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#version 410 | ||
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layout(location = 0) out vec4 fragColor; | ||
layout(location = 0) in vec4 color; | ||
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void main() | ||
{ | ||
fragColor = color; | ||
} | ||
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#version 410 | ||
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uniform vec4 vs_params[12]; | ||
layout(location = 0) in vec3 vertexPosition; | ||
layout(location = 0) out vec4 color; | ||
layout(location = 1) in vec4 vertexColor; | ||
layout(location = 2) in vec2 vertexTexture; | ||
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void main() | ||
{ | ||
gl_Position = ((mat4(vs_params[0], vs_params[1], vs_params[2], vs_params[3]) * mat4(vs_params[4], vs_params[5], vs_params[6], vs_params[7])) * mat4(vs_params[8], vs_params[9], vs_params[10], vs_params[11])) * vec4(vertexPosition, 1.0); | ||
gl_PointSize = 1.0; | ||
color = vertexColor; | ||
} | ||
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#version 300 es | ||
precision mediump float; | ||
precision highp int; | ||
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layout(location = 0) out highp vec4 fragColor; | ||
in highp vec4 color; | ||
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void main() | ||
{ | ||
fragColor = color; | ||
} | ||
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#version 300 es | ||
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uniform vec4 vs_params[12]; | ||
layout(location = 0) in vec3 vertexPosition; | ||
out vec4 color; | ||
layout(location = 1) in vec4 vertexColor; | ||
layout(location = 2) in vec2 vertexTexture; | ||
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void main() | ||
{ | ||
gl_Position = ((mat4(vs_params[0], vs_params[1], vs_params[2], vs_params[3]) * mat4(vs_params[4], vs_params[5], vs_params[6], vs_params[7])) * mat4(vs_params[8], vs_params[9], vs_params[10], vs_params[11])) * vec4(vertexPosition, 1.0); | ||
gl_PointSize = 1.0; | ||
color = vertexColor; | ||
} | ||
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static float4 fragColor; | ||
static float4 color; | ||
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struct SPIRV_Cross_Input | ||
{ | ||
float4 color : TEXCOORD0; | ||
}; | ||
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struct SPIRV_Cross_Output | ||
{ | ||
float4 fragColor : SV_Target0; | ||
}; | ||
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void frag_main() | ||
{ | ||
fragColor = color; | ||
} | ||
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) | ||
{ | ||
color = stage_input.color; | ||
frag_main(); | ||
SPIRV_Cross_Output stage_output; | ||
stage_output.fragColor = fragColor; | ||
return stage_output; | ||
} |
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cbuffer vs_params : register(b0) | ||
{ | ||
row_major float4x4 _19_projectionMatrix : packoffset(c0); | ||
row_major float4x4 _19_viewMatrix : packoffset(c4); | ||
row_major float4x4 _19_modelMatrix : packoffset(c8); | ||
}; | ||
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static float4 gl_Position; | ||
static float gl_PointSize; | ||
static float3 vertexPosition; | ||
static float4 color; | ||
static float4 vertexColor; | ||
static float2 vertexTexture; | ||
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struct SPIRV_Cross_Input | ||
{ | ||
float3 vertexPosition : TEXCOORD0; | ||
float4 vertexColor : TEXCOORD1; | ||
float2 vertexTexture : TEXCOORD2; | ||
}; | ||
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struct SPIRV_Cross_Output | ||
{ | ||
float4 color : TEXCOORD0; | ||
float4 gl_Position : SV_Position; | ||
}; | ||
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void vert_main() | ||
{ | ||
gl_Position = mul(float4(vertexPosition, 1.0f), mul(_19_modelMatrix, mul(_19_viewMatrix, _19_projectionMatrix))); | ||
gl_PointSize = 1.0f; | ||
color = vertexColor; | ||
} | ||
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) | ||
{ | ||
vertexPosition = stage_input.vertexPosition; | ||
vertexColor = stage_input.vertexColor; | ||
vertexTexture = stage_input.vertexTexture; | ||
vert_main(); | ||
SPIRV_Cross_Output stage_output; | ||
