sokol-luajit/bin/shaderbin/shader_gen.h

103 lines
3.8 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 ./projects/examples/samples/triangle-sapp.glsl -o F:\dev\luajit\repos\sokol-luajit\bin\shaderbin\shader_gen.h -l glsl410 -f sokol
Overview:
=========
Shader program: 'triangle':
Get shader desc: triangle_shader_desc(sg_query_backend());
Vertex Shader: vs
Fragment Shader: fs
Attributes:
ATTR_triangle_position => 0
ATTR_triangle_color0 => 1
Bindings:
*/
#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_triangle_position (0)
#define ATTR_triangle_color0 (1)
/*
#version 410
layout(location = 0) in vec4 position;
layout(location = 0) out vec4 color;
layout(location = 1) in vec4 color0;
void main()
{
gl_Position = position;
color = color0;
}
*/
static const uint8_t vs_source_glsl410[194] = {
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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* triangle_shader_desc(sg_backend backend) {
if (backend == SG_BACKEND_GLCORE) {
static sg_shader_desc desc;
static bool valid;
if (!valid) {
valid = true;
desc.vertex_func.source = (const char*)vs_source_glsl410;
desc.vertex_func.entry = "main";
desc.fragment_func.source = (const char*)fs_source_glsl410;
desc.fragment_func.entry = "main";
desc.attrs[0].glsl_name = "position";
desc.attrs[1].glsl_name = "color0";
desc.label = "triangle_shader";
}
return &desc;
}
return 0;
}