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1
compile_shaders.bat
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1
compile_shaders.bat
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@ -0,0 +1 @@
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||||
sokol-shdc -i src/shaders/triangle.glsl -o src/shaders/triangle2.glsl.zig -l glsl410:metal_macos:hlsl5:glsl300es:wgsl -f sokol_zig
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3
readme.md
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3
readme.md
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@ -0,0 +1,3 @@
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A little learning playground of [sokol](https://github.com/floooh/sokol) in [zig](https://ziglang.org/). Started on the gamejam at Decentrala, 9th June 2024.
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||||
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To build, you need to have zig master. Then just `zig build run` and that should be it!
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85
src/main.zig
85
src/main.zig
@ -3,13 +3,16 @@ const sokol = @import("sokol");
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||||
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const sg = sokol.gfx;
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||||
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const shader = @import("shaders/triangle.glsl.zig");
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const shader = @import("shaders/triangle2.glsl.zig");
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var pass_action: sg.PassAction = .{};
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const state = struct {
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var bind: sg.Bindings = .{};
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var pip: sg.Pipeline = .{};
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var vsParams: shader.VsParams = .{ .aspectRatio = 0.5 };
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var fsParams: shader.FsParams = .{ .offset = .{ 0, 0, 0 } };
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var indexCount: u16 = 0;
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};
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export fn init() void {
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@ -22,16 +25,75 @@ export fn init() void {
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std.log.info("Vertex buffers len: {}", .{state.bind.vertex_buffers.len});
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const vertexCount = 100;
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const radius: f32 = 0.7;
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const cX: f32 = 0;
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const cY: f32 = 0;
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const attributesCount = 7;
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var triangleVerts = std.mem.zeroes([vertexCount * attributesCount]f32);
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const angleDiff: f32 = 1 / @as(f32, @floatFromInt(vertexCount));
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var pcg = std.Random.Pcg.init(123);
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const rand = pcg.random();
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for (0..vertexCount) |i| {
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const pi: f32 = @floatCast(std.math.pi);
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const angle: f32 = @as(f32, @floatFromInt(i)) * angleDiff * pi * 2;
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const x = radius * @cos(angle) + cX;
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const y = radius * @sin(angle) + cY;
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const si = i * attributesCount;
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triangleVerts[si + 0] = x;
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triangleVerts[si + 1] = y;
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triangleVerts[si + 2] = 0.5;
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triangleVerts[si + 3] = rand.float(f32);
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triangleVerts[si + 4] = rand.float(f32);
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triangleVerts[si + 5] = rand.float(f32);
