sokol-luajit/bin/shaderbin/shader_gen.h
2024-10-10 12:11:40 +10:30

122 lines
4.9 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 ./samples/cube-sapp.glsl -o F:\dev\luajit\Thunc\sokol-luajit\bin/shaderbin/shader_gen.h -l glsl410 -f sokol
Overview:
=========
Shader program: 'cube':
Get shader desc: cube_shader_desc(sg_query_backend());
Vertex shader: vs
Attributes:
ATTR_vs_position => 0
ATTR_vs_color0 => 1
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_color0 (1)
#define SLOT_vs_params (0)
#pragma pack(push,1)
SOKOL_SHDC_ALIGN(16) typedef struct vs_params_t {
hmm_mat4 mvp;
} vs_params_t;
#pragma pack(pop)
/*
#version 410
uniform vec4 vs_params[4];
layout(location = 0) in vec4 position;
layout(location = 0) out vec4 color;
layout(location = 1) in vec4 color0;
void main()
{
gl_Position = mat4(vs_params[0], vs_params[1], vs_params[2], vs_params[3]) * position;
color = color0;
}
*/
static const uint8_t vs_source_glsl410[284] = {
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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* cube_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 = "color0";
desc.vs.source = (const char*)vs_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_source_glsl410;
desc.fs.entry = "main";
desc.label = "cube_shader";
}
return &desc;
}
return 0;
}