making initial code2 codebase diretory
This commit is contained in:
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code2/sectr/.ODIN_MONOLITHIC_PACKAGE
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code2/sectr/.ODIN_MONOLITHIC_PACKAGE
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code2/sectr/pkg_mappings.odin
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code2/sectr/pkg_mappings.odin
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399
code2/sectr/shaders/ve_blit_atlas.odin
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399
code2/sectr/shaders/ve_blit_atlas.odin
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@@ -0,0 +1,399 @@
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package sectr
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import sg "thirdparty: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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Cmdline:
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sokol-shdc --input C:\projects\SectrPrototype\code\sectr\shaders\ve_blit_atlas.shdc.glsl --output C:\projects\SectrPrototype\code\sectr\shaders\ve_blit_atlas.odin --slang hlsl4 --format=sokol_odin --module =vefc_blit_atlas
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Overview:
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=========
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Shader program: 've_blit_atlas':
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Get shader desc: ve_blit_atlas_shader_desc(sg.query_backend())
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Vertex Shader: ve_blit_atlas_vs
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Fragment Shader: ve_blit_atlas_fs
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Attributes:
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ATTR_ve_blit_atlas_v_position => 0
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ATTR_ve_blit_atlas_v_texture => 1
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Bindings:
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Uniform block 've_blit_atlas_fs_params':
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Odin struct: Ve_Blit_Atlas_Fs_Params
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Bind slot: UB_ve_blit_atlas_fs_params => 0
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Image 've_blit_atlas_src_texture':
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Image type: ._2D
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Sample type: .FLOAT
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Multisampled: false
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Bind slot: IMG_ve_blit_atlas_src_texture => 0
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Sampler 've_blit_atlas_src_sampler':
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Type: .FILTERING
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Bind slot: SMP_ve_blit_atlas_src_sampler => 0
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*/
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ATTR_ve_blit_atlas_v_position :: 0
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ATTR_ve_blit_atlas_v_texture :: 1
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UB_ve_blit_atlas_fs_params :: 0
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IMG_ve_blit_atlas_src_texture :: 0
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SMP_ve_blit_atlas_src_sampler :: 0
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Ve_Blit_Atlas_Fs_Params :: struct #align(16) {
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using _: struct #packed {
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glyph_buffer_size: [2]f32,
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over_sample: f32,
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region: i32,
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},
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}
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/*
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static float4 gl_Position;
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static float2 uv;
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static float2 v_texture;
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static float2 v_position;
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struct SPIRV_Cross_Input
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{
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float2 v_position : TEXCOORD0;
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float2 v_texture : TEXCOORD1;
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};
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struct SPIRV_Cross_Output
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{
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float2 uv : TEXCOORD0;
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float4 gl_Position : SV_Position;
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};
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void vert_main()
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{
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uv = float2(v_texture.x, 1.0f - v_texture.y);
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gl_Position = float4(v_position, 0.0f, 1.0f);
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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{
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v_texture = stage_input.v_texture;
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v_position = stage_input.v_position;
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vert_main();
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SPIRV_Cross_Output stage_output;
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stage_output.gl_Position = gl_Position;
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stage_output.uv = uv;
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return stage_output;