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triangleVerts[si + 6] = 1;
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}
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// var triangleVerts = [_]f32{
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// // positions colors
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// 0.0, 0.5, 0.5, 1.0, 0.0, 0.0, 1.0,
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// 0.5, -0.5, 0.5, 0.0, 1.0, 0.0, 1.0,
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// -0.5, -0.5, 0.5, 0.0, 0.0, 1.0, 1.0,
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// 0.7, 0.5, 0.5, 0.0, 1.0, 0.0, 1.0,
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// };
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state.bind.vertex_buffers[0] = sg.makeBuffer(.{
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.data = sg.asRange(&[_]f32{
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// positions colors
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0.0, 0.5, 0.5, 1.0, 0.0, 0.0, 1.0,
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0.5, -0.5, 0.5, 0.0, 1.0, 0.0, 1.0,
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-0.5, -0.5, 0.5, 0.0, 0.0, 1.0, 1.0,
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||||
}),
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.data = sg.asRange(&triangleVerts),
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});
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const trisCount = vertexCount - 2;
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var indexBuffer: [trisCount * 3]u16 = undefined;
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state.indexCount = indexBuffer.len;
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// const indexBuffer = [_]u16{
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// 0, 1, 2,
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// 0, 2, 3,
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// };
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||||
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for (0..trisCount) |tri| {
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const triu: u16 = @intCast(tri);
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indexBuffer[tri * 3 + 0] = 0;
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||||
indexBuffer[tri * 3 + 1] = triu + 1;
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||||
indexBuffer[tri * 3 + 2] = triu + 2;
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||||
}
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||||
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||||
state.bind.index_buffer = sg.makeBuffer(.{
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||||
.type = .INDEXBUFFER,
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||||
.data = sg.asRange(&indexBuffer),
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||||
});
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||||
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||||
var pip_desc: sg.PipelineDesc = .{
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||||
.index_type = .UINT16,
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||||
.shader = sg.makeShader(shader.triangleShaderDesc(sg.queryBackend())),
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||||
};
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@ -57,11 +119,17 @@ export fn frame() void {
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col.g = @abs(@sin(timef()));
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col.r = @abs(@cos(timef()));
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state.vsParams.aspectRatio = sokol.app.heightf() / sokol.app.widthf();
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sg.beginPass(.{ .action = pass_action, .swapchain = sokol.glue.swapchain() });
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sg.applyPipeline(state.pip);
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state.fsParams.offset[0] = col.r;
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sg.applyUniforms(.FS, shader.SLOT_fs_params, sg.asRange(&state.fsParams));
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sg.applyUniforms(.VS, shader.SLOT_vs_params, sg.asRange(&state.vsParams));
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||||
