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triangle-sapp.glsl.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 triangle-sapp.glsl -o triangle-sapp.glsl.h -l glsl330:glsl300es:hlsl4:metal_macos
Overview:
Shader program 'triangle':
Get shader desc: triangle_shader_desc(sg_query_backend());
Vertex shader: vs
Attribute slots:
ATTR_vs_position = 0
ATTR_vs_color0 = 1
Fragment shader: fs
Shader descriptor structs:
sg_shader triangle = sg_make_shader(triangle_shader_desc(sg_query_backend()));
Vertex attribute locations for vertex shader 'vs':
sg_pipeline pip = sg_make_pipeline(&(sg_pipeline_desc){
.layout = {
.attrs = {
[ATTR_vs_position] = { ... },
[ATTR_vs_color0] = { ... },
},
},
...});
Image bind slots, use as index in sg_bindings.vs_images[] or .fs_images[]
*/
#include <stdint.h>
#include <stdbool.h>
#include <string.h>
#include <stddef.h>
#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)
/*
#version 330
layout(location = 0) in vec4 position;
out vec4 color;
layout(location = 1) in vec4 color0;
void main()
{
gl_Position = position;
color = color0;
}
*/
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};
/*
#version 330
layout(location = 0) out vec4 frag_color;
in vec4 color;
void main()
{
frag_color = color;
}
*/
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/*
#version 300 es
layout(location = 0) in vec4 position;
out vec4 color;
layout(location = 1) in vec4 color0;
void main()
{
gl_Position = position;
color = color0;
}
*/
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};
/*
#version 300 es
precision mediump float;
precision highp int;
layout(location = 0) out highp vec4 frag_color;
in highp vec4 color;
void main()
{
frag_color = color;
}
*/
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};
/*
static float4 gl_Position;
static float4 position;
static float4 color;
static float4 color0;
struct SPIRV_Cross_Input
{
float4 position : TEXCOORD0;
float4 color0 : TEXCOORD1;
};
struct SPIRV_Cross_Output
{
float4 color : TEXCOORD0;
float4 gl_Position : SV_Position;
};
void vert_main()
{
gl_Position = position;
color = color0;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
position = stage_input.position;
color0 = stage_input.color0;
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.color = color;
return stage_output;
}
*/
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};
/*
static float4 frag_color;
static float4 color;
struct SPIRV_Cross_Input
{
float4 color : TEXCOORD0;
};
struct SPIRV_Cross_Output
{
float4 frag_color : SV_Target0;
};
void frag_main()
{
frag_color = color;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
color = stage_input.color;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.frag_color = frag_color;
return stage_output;
}
*/
static const char fs_source_hlsl4[435] = {
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};
/*
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 color [[user(locn0)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float4 position [[attribute(0)]];
float4 color0 [[attribute(1)]];
};
vertex main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
out.gl_Position = in.position;
out.color = in.color0;
return out;
}
*/
static const char vs_source_metal_macos[419] = {
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};
/*
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 frag_color [[color(0)]];
};
struct main0_in
{
float4 color [[user(locn0)]];
};
fragment main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
out.frag_color = in.color;
return out;
}
*/
static const char fs_source_metal_macos[315] = {
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};
#if !defined(SOKOL_GFX_INCLUDED)
#error "Please include sokol_gfx.h before triangle-sapp.glsl.h"
#endif
static inline const sg_shader_desc* triangle_shader_desc(sg_backend backend) {
if (backend == SG_BACKEND_GLCORE33) {
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 = vs_source_glsl330;
desc.vs.entry = "main";
desc.fs.source = fs_source_glsl330;
desc.fs.entry = "main";
desc.label = "triangle_shader";
}
return &desc;
}
if (backend == SG_BACKEND_GLES3) {
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 = vs_source_glsl300es;
desc.vs.entry = "main";
desc.fs.source = fs_source_glsl300es;
desc.fs.entry = "main";
desc.label = "triangle_shader";
}
return &desc;
}
if (backend == SG_BACKEND_D3D11) {
static sg_shader_desc desc;
static bool valid;
if (!valid) {
valid = true;
desc.attrs[0].sem_name = "TEXCOORD";
desc.attrs[0].sem_index = 0;
desc.attrs[1].sem_name = "TEXCOORD";
desc.attrs[1].sem_index = 1;
desc.vs.source = vs_source_hlsl4;
desc.vs.d3d11_target = "vs_4_0";
desc.vs.entry = "main";
desc.fs.source = fs_source_hlsl4;
desc.fs.d3d11_target = "ps_4_0";
desc.fs.entry = "main";
desc.label = "triangle_shader";
}
return &desc;
}
if (backend == SG_BACKEND_METAL_MACOS) {
static sg_shader_desc desc;
static bool valid;
if (!valid) {
valid = true;
desc.vs.source = vs_source_metal_macos;
desc.vs.entry = "main0";
desc.fs.source = fs_source_metal_macos;
desc.fs.entry = "main0";
desc.label = "triangle_shader";
}
return &desc;
}
return 0;
}