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}
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*/
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@(private="file")
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ve_blit_atlas_vs_source_hlsl4 := [705]u8 {
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}
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/*
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cbuffer ve_blit_atlas_fs_params : register(b0)
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{
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float2 _20_glyph_buffer_size : packoffset(c0);
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float _20_over_sample : packoffset(c0.z);
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int _20_region : packoffset(c0.w);
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};
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Texture2D<float4> ve_blit_atlas_src_texture : register(t0);
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SamplerState ve_blit_atlas_src_sampler : register(s0);
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static float2 uv;
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static float4 frag_color;
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struct SPIRV_Cross_Input
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{
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float2 uv : TEXCOORD0;
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};
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struct SPIRV_Cross_Output
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{
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float4 frag_color : SV_Target0;
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};
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float down_sample_to_texture(float2 uv_1, float2 texture_size)
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{
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return (1.0f / _20_over_sample) * (((ve_blit_atlas_src_texture.Sample(ve_blit_atlas_src_sampler, uv_1).x + ve_blit_atlas_src_texture.Sample(ve_blit_atlas_src_sampler, mad(float2(0.0f, 1.0f), texture_size, uv_1)).x) + ve_blit_atlas_src_texture.Sample(ve_blit_atlas_src_sampler, mad(float2(1.0f, 0.0f), texture_size, uv_1)).x) + ve_blit_atlas_src_texture.Sample(ve_blit_atlas_src_sampler, uv_1 + texture_size).x);
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}
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void frag_main()
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{
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float2 _98 = 1.0f.xx / _20_glyph_buffer_size;
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bool _104 = _20_region == 0;
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bool _111;
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if (!_104)
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{
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_111 = _20_region == 1;
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}
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else
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{
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_111 = _104;
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}
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bool _118;
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if (!_111)
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{
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_118 = _20_region == 2;
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}
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else
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||||
{
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_118 = _111;
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||||
}
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bool _126;
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if (!_118)
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||||
{
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_126 = _20_region == 4;
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}
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else
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{
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_126 = _118;
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}
|
||||
if (_126)
|
||||
{
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float2 param = uv + (float2(-1.0f, -1.5f) / _20_glyph_buffer_size);
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float2 param_1 = _98;
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float2 param_2 = uv + (float2(0.5f, -1.5f) / _20_glyph_buffer_size);
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float2 param_3 = _98;
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float2 param_4 = uv + (float2(-1.5f, 0.5f) / _20_glyph_buffer_size);
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||||
float2 param_5 = _98;
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||||
float2 param_6 = uv + (0.5f.xx / _20_glyph_buffer_size);
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||||
float2 param_7 = _98;
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||||
frag_color = float4(1.0f, 1.0f, 1.0f, (1.0f / _20_over_sample) * (((down_sample_to_texture(param, param_1) + down_sample_to_texture(param_2, param_3)) + down_sample_to_texture(param_4, param_5)) + down_sample_to_texture(param_6, param_7)));
|
||||
}
|
||||
else
|
||||
{
|
||||
frag_color = float4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
|
||||
{
|
||||
uv = stage_input.uv;
|
||||
frag_main();
|
||||
SPIRV_Cross_Output stage_output;
|
||||
stage_output.frag_color = frag_color;
|
||||
return stage_output;
|
||||
}
|
||||
*/
|
||||
@(private="file")
|
||||
ve_blit_atlas_fs_source_hlsl4 := [2383]u8 {