sg.applyBindings(state.bind);
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||||
sg.draw(0, 3, 1);
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||||
sg.draw(0, state.indexCount, 1);
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sg.endPass();
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sg.commit();
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||||
}
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@ -74,6 +142,7 @@ pub fn main() !void {
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.cleanup_cb = cleanup,
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.width = 800,
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.height = 600,
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.fullscreen = true,
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||||
.icon = .{ .sokol_default = true },
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||||
.window_title = "sokol hello",
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||||
.logger = .{ .func = sokol.log.func },
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||||
|
@ -1,4 +1,8 @@
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||||
@vs vs
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||||
uniform vs_params {
|
||||
float aspectRatio;
|
||||
};
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||||
|
||||
in vec4 position;
|
||||
in vec4 color0;
|
||||
|
||||
@ -6,16 +10,21 @@ out vec4 color;
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||||
|
||||
void main() {
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||||
gl_Position = position;
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||||
gl_Position.x *= aspectRatio;
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||||
color = color0;
|
||||
}
|
||||
@end
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||||
|
||||
@fs fs
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||||
uniform fs_params {
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||||
vec3 offset;
|
||||
};
|
||||
|
||||
in vec4 color;
|
||||
out vec4 frag_color;
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||||
|
||||
void main() {
|
||||
frag_color = color;
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||||
frag_color = color * offset.r;
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||||
}
|
||||
@end
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||||
|
||||
|
704
src/shaders/triangle2.glsl.zig
Normal file
704
src/shaders/triangle2.glsl.zig
Normal file
@ -0,0 +1,704 @@
|
||||
const sg = @import("sokol").gfx;
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||||
//
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||||
// #version:1# (machine generated, don't edit!)
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||||
//
|
||||
// Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
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||||
//
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||||
// Cmdline:
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||||
// sokol-shdc -i src/shaders/triangle.glsl -o src/shaders/triangle2.glsl.zig -l glsl410:metal_macos:hlsl5:glsl300es:wgsl -f sokol_zig
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||||
//
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||||
// Overview:
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||||
// =========
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||||
// Shader program: 'triangle':
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||||
// Get shader desc: shd.triangleShaderDesc(sg.queryBackend());
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||||
// Vertex shader: vs
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||||
// Attributes:
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||||
// ATTR_vs_position => 0
|
||||
// ATTR_vs_color0 => 1
|
||||
// Uniform block 'vs_params':
|
||||
// Zig struct: VsParams
|
||||
// Bind slot: SLOT_vs_params => 0
|
||||
// Fragment shader: fs
|
||||
// Uniform block 'fs_params':
|
||||
// Zig struct: FsParams
|
||||
// Bind slot: SLOT_fs_params => 0
|
||||
//
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||||
pub const ATTR_vs_position = 0;
|
||||
pub const ATTR_vs_color0 = 1;
|
||||
pub const SLOT_vs_params = 0;
|
||||
pub const SLOT_fs_params = 0;
|
||||
pub const VsParams = extern struct {
|
||||
aspectRatio: f32 align(16),