stage_output.gl_Position = gl_Position; | ||
stage_output.color = color; | ||
return stage_output; | ||
} |
22 changes: 22 additions & 0 deletions
22
assets/shaders/dst/metal-ios/flat.glsl_flat_metal_ios_fs.metal
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#include <metal_stdlib> | ||
#include <simd/simd.h> | ||
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using namespace metal; | ||
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struct main0_out | ||
{ | ||
float4 fragColor [[color(0)]]; | ||
}; | ||
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struct main0_in | ||
{ | ||
float4 color [[user(locn0)]]; | ||
}; | ||
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fragment main0_out main0(main0_in in [[stage_in]]) | ||
{ | ||
main0_out out = {}; | ||
out.fragColor = in.color; | ||
return out; | ||
} | ||
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34 changes: 34 additions & 0 deletions
34
assets/shaders/dst/metal-ios/flat.glsl_flat_metal_ios_vs.metal
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#include <metal_stdlib> | ||
#include <simd/simd.h> | ||
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using namespace metal; | ||
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struct vs_params | ||
{ | ||
float4x4 projectionMatrix; | ||
float4x4 viewMatrix; | ||
float4x4 modelMatrix; | ||
}; | ||
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struct main0_out | ||
{ | ||
float4 color [[user(locn0)]]; | ||
float4 gl_Position [[position]]; | ||
float gl_PointSize [[point_size]]; | ||
}; | ||
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struct main0_in | ||
{ | ||
float3 vertexPosition [[attribute(0)]]; | ||
float4 vertexColor [[attribute(1)]]; | ||
}; | ||
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vertex main0_out main0(main0_in in [[stage_in]], constant vs_params& _19 [[buffer(0)]]) | ||
{ | ||
main0_out out = {}; | ||
out.gl_Position = ((_19.projectionMatrix * _19.viewMatrix) * _19.modelMatrix) * float4(in.vertexPosition, 1.0); | ||
out.gl_PointSize = 1.0; | ||
out.color = in.vertexColor; | ||
return out; | ||
} | ||
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22 changes: 22 additions & 0 deletions
22
assets/shaders/dst/metal-macos/flat.glsl_flat_metal_macos_fs.metal
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,22 @@ | ||
#include <metal_stdlib> | ||
#include <simd/simd.h> | ||
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using namespace metal; | ||
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struct main0_out | ||
{ | ||
float4 fragColor [[color(0)]]; | ||
}; | ||
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struct main0_in | ||
{ | ||
float4 color [[user(locn0)]]; | ||
}; | ||
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fragment main0_out main0(main0_in in [[stage_in]]) | ||
{ | ||
main0_out out = {}; | ||
out.fragColor = in.color; | ||
return out; | ||
} | ||
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34 changes: 34 additions & 0 deletions
34
assets/shaders/dst/metal-macos/flat.glsl_flat_metal_macos_vs.metal
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,34 @@ | ||
#include <metal_stdlib> | ||
#include <simd/simd.h> | ||
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using namespace metal; | ||
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struct vs_params | ||
{ | ||
float4x4 projectionMatrix; | ||
float4x4 viewMatrix; | ||
float4x4 modelMatrix; | ||
}; | ||
|
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struct main0_out | ||
{ | ||
float4 color [[user(locn0)]]; | ||
float4 gl_Position [[position]]; | ||
float gl_PointSize [[point_size]]; | ||
}; | ||
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struct main0_in | ||
{ | ||
float3 vertexPosition [[attribute(0)]]; | ||
float4 vertexColor [[attribute(1)]]; | ||
}; | ||
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vertex main0_out main0(main0_in in [[stage_in]], constant vs_params& _19 [[buffer(0)]]) | ||
{ | ||
main0_out out = {}; | ||
out.gl_Position = ((_19.projectionMatrix * _19.viewMatrix) * _19.modelMatrix) * float4(in.vertexPosition, 1.0); | ||
out.gl_PointSize = 1.0; | ||
out.color = in.vertexColor; | ||
return out; | ||
} | ||
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