 835 desc.samplers[0].wgsl_group1_binding_n = 80; 836 desc.image_sampler_pairs[0].stage = sg.ShaderStage.Fragment; 837 desc.image_sampler_pairs[0].image_slot = 0; 838 desc.image_sampler_pairs[0].sampler_slot = 0; 839 break; 840 default: break; 841 } 842 return desc; 843 }