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||||
_pad_4: [12]u8 align(1) = undefined,
|
||||
};
|
||||
pub const FsParams = extern struct {
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||||
offset: [3]f32 align(16),
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||||
_pad_12: [4]u8 align(1) = undefined,
|
||||
};
|
||||
//
|
||||
// #version 410
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||||
//
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||||
// uniform vec4 vs_params[1];
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||||
// layout(location = 0) in vec4 position;
|
||||
// layout(location = 0) out vec4 color;
|
||||
// layout(location = 1) in vec4 color0;
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||||
//
|
||||
// void main()
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||||
// {
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||||
// gl_Position = position;
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||||
// gl_Position.x *= vs_params[0].x;
|
||||
// color = color0;
|
||||
// }
|
||||
//
|
||||
//
|
||||
const vs_source_glsl410 = [258]u8 {
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
0x0a,0x00,
|
||||
};
|
||||
//
|
||||
// #version 410
|
||||
//
|
||||
// uniform vec4 fs_params[1];
|
||||
// layout(location = 0) out vec4 frag_color;
|
||||
// layout(location = 0) in vec4 color;
|
||||
//
|
||||
// void main()
|
||||
// {
|
||||
// frag_color = color * fs_params[0].x;
|
||||
// }
|
||||
//
|
||||
//
|
||||
const fs_source_glsl410 = [179]u8 {
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
0x0a,0x0a,0x00,
|
||||
};
|
||||
//
|
||||
// #version 300 es
|
||||
//
|
||||
// uniform vec4 vs_params[1];
|
||||
// layout(location = 0) in vec4 position;
|
||||
// out vec4 color;
|
||||
// layout(location = 1) in vec4 color0;
|
||||
//
|
||||
// void main()
|
||||
// {
|
||||
// gl_Position = position;
|
||||
// gl_Position.x *= vs_params[0].x;
|
||||
// color = color0;
|
||||
// }
|
||||
//
|
||||
//
|
||||
const vs_source_glsl300es = [240]u8 {
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
};
|
||||
//
|
||||
// #version 300 es
|
||||
// precision mediump float;
|
||||
// precision highp int;
|
||||
//
|
||||
// uniform highp vec4 fs_params[1];
|
||||
// layout(location = 0) out highp vec4 frag_color;
|
||||
// in highp vec4 color;
|
||||
//
|
||||
// void main()
|
||||
// {
|
||||
// frag_color = color * fs_params[0].x;
|
||||
// }
|
||||
//
|
||||
//
|
||||
const fs_source_glsl300es = [225]u8 {
|
||||
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|
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|
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|
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|
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|
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|
||||
0x00,
|
||||
};
|
||||
//
|
||||
// cbuffer vs_params : register(b0)
|
||||
// {
|
||||
// float _23_aspectRatio : packoffset(c0);
|
||||
// };
|
||||
//
|
||||
//
|
||||
// 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;
|
||||
// gl_Position.x *= _23_aspectRatio;
|
||||
// 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;
|
||||
// }
|
||||
//
|
||||
const vs_source_hlsl5 = [767]u8 {
|
||||
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|
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|
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|
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|
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|
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|
||||
};
|
||||
//
|
||||
// cbuffer fs_params : register(b0)
|
||||
// {
|
||||
// float3 _16_offset : packoffset(c0);
|
||||
// };
|
||||
//
|
||||
//
|
||||
// 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 * _16_offset.x;
|
||||
// }
|
||||
//
|
||||
// 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;
|
||||
// }
|
||||
//
|
||||
const fs_source_hlsl5 = [530]u8 {
|
||||
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|
||||
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|
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||||
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|
||||
0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x20,0x20,0x20,0x20,0x66,0x72,0x61,0x67,0x5f,0x6d,
|
||||
0x61,0x69,0x6e,0x28,0x29,0x3b,0x0a,0x20,0x20,0x20,0x20,0x53,0x50,0x49,0x52,0x56,
