lateralis/shader.odin
2025-02-03 18:15:56 +13:00

324 lines
16 KiB
Odin

package main
import sg "sokol/gfx"
import glm "core:math/linalg/glsl"
/*
#version:1# (machine generated, don't edit!)
Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
Cmdline:
sokol-shdc -i shader.glsl -o shader.odin -l hlsl5:glsl430 -f sokol_odin
Overview:
=========
Shader program: 'quad':
Get shader desc: quad_shader_desc(sg.query_backend())
Vertex Shader: vs
Fragment Shader: fs
Attributes:
ATTR_quad_position => 0
ATTR_quad_inst_mat0 => 1
ATTR_quad_inst_mat1 => 2
ATTR_quad_inst_mat2 => 3
ATTR_quad_inst_mat3 => 4
ATTR_quad_color => 5
Bindings:
*/
ATTR_quad_position :: 0
ATTR_quad_inst_mat0 :: 1
ATTR_quad_inst_mat1 :: 2
ATTR_quad_inst_mat2 :: 3
ATTR_quad_inst_mat3 :: 4
ATTR_quad_color :: 5
/*
#version 430
layout(location = 1) in vec4 inst_mat0;
layout(location = 2) in vec4 inst_mat1;
layout(location = 3) in vec4 inst_mat2;
layout(location = 4) in vec4 inst_mat3;
layout(location = 0) in vec2 position;
layout(location = 0) out vec4 vs_color;
layout(location = 5) in vec3 color;
void main()
{
gl_Position = mat4(inst_mat0, inst_mat1, inst_mat2, inst_mat3) * vec4(position, 0.0, 1.0);
vs_color = vec4(color, 1.0);
}
*/
@(private="file")
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/*
#version 430
layout(location = 0) out vec4 frag_color;
layout(location = 0) in vec4 vs_color;
void main()
{
frag_color = vs_color;
}
*/
@(private="file")
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}
/*
static float4 gl_Position;
static float4 inst_mat0;
static float4 inst_mat1;
static float4 inst_mat2;
static float4 inst_mat3;
static float2 position;
static float4 vs_color;
static float3 color;
struct SPIRV_Cross_Input
{
float2 position : TEXCOORD0;
float4 inst_mat0 : TEXCOORD1;
float4 inst_mat1 : TEXCOORD2;
float4 inst_mat2 : TEXCOORD3;
float4 inst_mat3 : TEXCOORD4;
float3 color : TEXCOORD5;
};
struct SPIRV_Cross_Output
{
float4 vs_color : TEXCOORD0;
float4 gl_Position : SV_Position;
};
void vert_main()
{
gl_Position = mul(float4(position, 0.0f, 1.0f), float4x4(inst_mat0, inst_mat1, inst_mat2, inst_mat3));
vs_color = float4(color, 1.0f);
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
inst_mat0 = stage_input.inst_mat0;
inst_mat1 = stage_input.inst_mat1;
inst_mat2 = stage_input.inst_mat2;
inst_mat3 = stage_input.inst_mat3;
position = stage_input.position;
color = stage_input.color;
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vs_color = vs_color;
return stage_output;
}
*/
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}
/*
static float4 frag_color;
static float4 vs_color;
struct SPIRV_Cross_Input
{
float4 vs_color : TEXCOORD0;
};
struct SPIRV_Cross_Output
{
float4 frag_color : SV_Target0;
};
void frag_main()
{
frag_color = vs_color;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
vs_color = stage_input.vs_color;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.frag_color = frag_color;
return stage_output;
}
*/
@(private="file")
fs_source_hlsl5 := [450]u8 {
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}
quad_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc: sg.Shader_Desc
desc.label = "quad_shader"
#partial switch backend {
case .GLCORE:
desc.vertex_func.source = transmute(cstring)&vs_source_glsl430
desc.vertex_func.entry = "main"
desc.fragment_func.source = transmute(cstring)&fs_source_glsl430
desc.fragment_func.entry = "main"
desc.attrs[0].glsl_name = "position"
desc.attrs[1].glsl_name = "inst_mat0"
desc.attrs[2].glsl_name = "inst_mat1"
desc.attrs[3].glsl_name = "inst_mat2"
desc.attrs[4].glsl_name = "inst_mat3"
desc.attrs[5].glsl_name = "color"
case .D3D11:
desc.vertex_func.source = transmute(cstring)&vs_source_hlsl5
desc.vertex_func.d3d11_target = "vs_5_0"
desc.vertex_func.entry = "main"
desc.fragment_func.source = transmute(cstring)&fs_source_hlsl5
desc.fragment_func.d3d11_target = "ps_5_0"
desc.fragment_func.entry = "main"
desc.attrs[0].hlsl_sem_name = "TEXCOORD"
desc.attrs[0].hlsl_sem_index = 0
desc.attrs[1].hlsl_sem_name = "TEXCOORD"
desc.attrs[1].hlsl_sem_index = 1
desc.attrs[2].hlsl_sem_name = "TEXCOORD"
desc.attrs[2].hlsl_sem_index = 2
desc.attrs[3].hlsl_sem_name = "TEXCOORD"
desc.attrs[3].hlsl_sem_index = 3
desc.attrs[4].hlsl_sem_name = "TEXCOORD"
desc.attrs[4].hlsl_sem_index = 4
desc.attrs[5].hlsl_sem_name = "TEXCOORD"
desc.attrs[5].hlsl_sem_index = 5
}
return desc
}