sokol-luajit/bin/shaderbin/shader_gen.h

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#pragma once
/*
#version:1# (machine generated, don't edit!)
Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
Cmdline:
sokol-shdc -i ./samples/offscreen-sapp.glsl -o F:\dev\luajit\Thunc\sokol-luajit\bin/shaderbin/shader_gen.h -l glsl410 -f sokol
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Overview:
=========
Shader program: 'default':
Get shader desc: default_shader_desc(sg_query_backend());
Vertex shader: vs_default
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Attributes:
ATTR_vs_default_position => 0
ATTR_vs_default_normal => 1
ATTR_vs_default_texcoord0 => 2
Uniform block 'vs_params':
C struct: vs_params_t
Bind slot: SLOT_vs_params => 0
Fragment shader: fs_default
Image 'tex':
Image type: SG_IMAGETYPE_2D
Sample type: SG_IMAGESAMPLETYPE_FLOAT
Multisampled: false
Bind slot: SLOT_tex => 0
Sampler 'smp':
Type: SG_SAMPLERTYPE_FILTERING
Bind slot: SLOT_smp => 0
Image Sampler Pair 'tex_smp':
Image: tex
Sampler: smp
Shader program: 'offscreen':
Get shader desc: offscreen_shader_desc(sg_query_backend());
Vertex shader: vs_offscreen
Attributes:
ATTR_vs_offscreen_position => 0
ATTR_vs_offscreen_normal => 1
Uniform block 'vs_params':
C struct: vs_params_t
Bind slot: SLOT_vs_params => 0
Fragment shader: fs_offscreen
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*/
#if !defined(SOKOL_GFX_INCLUDED)
#error "Please include sokol_gfx.h before shader_gen.h"
#endif
#if !defined(SOKOL_SHDC_ALIGN)
#if defined(_MSC_VER)
#define SOKOL_SHDC_ALIGN(a) __declspec(align(a))
#else
#define SOKOL_SHDC_ALIGN(a) __attribute__((aligned(a)))
#endif
#endif
#define ATTR_vs_default_position (0)
#define ATTR_vs_default_normal (1)
#define ATTR_vs_default_texcoord0 (2)
#define ATTR_vs_offscreen_position (0)
#define ATTR_vs_offscreen_normal (1)
#define SLOT_vs_params (0)
#define SLOT_tex (0)
#define SLOT_smp (0)
#pragma pack(push,1)
SOKOL_SHDC_ALIGN(16) typedef struct vs_params_t {
hmm_mat4 mvp;
} vs_params_t;
#pragma pack(pop)
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/*
#version 410
uniform vec4 vs_params[4];
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layout(location = 0) in vec4 position;
layout(location = 0) out vec4 nrm;
layout(location = 1) in vec4 normal;
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void main()
{
gl_Position = mat4(vs_params[0], vs_params[1], vs_params[2], vs_params[3]) * position;
nrm = normal;
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}
*/
static const uint8_t vs_offscreen_source_glsl410[280] = {
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};
/*
#version 410
layout(location = 0) out vec4 frag_color;
layout(location = 0) in vec4 nrm;
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void main()
{
frag_color = vec4((nrm.xyz * 0.5) + vec3(0.5), 1.0);
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}
*/
static const uint8_t fs_offscreen_source_glsl410[166] = {
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};
/*
#version 410
uniform vec4 vs_params[4];
layout(location = 0) in vec4 position;
layout(location = 1) out vec2 uv;
layout(location = 2) in vec2 texcoord0;
layout(location = 0) out vec4 nrm;
layout(location = 1) in vec4 normal;
void main()
{
mat4 _22 = mat4(vs_params[0], vs_params[1], vs_params[2], vs_params[3]);
gl_Position = _22 * position;
uv = texcoord0;
nrm = _22 * normal;
}
*/
static const uint8_t vs_default_source_glsl410[400] = {
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};
/*
#version 410
uniform sampler2D tex_smp;
layout(location = 1) in vec2 uv;
layout(location = 0) in vec4 nrm;
layout(location = 0) out vec4 frag_color;
void main()
{
frag_color = vec4(texture(tex_smp, uv * vec2(20.0, 10.0)).xyz * fma(clamp(dot(nrm.xyz, vec3(0.57735025882720947265625, 0.57735025882720947265625, -0.57735025882720947265625)), 0.0, 1.0), 2.0, 0.25), 1.0);
}
*/
static const uint8_t fs_default_source_glsl410[379] = {
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};
static inline const sg_shader_desc* default_shader_desc(sg_backend backend) {
if (backend == SG_BACKEND_GLCORE) {
static sg_shader_desc desc;
static bool valid;
if (!valid) {
valid = true;
desc.attrs[0].name = "position";
desc.attrs[1].name = "normal";
desc.attrs[2].name = "texcoord0";
desc.vs.source = (const char*)vs_default_source_glsl410;
desc.vs.entry = "main";
desc.vs.uniform_blocks[0].size = 64;
desc.vs.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_STD140;
desc.vs.uniform_blocks[0].uniforms[0].name = "vs_params";
desc.vs.uniform_blocks[0].uniforms[0].type = SG_UNIFORMTYPE_FLOAT4;
desc.vs.uniform_blocks[0].uniforms[0].array_count = 4;
desc.fs.source = (const char*)fs_default_source_glsl410;
desc.fs.entry = "main";
desc.fs.images[0].used = true;
desc.fs.images[0].multisampled = false;
desc.fs.images[0].image_type = SG_IMAGETYPE_2D;
desc.fs.images[0].sample_type = SG_IMAGESAMPLETYPE_FLOAT;
desc.fs.samplers[0].used = true;
desc.fs.samplers[0].sampler_type = SG_SAMPLERTYPE_FILTERING;
desc.fs.image_sampler_pairs[0].used = true;
desc.fs.image_sampler_pairs[0].image_slot = 0;
desc.fs.image_sampler_pairs[0].sampler_slot = 0;
desc.fs.image_sampler_pairs[0].glsl_name = "tex_smp";
desc.label = "default_shader";
}
return &desc;
}
return 0;
}
static inline const sg_shader_desc* offscreen_shader_desc(sg_backend backend) {
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if (backend == SG_BACKEND_GLCORE) {
static sg_shader_desc desc;
static bool valid;
if (!valid) {
valid = true;
desc.attrs[0].name = "position";
desc.attrs[1].name = "normal";
desc.vs.source = (const char*)vs_offscreen_source_glsl410;
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desc.vs.entry = "main";
desc.vs.uniform_blocks[0].size = 64;
desc.vs.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_STD140;
desc.vs.uniform_blocks[0].uniforms[0].name = "vs_params";
desc.vs.uniform_blocks[0].uniforms[0].type = SG_UNIFORMTYPE_FLOAT4;
desc.vs.uniform_blocks[0].uniforms[0].array_count = 4;
desc.fs.source = (const char*)fs_offscreen_source_glsl410;
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desc.fs.entry = "main";
desc.label = "offscreen_shader";
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}
return &desc;
}
return 0;
}