|
||||
0x5f,0x43,0x72,0x6f,0x73,0x73,0x5f,0x4f,0x75,0x74,0x70,0x75,0x74,0x20,0x73,0x74,
|
||||
0x61,0x67,0x65,0x5f,0x6f,0x75,0x74,0x70,0x75,0x74,0x3b,0x0a,0x20,0x20,0x20,0x20,
|
||||
0x73,0x74,0x61,0x67,0x65,0x5f,0x6f,0x75,0x74,0x70,0x75,0x74,0x2e,0x66,0x72,0x61,
|
||||
0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x20,0x3d,0x20,0x66,0x72,0x61,0x67,0x5f,0x63,
|
||||
0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x20,0x20,0x20,0x20,0x72,0x65,0x74,0x75,0x72,0x6e,
|
||||
0x20,0x73,0x74,0x61,0x67,0x65,0x5f,0x6f,0x75,0x74,0x70,0x75,0x74,0x3b,0x0a,0x7d,
|
||||
0x0a,0x00,
|
||||
};
|
||||
//
|
||||
// #include <metal_stdlib>
|
||||
// #include <simd/simd.h>
|
||||
//
|
||||
// using namespace metal;
|
||||
//
|
||||
// struct vs_params
|
||||
// {
|
||||
// float aspectRatio;
|
||||
// };
|
||||
//
|
||||
// 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]], constant vs_params& _23 [[buffer(0)]])
|
||||
// {
|
||||
// main0_out out = {};
|
||||
// out.gl_Position = in.position;
|
||||
// out.gl_Position.x *= _23.aspectRatio;
|
||||
// out.color = in.color0;
|
||||
// return out;
|
||||
// }
|
||||
//
|
||||
//
|
||||
const vs_source_metal_macos = [546]u8 {
|
||||
0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,0x20,0x3c,0x6d,0x65,0x74,0x61,0x6c,0x5f,
|
||||
0x73,0x74,0x64,0x6c,0x69,0x62,0x3e,0x0a,0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,
|
||||
0x20,0x3c,0x73,0x69,0x6d,0x64,0x2f,0x73,0x69,0x6d,0x64,0x2e,0x68,0x3e,0x0a,0x0a,
|
||||
0x75,0x73,0x69,0x6e,0x67,0x20,0x6e,0x61,0x6d,0x65,0x73,0x70,0x61,0x63,0x65,0x20,
|
||||
0x6d,0x65,0x74,0x61,0x6c,0x3b,0x0a,0x0a,0x73,0x74,0x72,0x75,0x63,0x74,0x20,0x76,
|
||||
0x73,0x5f,0x70,0x61,0x72,0x61,0x6d,0x73,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66,
|
||||
0x6c,0x6f,0x61,0x74,0x20,0x61,0x73,0x70,0x65,0x63,0x74,0x52,0x61,0x74,0x69,0x6f,
|
||||
0x3b,0x0a,0x7d,0x3b,0x0a,0x0a,0x73,0x74,0x72,0x75,0x63,0x74,0x20,0x6d,0x61,0x69,
|
||||
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|
||||
0x61,0x74,0x34,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x20,0x5b,0x5b,0x75,0x73,0x65,0x72,
|
||||
0x28,0x6c,0x6f,0x63,0x6e,0x30,0x29,0x5d,0x5d,0x3b,0x0a,0x20,0x20,0x20,0x20,0x66,
|
||||
0x6c,0x6f,0x61,0x74,0x34,0x20,0x67,0x6c,0x5f,0x50,0x6f,0x73,0x69,0x74,0x69,0x6f,
|
||||
0x6e,0x20,0x5b,0x5b,0x70,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x5d,0x5d,0x3b,0x0a,
|
||||
0x7d,0x3b,0x0a,0x0a,0x73,0x74,0x72,0x75,0x63,0x74,0x20,0x6d,0x61,0x69,0x6e,0x30,
|
||||
0x5f,0x69,0x6e,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,
|
||||
0x20,0x70,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x20,0x5b,0x5b,0x61,0x74,0x74,0x72,
|
||||
0x69,0x62,0x75,0x74,0x65,0x28,0x30,0x29,0x5d,0x5d,0x3b,0x0a,0x20,0x20,0x20,0x20,
|
||||
0x66,0x6c,0x6f,0x61,0x74,0x34,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x30,0x20,0x5b,0x5b,
|
||||
0x61,0x74,0x74,0x72,0x69,0x62,0x75,0x74,0x65,0x28,0x31,0x29,0x5d,0x5d,0x3b,0x0a,
|
||||
0x7d,0x3b,0x0a,0x0a,0x76,0x65,0x72,0x74,0x65,0x78,0x20,0x6d,0x61,0x69,0x6e,0x30,
|
||||
0x5f,0x6f,0x75,0x74,0x20,0x6d,0x61,0x69,0x6e,0x30,0x28,0x6d,0x61,0x69,0x6e,0x30,
|
||||
0x5f,0x69,0x6e,0x20,0x69,0x6e,0x20,0x5b,0x5b,0x73,0x74,0x61,0x67,0x65,0x5f,0x69,
|
||||
0x6e,0x5d,0x5d,0x2c,0x20,0x63,0x6f,0x6e,0x73,0x74,0x61,0x6e,0x74,0x20,0x76,0x73,
|
||||
0x5f,0x70,0x61,0x72,0x61,0x6d,0x73,0x26,0x20,0x5f,0x32,0x33,0x20,0x5b,0x5b,0x62,
|
||||
0x75,0x66,0x66,0x65,0x72,0x28,0x30,0x29,0x5d,0x5d,0x29,0x0a,0x7b,0x0a,0x20,0x20,
|
||||
0x20,0x20,0x6d,0x61,0x69,0x6e,0x30,0x5f,0x6f,0x75,0x74,0x20,0x6f,0x75,0x74,0x20,
|
||||
0x3d,0x20,0x7b,0x7d,0x3b,0x0a,0x20,0x20,0x20,0x20,0x6f,0x75,0x74,0x2e,0x67,0x6c,
|
||||
0x5f,0x50,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x69,0x6e,0x2e,0x70,
|
||||
0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x3b,0x0a,0x20,0x20,0x20,0x20,0x6f,0x75,0x74,
|
||||
0x2e,0x67,0x6c,0x5f,0x50,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x2e,0x78,0x20,0x2a,
|
||||
0x3d,0x20,0x5f,0x32,0x33,0x2e,0x61,0x73,0x70,0x65,0x63,0x74,0x52,0x61,0x74,0x69,
|
||||
0x6f,0x3b,0x0a,0x20,0x20,0x20,0x20,0x6f,0x75,0x74,0x2e,0x63,0x6f,0x6c,0x6f,0x72,
|
||||
0x20,0x3d,0x20,0x69,0x6e,0x2e,0x63,0x6f,0x6c,0x6f,0x72,0x30,0x3b,0x0a,0x20,0x20,
|
||||
0x20,0x20,0x72,0x65,0x74,0x75,0x72,0x6e,0x20,0x6f,0x75,0x74,0x3b,0x0a,0x7d,0x0a,
|
||||
0x0a,0x00,
|
||||
};
|
||||
//
|
||||
// #include <metal_stdlib>
