sokol-luajit/bin/win64/shaderbin/shader_gen.h
2024-10-08 19:17:56 +10:30

167 lines
7.4 KiB
C

#pragma once
/*
#version:1# (machine generated, don't edit!)
Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
Cmdline:
sokol-shdc -i examples/samples/shapes-sapp.glsl -o ./bin/shaderbin/shader_gen.h -l glsl410 -f sokol
Overview:
=========
Shader program: 'shapes':
Get shader desc: shapes_shader_desc(sg_query_backend());
Vertex shader: vs
Attributes:
ATTR_vs_position => 0
ATTR_vs_normal => 1
ATTR_vs_texcoord => 2
ATTR_vs_color0 => 3
Uniform block 'vs_params':
C struct: vs_params_t
Bind slot: SLOT_vs_params => 0
Fragment shader: fs
*/
#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_position (0)
#define ATTR_vs_normal (1)
#define ATTR_vs_texcoord (2)
#define ATTR_vs_color0 (3)
#define SLOT_vs_params (0)
#pragma pack(push,1)
SOKOL_SHDC_ALIGN(16) typedef struct vs_params_t {
hmm_mat4 mvp;
float draw_mode;
uint8_t _pad_68[12];
} vs_params_t;
#pragma pack(pop)
/*
#version 410
uniform vec4 vs_params[5];
layout(location = 0) in vec4 position;
layout(location = 0) out vec4 color;
layout(location = 1) in vec3 normal;
layout(location = 2) in vec2 texcoord;
layout(location = 3) in vec4 color0;
void main()
{
gl_Position = mat4(vs_params[0], vs_params[1], vs_params[2], vs_params[3]) * position;
if (vs_params[4].x == 0.0)
{
color = vec4((normal + vec3(1.0)) * 0.5, 1.0);
}
else
{
if (vs_params[4].x == 1.0)
{
color = vec4(texcoord, 0.0, 1.0);
}
else
{
color = color0;
}
}
}
*/
static const uint8_t vs_source_glsl410[621] = {
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};
/*
#version 410
layout(location = 0) out vec4 frag_color;
layout(location = 0) in vec4 color;
void main()
{
frag_color = color;
}
*/
static const uint8_t fs_source_glsl410[135] = {
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};
static inline const sg_shader_desc* shapes_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 = "texcoord";
desc.attrs[3].name = "color0";
desc.vs.source = (const char*)vs_source_glsl410;
desc.vs.entry = "main";
desc.vs.uniform_blocks[0].size = 80;
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 = 5;
desc.fs.source = (const char*)fs_source_glsl410;
desc.fs.entry = "main";
desc.label = "shapes_shader";
}
return &desc;
}
return 0;
}