#pragma once /* #version:1# (machine generated, don't edit!) Generated by sokol-shdc (https://github.com/floooh/sokol-tools) Cmdline: sokol-shdc -i shaders/triangle-sapp.glsl -f sokol -o shaders/triangle-sapp.glsl.h -l glsl300es Overview: ========= Shader program: 'triangle': Get shader desc: triangle_shader_desc(sg_query_backend()); Vertex Shader: vs Fragment Shader: fs Attributes: ATTR_triangle_position => 0 ATTR_triangle_color0 => 1 Bindings: */ #if !defined(SOKOL_GFX_INCLUDED) #error "Please include sokol_gfx.h before triangle-sapp.glsl.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_triangle_position (0) #define ATTR_triangle_color0 (1) /* #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; } */ static const uint8_t vs_source_glsl300es[176] = { 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x33,0x30,0x30,0x20,0x65,0x73,0x0a, 0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e, 0x20,0x3d,0x20,0x30,0x29,0x20,0x69,0x6e,0x20,0x76,0x65,0x63,0x34,0x20,0x70,0x6f, 0x73,0x69,0x74,0x69,0x6f,0x6e,0x3b,0x0a,0x6f,0x75,0x74,0x20,0x76,0x65,0x63,0x34, 0x20,0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c, 0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x31,0x29,0x20,0x69,0x6e,0x20, 0x76,0x65,0x63,0x34,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x30,0x3b,0x0a,0x0a,0x76,0x6f, 0x69,0x64,0x20,0x6d,0x61,0x69,0x6e,0x28,0x29,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20, 0x67,0x6c,0x5f,0x50,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x70,0x6f, 0x73,0x69,0x74,0x69,0x6f,0x6e,0x3b,0x0a,0x20,0x20,0x20,0x20,0x63,0x6f,0x6c,0x6f, 0x72,0x20,0x3d,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x30,0x3b,0x0a,0x7d,0x0a,0x0a,0x00, }; /* #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; } */ static const uint8_t fs_source_glsl300es[175] = { 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x33,0x30,0x30,0x20,0x65,0x73,0x0a, 0x70,0x72,0x65,0x63,0x69,0x73,0x69,0x6f,0x6e,0x20,0x6d,0x65,0x64,0x69,0x75,0x6d, 0x70,0x20,0x66,0x6c,0x6f,0x61,0x74,0x3b,0x0a,0x70,0x72,0x65,0x63,0x69,0x73,0x69, 0x6f,0x6e,0x20,0x68,0x69,0x67,0x68,0x70,0x20,0x69,0x6e,0x74,0x3b,0x0a,0x0a,0x6c, 0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d, 0x20,0x30,0x29,0x20,0x6f,0x75,0x74,0x20,0x68,0x69,0x67,0x68,0x70,0x20,0x76,0x65, 0x63,0x34,0x20,0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x69, 0x6e,0x20,0x68,0x69,0x67,0x68,0x70,0x20,0x76,0x65,0x63,0x34,0x20,0x63,0x6f,0x6c, 0x6f,0x72,0x3b,0x0a,0x0a,0x76,0x6f,0x69,0x64,0x20,0x6d,0x61,0x69,0x6e,0x28,0x29, 0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f, 0x72,0x20,0x3d,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x7d,0x0a,0x0a,0x00, }; static inline const sg_shader_desc* triangle_shader_desc(sg_backend backend) { if (backend == SG_BACKEND_GLES3) { static sg_shader_desc desc; static bool valid; if (!valid) { valid = true; desc.vertex_func.source = (const char*)vs_source_glsl300es; desc.vertex_func.entry = "main"; desc.fragment_func.source = (const char*)fs_source_glsl300es; desc.fragment_func.entry = "main"; desc.attrs[0].base_type = SG_SHADERATTRBASETYPE_FLOAT; desc.attrs[0].glsl_name = "position"; desc.attrs[1].base_type = SG_SHADERATTRBASETYPE_FLOAT; desc.attrs[1].glsl_name = "color0"; desc.label = "triangle_shader"; } return &desc; } return 0; }