|
||||
// #include <simd/simd.h>
|
||||
//
|
||||
// using namespace metal;
|
||||
//
|
||||
// struct fs_params
|
||||
// {
|
||||
// float3 offset;
|
||||
// };
|
||||
//
|
||||
// struct main0_out
|
||||
// {
|
||||
// float4 frag_color [[color(0)]];
|
||||
// };
|
||||
//
|
||||
// struct main0_in
|
||||
// {
|
||||
// float4 color [[user(locn0)]];
|
||||
// };
|
||||
//
|
||||
// fragment main0_out main0(main0_in in [[stage_in]], constant fs_params& _16 [[buffer(0)]])
|
||||
// {
|
||||
// main0_out out = {};
|
||||
// out.frag_color = in.color * _16.offset.x;
|
||||
// return out;
|
||||
// }
|
||||
//
|
||||
//
|
||||
const fs_source_metal_macos = [411]u8 {
|
||||
0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,0x20,0x3c,0x6d,0x65,0x74,0x61,0x6c,0x5f,
|
||||
0x73,0x74,0x64,0x6c,0x69,0x62,0x3e,0x0a,0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,
|
||||
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|
||||
0x75,0x73,0x69,0x6e,0x67,0x20,0x6e,0x61,0x6d,0x65,0x73,0x70,0x61,0x63,0x65,0x20,
|
||||
0x6d,0x65,0x74,0x61,0x6c,0x3b,0x0a,0x0a,0x73,0x74,0x72,0x75,0x63,0x74,0x20,0x66,
|
||||
0x73,0x5f,0x70,0x61,0x72,0x61,0x6d,0x73,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66,
|
||||
0x6c,0x6f,0x61,0x74,0x33,0x20,0x6f,0x66,0x66,0x73,0x65,0x74,0x3b,0x0a,0x7d,0x3b,
|
||||
0x0a,0x0a,0x73,0x74,0x72,0x75,0x63,0x74,0x20,0x6d,0x61,0x69,0x6e,0x30,0x5f,0x6f,
|
||||
0x75,0x74,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,0x20,
|
||||
0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x20,0x5b,0x5b,0x63,0x6f,0x6c,
|
||||
0x6f,0x72,0x28,0x30,0x29,0x5d,0x5d,0x3b,0x0a,0x7d,0x3b,0x0a,0x0a,0x73,0x74,0x72,
|
||||
0x75,0x63,0x74,0x20,0x6d,0x61,0x69,0x6e,0x30,0x5f,0x69,0x6e,0x0a,0x7b,0x0a,0x20,
|
||||
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|
||||
0x5b,0x5b,0x75,0x73,0x65,0x72,0x28,0x6c,0x6f,0x63,0x6e,0x30,0x29,0x5d,0x5d,0x3b,
|
||||
0x0a,0x7d,0x3b,0x0a,0x0a,0x66,0x72,0x61,0x67,0x6d,0x65,0x6e,0x74,0x20,0x6d,0x61,
|
||||
0x69,0x6e,0x30,0x5f,0x6f,0x75,0x74,0x20,0x6d,0x61,0x69,0x6e,0x30,0x28,0x6d,0x61,
|
||||
0x69,0x6e,0x30,0x5f,0x69,0x6e,0x20,0x69,0x6e,0x20,0x5b,0x5b,0x73,0x74,0x61,0x67,
|
||||
0x65,0x5f,0x69,0x6e,0x5d,0x5d,0x2c,0x20,0x63,0x6f,0x6e,0x73,0x74,0x61,0x6e,0x74,
|
||||
0x20,0x66,0x73,0x5f,0x70,0x61,0x72,0x61,0x6d,0x73,0x26,0x20,0x5f,0x31,0x36,0x20,
|
||||
0x5b,0x5b,0x62,0x75,0x66,0x66,0x65,0x72,0x28,0x30,0x29,0x5d,0x5d,0x29,0x0a,0x7b,
|
||||
0x0a,0x20,0x20,0x20,0x20,0x6d,0x61,0x69,0x6e,0x30,0x5f,0x6f,0x75,0x74,0x20,0x6f,
|
||||
0x75,0x74,0x20,0x3d,0x20,0x7b,0x7d,0x3b,0x0a,0x20,0x20,0x20,0x20,0x6f,0x75,0x74,
|
||||
0x2e,0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x20,0x3d,0x20,0x69,0x6e,
|
||||
0x2e,0x63,0x6f,0x6c,0x6f,0x72,0x20,0x2a,0x20,0x5f,0x31,0x36,0x2e,0x6f,0x66,0x66,
|
||||
0x73,0x65,0x74,0x2e,0x78,0x3b,0x0a,0x20,0x20,0x20,0x20,0x72,0x65,0x74,0x75,0x72,
|
||||
0x6e,0x20,0x6f,0x75,0x74,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
|
||||
};
|
||||
//
|
||||
// diagnostic(off, derivative_uniformity);
|
||||
//
|
||||
// struct vs_params {
|
||||
// /_ @offset(0) _/
|
||||
// aspectRatio : f32,
|
||||
// }
|
||||
//
|
||||
// var<private> position_1 : vec4f;
|
||||
//
|
||||
// @group(0) @binding(0) var<uniform> x_23 : vs_params;
|
||||
//
|
||||
// var<private> color : vec4f;
|
||||
//
|
||||
// var<private> color0 : vec4f;
|
||||
//
|
||||
// var<private> gl_Position : vec4f;
|
||||
//
|
||||
// fn main_1() {
|
||||
// let x_18 : vec4f = position_1;
|
||||
// gl_Position = x_18;
|
||||
// let x_26 : f32 = x_23.aspectRatio;
|
||||
// let x_30 : f32 = gl_Position.x;
|
||||
// gl_Position.x = (x_30 * x_26);
|
||||
// let x_35 : vec4f = color0;
|
||||
// color = x_35;
|
||||
// return;
|
||||
// }
|
||||
//
|
||||
// struct main_out {
|
||||
// @builtin(position)
|
||||
// gl_Position : vec4f,
|
||||
// @location(0)
|
||||
// color_1 : vec4f,
|
||||
// }
|
||||
//
|
||||
// @vertex
|
||||
// fn main(@location(0) position_1_param : vec4f, @location(1) color0_param : vec4f) -> main_out {
|
||||
// position_1 = position_1_param;
|
||||
// color0 = color0_param;
|
||||
// main_1();
|
||||
// return main_out(gl_Position, color);
|
||||
// }
|
||||
//
|
||||
//
|
||||
const vs_source_wgsl = [832]u8 {
|
||||
0x64,0x69,0x61,0x67,0x6e,0x6f,0x73,0x74,0x69,0x63,0x28,0x6f,0x66,0x66,0x2c,0x20,
|
||||
0x64,0x65,0x72,0x69,0x76,0x61,0x74,0x69,0x76,0x65,0x5f,0x75,0x6e,0x69,0x66,0x6f,
