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 = [
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89 ];
90 /*
91     #version 410
92 
93     uniform sampler2D tex_smp;
94 
95     layout(location = 0) out vec4 frag_color;
96     layout(location = 1) in vec2 uv;
97     layout(location = 0) in vec4 color;
98 
99     void main()
100     {
101         frag_color = texture(tex_smp, uv) * color;
102     }
103 
104 */
105 __gshared char[219] FS_SOURCE_GLSL410 = [
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120 ];
121 /*
122     #version 300 es
123 
124     uniform vec4 vs_params[4];
125     layout(location = 0) in vec4 pos;
126     out vec4 color;
127     layout(location = 1) in vec4 color0;
128     out vec2 uv;
129     layout(location = 2) in vec2 texcoord0;
130 
131     void main()
132     {
133         gl_Position = mat4(vs_params[0], vs_params[1], vs_params[2], vs_params[3]) * pos;
134         color = color0;
135         uv = texcoord0 * 5.0;
136     }
137 
138 */
139 __gshared char[335] VS_SOURCE_GLSL300ES = [
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161 ];
162 /*
163     #version 300 es
164     precision mediump float;
165     precision highp int;
166 
167     uniform highp sampler2D tex_smp;
168 
169     layout(location = 0) out highp vec4 frag_color;
170     in highp vec2 uv;
171     in highp vec4 color;
172 
173     void main()
174     {
175         frag_color = texture(tex_smp, uv) * color;
176     }
177 
178 */
179 __gshared char[250] FS_SOURCE_GLSL300ES = [
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196 ];
197 /*
198     cbuffer vs_params : register(b0)
199     {
200         row_major float4x4 _19_mvp : packoffset(c0);
201     };
202 
203 
204     static float4 gl_Position;
205     static float4 pos;
206     static float4 color;
207     static float4 color0;
208     static float2 uv;
209     static float2 texcoord0;
210 
211     struct SPIRV_Cross_Input
212     {
213         float4 pos : TEXCOORD0;
214         float4 color0 : TEXCOORD1;
215         float2 texcoord0 : TEXCOORD2;
216     };
217 
218     struct SPIRV_Cross_Output
219     {
220         float4 color : TEXCOORD0;
221         float2 uv : TEXCOORD1;
222         float4 gl_Position : SV_Position;
223     };
224 
225     void vert_main()
226     {
227         gl_Position = 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 = [
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304 ];
305 /*
306     Texture2D<float4> tex : register(t0);
307     SamplerState smp : register(s0);
308 
309     static float4 frag_color;
310     static float2 uv;
311     static float4 color;
312 
313     struct SPIRV_Cross_Input
314     {
315         float4 color : TEXCOORD0;
316         float2 uv : TEXCOORD1;
317     };
318 
319     struct SPIRV_Cross_Output
320     {
321         float4 frag_color : SV_Target0;
322     };
323 
324     void frag_main()
325     {
326         frag_color = tex.Sample(smp, uv) * color;
327     }
328 
329     SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
330     {
331         uv = stage_input.uv;
332         color = stage_input.color;
333         frag_main();
334         SPIRV_Cross_Output stage_output;
335         stage_output.frag_color = frag_color;
336         return stage_output;
337     }
338 */
339 __gshared char[599] FS_SOURCE_HLSL5 = [
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378 ];
379 /*
380     #include <metal_stdlib>
381     #include <simd/simd.h>
382 
383     using namespace metal;
384 
385     struct vs_params
386     {
387         float4x4 mvp;
388     };
389 
390     struct main0_out
391     {
392         float4 color [[user(locn0)]];
393         float2 uv [[user(locn1)]];
394         float4 gl_Position [[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 = [
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453 ];
454 /*
455     #include <metal_stdlib>
456     #include <simd/simd.h>
457 
458     using namespace metal;
459 
460     struct main0_out
461     {
462         float4 frag_color [[color(0)]];
463     };
464 
465     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 = [
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508 ];
509 /*
510     diagnostic(off, derivative_uniformity);
511 
512     struct vs_params {
513       /_ @offset(0) _/
514       mvp : mat4x4f,
515     }
516 
517     @group(0) @binding(0) var<uniform> x_19 : vs_params;
518 
519     var<private> 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 = [
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620     0x6f,0x6e,0x2c,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x2c,0x20,0x75,0x76,0x29,0x3b,0x0a,
621     0x7d,0x0a,0x0a,0x00,
622 ];
623 /*
624     diagnostic(off, derivative_uniformity);
625 
626     var<private> frag_color : vec4f;
627 
628     @group(1) @binding(64) var tex : texture_2d<f32>;
629 
630     @group(1) @binding(80) var smp : sampler;
631 
632     var<private> uv : vec2f;
633 
634     var<private> color : vec4f;
635 
636     fn main_1() {
637       let x_23 : vec2f = uv;
638       let x_24 : vec4f = textureSample(tex, smp, x_23);
639       let x_27 : vec4f = color;
640       frag_color = (x_24 * x_27);
641       return;
642     }
643 
644     struct main_out {
645       @location(0)
646       frag_color_1 : vec4f,
647     }
648 
649     @fragment
650     fn main(@location(1) uv_param : vec2f, @location(0) color_param : vec4f) -> 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 = [
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698     0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
699 ];
700 sg.ShaderDesc texcubeShaderDesc(sg.Backend backend) @trusted @nogc nothrow {
701     sg.ShaderDesc desc;
702     desc.label = "texcube_shader";
703     switch (backend) {
704         case sg.Backend.Glcore:
705             desc.vertex_func.source = &VS_SOURCE_GLSL410[0];
706             desc.vertex_func.entry = "main";
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 }