|
||||
0x72,0x6d,0x69,0x74,0x79,0x29,0x3b,0x0a,0x0a,0x73,0x74,0x72,0x75,0x63,0x74,0x20,
|
||||
0x76,0x73,0x5f,0x70,0x61,0x72,0x61,0x6d,0x73,0x20,0x7b,0x0a,0x20,0x20,0x2f,0x2a,
|
||||
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|
||||
0x20,0x61,0x73,0x70,0x65,0x63,0x74,0x52,0x61,0x74,0x69,0x6f,0x20,0x3a,0x20,0x66,
|
||||
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|
||||
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|
||||
0x20,0x76,0x65,0x63,0x34,0x66,0x3b,0x0a,0x0a,0x40,0x67,0x72,0x6f,0x75,0x70,0x28,
|
||||
0x30,0x29,0x20,0x40,0x62,0x69,0x6e,0x64,0x69,0x6e,0x67,0x28,0x30,0x29,0x20,0x76,
|
||||
0x61,0x72,0x3c,0x75,0x6e,0x69,0x66,0x6f,0x72,0x6d,0x3e,0x20,0x78,0x5f,0x32,0x33,
|
||||
0x20,0x3a,0x20,0x76,0x73,0x5f,0x70,0x61,0x72,0x61,0x6d,0x73,0x3b,0x0a,0x0a,0x76,
|
||||
0x61,0x72,0x3c,0x70,0x72,0x69,0x76,0x61,0x74,0x65,0x3e,0x20,0x63,0x6f,0x6c,0x6f,
|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
0x31,0x28,0x29,0x3b,0x0a,0x20,0x20,0x72,0x65,0x74,0x75,0x72,0x6e,0x20,0x6d,0x61,
|
||||
0x69,0x6e,0x5f,0x6f,0x75,0x74,0x28,0x67,0x6c,0x5f,0x50,0x6f,0x73,0x69,0x74,0x69,
|
||||
0x6f,0x6e,0x2c,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x29,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
|
||||
|
||||
};
|
||||
//
|
||||
// diagnostic(off, derivative_uniformity);
|
||||
//
|
||||
// struct fs_params {
|
||||
// /_ @offset(0) _/
|
||||
// offset : vec3f,
|
||||
// }
|
||||
//
|
||||
// var<private> frag_color : vec4f;
|
||||
//
|
||||
// var<private> color : vec4f;
|
||||
//
|
||||
// @group(0) @binding(4) var<uniform> x_16 : fs_params;
|
||||
//
|
||||
// fn main_1() {
|
||||
// let x_12 : vec4f = color;
|
||||
// let x_23 : f32 = x_16.offset.x;
|
||||
// frag_color = (x_12 * x_23);
|
||||
// return;
|
||||
// }
|
||||
//
|
||||
// struct main_out {
|
||||
// @location(0)
|
||||
// frag_color_1 : vec4f,
|
||||
// }
|
||||
//
|
||||
// @fragment
|
||||
// fn main(@location(0) color_param : vec4f) -> main_out {
|
||||
// color = color_param;
|
||||
// main_1();
|
||||
// return main_out(frag_color);
|
||||
// }
|
||||
//
|
||||
//
|
||||
const fs_source_wgsl = [532]u8 {
|
||||
0x64,0x69,0x61,0x67,0x6e,0x6f,0x73,0x74,0x69,0x63,0x28,0x6f,0x66,0x66,0x2c,0x20,
|
||||
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|
||||
0x72,0x6d,0x69,0x74,0x79,0x29,0x3b,0x0a,0x0a,0x73,0x74,0x72,0x75,0x63,0x74,0x20,
|
||||
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|
||||
0x20,0x40,0x6f,0x66,0x66,0x73,0x65,0x74,0x28,0x30,0x29,0x20,0x2a,0x2f,0x0a,0x20,
|
||||
0x20,0x6f,0x66,0x66,0x73,0x65,0x74,0x20,0x3a,0x20,0x76,0x65,0x63,0x33,0x66,0x2c,
|
||||
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|
||||
0x20,0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x20,0x3a,0x20,0x76,0x65,
|
||||
0x63,0x34,0x66,0x3b,0x0a,0x0a,0x76,0x61,0x72,0x3c,0x70,0x72,0x69,0x76,0x61,0x74,
|
||||
0x65,0x3e,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x20,0x3a,0x20,0x76,0x65,0x63,0x34,0x66,
|
||||
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|
||||
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|
||||
0x66,0x6f,0x72,0x6d,0x3e,0x20,0x78,0x5f,0x31,0x36,0x20,0x3a,0x20,0x66,0x73,0x5f,
|
||||
0x70,0x61,0x72,0x61,0x6d,0x73,0x3b,0x0a,0x0a,0x66,0x6e,0x20,0x6d,0x61,0x69,0x6e,
|
||||
0x5f,0x31,0x28,0x29,0x20,0x7b,0x0a,0x20,0x20,0x6c,0x65,0x74,0x20,0x78,0x5f,0x31,
|
||||
0x32,0x20,0x3a,0x20,0x76,0x65,0x63,0x34,0x66,0x20,0x3d,0x20,0x63,0x6f,0x6c,0x6f,
|
||||
0x72,0x3b,0x0a,0x20,0x20,0x6c,0x65,0x74,0x20,0x78,0x5f,0x32,0x33,0x20,0x3a,0x20,
|
||||
0x66,0x33,0x32,0x20,0x3d,0x20,0x78,0x5f,0x31,0x36,0x2e,0x6f,0x66,0x66,0x73,0x65,
|
||||
0x74,0x2e,0x78,0x3b,0x0a,0x20,0x20,0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,
|
||||
0x72,0x20,0x3d,0x20,0x28,0x78,0x5f,0x31,0x32,0x20,0x2a,0x20,0x78,0x5f,0x32,0x33,
|
||||
0x29,0x3b,0x0a,0x20,0x20,0x72,0x65,0x74,0x75,0x72,0x6e,0x3b,0x0a,0x7d,0x0a,0x0a,
|
||||
0x73,0x74,0x72,0x75,0x63,0x74,0x20,0x6d,0x61,0x69,0x6e,0x5f,0x6f,0x75,0x74,0x20,
|
||||
0x7b,0x0a,0x20,0x20,0x40,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x28,0x30,0x29,
|
||||
0x0a,0x20,0x20,0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x5f,0x31,0x20,
|
||||
0x3a,0x20,0x76,0x65,0x63,0x34,0x66,0x2c,0x0a,0x7d,0x0a,0x0a,0x40,0x66,0x72,0x61,
|
||||
0x67,0x6d,0x65,0x6e,0x74,0x0a,0x66,0x6e,0x20,0x6d,0x61,0x69,0x6e,0x28,0x40,0x6c,
|
||||
0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x28,0x30,0x29,0x20,0x63,0x6f,0x6c,0x6f,0x72,
|
||||
0x5f,0x70,0x61,0x72,0x61,0x6d,0x20,0x3a,0x20,0x76,0x65,0x63,0x34,0x66,0x29,0x20,
|
||||
0x2d,0x3e,0x20,0x6d,0x61,0x69,0x6e,0x5f,0x6f,0x75,0x74,0x20,0x7b,0x0a,0x20,0x20,
|
||||
0x63,0x6f,0x6c,0x6f,0x72,0x20,0x3d,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x5f,0x70,0x61,
|
||||
0x72,0x61,0x6d,0x3b,0x0a,0x20,0x20,0x6d,0x61,0x69,0x6e,0x5f,0x31,0x28,0x29,0x3b,
|
||||
0x0a,0x20,0x20,0x72,0x65,0x74,0x75,0x72,0x6e,0x20,0x6d,0x61,0x69,0x6e,0x5f,0x6f,
|
||||
0x75,0x74,0x28,0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x29,0x3b,0x0a,
|
||||
0x7d,0x0a,0x0a,0x00,
|
||||
};
|
||||
pub fn triangleShaderDesc(backend: sg.Backend) sg.ShaderDesc {
|
||||
var desc: sg.ShaderDesc = .{};
|
||||
desc.label = "triangle_shader";
|
||||
switch (backend) {
|
||||
.GLCORE => {
|
||||
desc.attrs[0].name = "position";
|
||||
desc.attrs[1].name = "color0";
|
||||
desc.vs.source = &vs_source_glsl410;
|
||||
desc.vs.entry = "main";
|
||||
desc.vs.uniform_blocks[0].size = 16;
|
||||
desc.vs.uniform_blocks[0].layout = .STD140;
|
||||
desc.vs.uniform_blocks[0].uniforms[0].name = "vs_params";
|
||||
desc.vs.uniform_blocks[0].uniforms[0].type = .FLOAT4;
|
||||
desc.vs.uniform_blocks[0].uniforms[0].array_count = 1;
|
||||
desc.fs.source = &fs_source_glsl410;
|
||||
desc.fs.entry = "main";
|
||||
desc.fs.uniform_blocks[0].size = 16;
|
||||
desc.fs.uniform_blocks[0].layout = .STD140;
|
||||
desc.fs.uniform_blocks[0].uniforms[0].name = "fs_params";
|
||||
desc.fs.uniform_blocks[0].uniforms[0].type = .FLOAT4;
|
||||
desc.fs.uniform_blocks[0].uniforms[0].array_count = 1;
|
||||
},
|
||||
.GLES3 => {
|
||||
desc.attrs[0].name = "position";
|
||||
desc.attrs[1].name = "color0";
|
||||
desc.vs.source = &vs_source_glsl300es;
|
||||
desc.vs.entry = "main";
|
||||
desc.vs.uniform_blocks[0].size = 16;
|
||||
desc.vs.uniform_blocks[0].layout = .STD140;
|
||||
desc.vs.uniform_blocks[0].uniforms[0].name = "vs_params";
|
||||
desc.vs.uniform_blocks[0].uniforms[0].type = .FLOAT4;
|
||||
desc.vs.uniform_blocks[0].uniforms[0].array_count = 1;
|
||||
desc.fs.source = &fs_source_glsl300es;
|
||||
desc.fs.entry = "main";
|
||||
desc.fs.uniform_blocks[0].size = 16;
|
||||
desc.fs.uniform_blocks[0].layout = .STD140;
|
||||
desc.fs.uniform_blocks[0].uniforms[0].name = "fs_params";
|
||||
desc.fs.uniform_blocks[0].uniforms[0].type = .FLOAT4;
|
||||
desc.fs.uniform_blocks[0].uniforms[0].array_count = 1;
|
||||
},
|
||||
.D3D11 => {
|
||||
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_hlsl5;
|
||||
desc.vs.d3d11_target = "vs_5_0";
|
||||
desc.vs.entry = "main";
|
||||
desc.vs.uniform_blocks[0].size = 16;
|
||||
desc.vs.uniform_blocks[0].layout = .STD140;
|
||||
desc.fs.source = &fs_source_hlsl5;
|
||||
desc.fs.d3d11_target = "ps_5_0";
|
||||
desc.fs.entry = "main";
|
||||
desc.fs.uniform_blocks[0].size = 16;
|
||||
desc.fs.uniform_blocks[0].layout = .STD140;
|
||||
},
|
||||
.METAL_MACOS => {
|
||||
desc.vs.source = &vs_source_metal_macos;
|
||||
desc.vs.entry = "main0";
|
||||
desc.vs.uniform_blocks[0].size = 16;
|
||||
desc.vs.uniform_blocks[0].layout = .STD140;
|
||||
desc.fs.source = &fs_source_metal_macos;
|
||||
desc.fs.entry = "main0";
|
||||
desc.fs.uniform_blocks[0].size = 16;
|
||||
desc.fs.uniform_blocks[0].layout = .STD140;
|
||||
},
|
||||
.WGPU => {
|
||||
desc.vs.source = &vs_source_wgsl;
|
||||
desc.vs.entry = "main";
|
||||
desc.vs.uniform_blocks[0].size = 16;
|
||||
desc.vs.uniform_blocks[0].layout = .STD140;
|
||||
desc.fs.source = &fs_source_wgsl;
|
||||
desc.fs.entry = "main";
|
||||
desc.fs.uniform_blocks[0].size = 16;
|
||||
desc.fs.uniform_blocks[0].layout = .STD140;
|
||||
},
|
||||
else => {},
|
||||
}
|
||||
return desc;
|
||||
}
|
17
todo.todo
Normal file
17
todo.todo
Normal file
@ -0,0 +1,17 @@
|
||||
|
||||
|
||||
|
||||
What are we doing here?:
|
||||
☐ using sokol in zig
|
||||
☐ part of a gamejam
|
||||
|
||||
Today:
|
||||
☐ Guide through the code
|
||||
|
||||
Draw a circle!:
|
||||
✔ Draw indices instead of triangle elements @done(24-06-12 00:29)
|
||||
✔ Quad @done(24-06-12 00:40)
|
||||
✔ Create a circle vertices @done(24-06-12 01:28)
|
||||
✔ Draw the circle @done(24-06-12 01:28)
|
||||
☐ Make the cirlce not stretch
|
||||
☐ Make the circle move with uniforms
|
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Reference in New Issue
Block a user