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|
||||
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,
|
||||
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|
||||
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,
|
||||
}
|
||||
ve_blit_atlas_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
|
||||
desc: sg.Shader_Desc
|
||||
desc.label = "ve_blit_atlas_shader"
|
||||
#partial switch backend {
|
||||
case .D3D11:
|
||||
desc.vertex_func.source = transmute(cstring)&ve_blit_atlas_vs_source_hlsl4
|
||||
desc.vertex_func.d3d11_target = "vs_4_0"
|
||||
desc.vertex_func.entry = "main"
|
||||
desc.fragment_func.source = transmute(cstring)&ve_blit_atlas_fs_source_hlsl4
|
||||
desc.fragment_func.d3d11_target = "ps_4_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.uniform_blocks[0].stage = .FRAGMENT
|
||||
desc.uniform_blocks[0].layout = .STD140
|
||||
desc.uniform_blocks[0].size = 16
|
||||
desc.uniform_blocks[0].hlsl_register_b_n = 0
|
||||
desc.images[0].stage = .FRAGMENT
|
||||
desc.images[0].multisampled = false
|
||||
desc.images[0].image_type = ._2D
|
||||
desc.images[0].sample_type = .FLOAT
|
||||
desc.images[0].hlsl_register_t_n = 0
|
||||
desc.samplers[0].stage = .FRAGMENT
|
||||
desc.samplers[0].sampler_type = .FILTERING
|
||||
desc.samplers[0].hlsl_register_s_n = 0
|
||||
desc.image_sampler_pairs[0].stage = .FRAGMENT
|
||||
desc.image_sampler_pairs[0].image_slot = 0
|
||||
desc.image_sampler_pairs[0].sampler_slot = 0
|
||||
}
|
||||
return desc
|
||||
}
|
57
code2/sectr/shaders/ve_blit_atlas.shdc.glsl
Normal file
57
code2/sectr/shaders/ve_blit_atlas.shdc.glsl
Normal file
@@ -0,0 +1,57 @@
|
||||
@module ve_blit_atlas
|
||||
|
||||
@header package sectr
|
||||
@header import sg "thirdparty:sokol/gfx"
|
||||
|
||||
@vs ve_blit_atlas_vs
|
||||
@include ./ve_source_shared.shdc.glsl
|
||||
@end
|
||||
|
||||
@fs ve_blit_atlas_fs
|
||||
in vec2 uv;
|
||||
out vec4 frag_color;
|
||||
|
||||
layout(binding = 0) uniform texture2D ve_blit_atlas_src_texture;
|
||||
layout(binding = 0) uniform sampler ve_blit_atlas_src_sampler;
|
||||
|
||||
layout(binding = 0) uniform ve_blit_atlas_fs_params {
|
||||
vec2 glyph_buffer_size;
|
||||
float over_sample;
|
||||
int region;
|
||||
};
|
||||
|
||||
float down_sample_to_texture( vec2 uv, vec2 texture_size )
|
||||
{
|
||||
float down_sample = 1.0f / over_sample;
|
||||
|
||||
float value =
|
||||
texture(sampler2D( ve_blit_atlas_src_texture, ve_blit_atlas_src_sampler ), uv + vec2( 0.0f, 0.0f ) * texture_size ).x * down_sample
|
||||
+ texture(sampler2D( ve_blit_atlas_src_texture, ve_blit_atlas_src_sampler ), uv + vec2( 0.0f, 1.0f ) * texture_size ).x * down_sample
|
||||
+ texture(sampler2D( ve_blit_atlas_src_texture, ve_blit_atlas_src_sampler ), uv + vec2( 1.0f, 0.0f ) * texture_size ).x * down_sample
|
||||
+ texture(sampler2D( ve_blit_atlas_src_texture, ve_blit_atlas_src_sampler ), uv + vec2( 1.0f, 1.0f ) * texture_size ).x * down_sample;
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
const vec2 texture_size = 1.0f / glyph_buffer_size;
|
||||
if ( region == 0 || region == 1 || region == 2 || region == 4 )
|
||||
{
|
||||
float down_sample = 1.0f / over_sample;
|
||||
|
||||
float alpha =
|
||||
down_sample_to_texture( uv + vec2( -1.0f, -1.5f ) * texture_size, texture_size ) * down_sample
|
||||
+ down_sample_to_texture( uv + vec2( 0.5f, -1.5f ) * texture_size, texture_size ) * down_sample
|
||||
+ down_sample_to_texture( uv + vec2( -1.5f, 0.5f ) * texture_size, texture_size ) * down_sample
|
||||
+ down_sample_to_texture( uv + vec2( 0.5f, 0.5f ) * texture_size, texture_size ) * down_sample;
|
||||
frag_color = vec4( 1.0f, 1.0f, 1.0f, alpha );
|
||||
}
|
||||
else
|
||||
{
|
||||
frag_color = vec4( 0.0f, 0.0f, 0.0f, 1.0 );
|
||||
}
|
||||
}
|
||||
@end
|
||||
|
||||
@program ve_blit_atlas ve_blit_atlas_vs ve_blit_atlas_fs
|
280
code2/sectr/shaders/ve_draw_text.odin
Normal file
280
code2/sectr/shaders/ve_draw_text.odin
Normal file
@@ -0,0 +1,280 @@
|
||||
package sectr
|
||||
import sg "thirdparty:sokol/gfx"
|
||||
/*
|
||||
#version:1# (machine generated, don't edit!)
|
||||
|
||||
Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
|
||||
|
||||
Cmdline:
|
||||
sokol-shdc --input C:\projects\SectrPrototype\code\sectr\shaders\ve_draw_text.shdc.glsl --output C:\projects\SectrPrototype\code\sectr\shaders\ve_draw_text.odin --slang hlsl4 --format=sokol_odin --module =vefc_draw_text
|
||||
|
||||
Overview:
|
||||
=========
|
||||
Shader program: 've_draw_text':
|
||||
Get shader desc: ve_draw_text_shader_desc(sg.query_backend())
|
||||
Vertex Shader: ve_draw_text_vs
|
||||
Fragment Shader: ve_draw_text_fs
|
||||
Attributes:
|
||||
ATTR_ve_draw_text_v_position => 0
|
||||
ATTR_ve_draw_text_v_texture => 1
|
||||
Bindings:
|
||||
Uniform block 've_draw_text_fs_params':
|
||||
Odin struct: Ve_Draw_Text_Fs_Params
|
||||
Bind slot: UB_ve_draw_text_fs_params => 0
|
||||
Image 've_draw_text_src_texture':
|
||||
Image type: ._2D
|
||||
Sample type: .FLOAT
|
||||
Multisampled: false
|
||||
Bind slot: IMG_ve_draw_text_src_texture => 0
|
||||
Sampler 've_draw_text_src_sampler':
|
||||
Type: .FILTERING
|
||||
Bind slot: SMP_ve_draw_text_src_sampler => 0
|
||||
*/
|
||||
ATTR_ve_draw_text_v_position :: 0
|
||||
ATTR_ve_draw_text_v_texture :: 1
|
||||
UB_ve_draw_text_fs_params :: 0
|
||||
IMG_ve_draw_text_src_texture :: 0
|
||||
SMP_ve_draw_text_src_sampler :: 0
|
||||
Ve_Draw_Text_Fs_Params :: struct #align(16) {
|
||||
using _: struct #packed {
|
||||
glyph_buffer_size: [2]f32,
|
||||
over_sample: f32,
|
||||
_: [4]u8,
|
||||
colour: [4]f32,
|
||||
},
|
||||
}
|
||||
/*
|
||||
static float4 gl_Position;
|
||||
static float2 uv;
|
||||
static float2 v_texture;
|
||||
static float2 v_position;
|
||||
|
||||
struct SPIRV_Cross_Input
|
||||
{
|
||||
float2 v_position : TEXCOORD0;
|
||||
float2 v_texture : TEXCOORD1;
|
||||
};
|
||||
|
||||
struct SPIRV_Cross_Output
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 gl_Position : SV_Position;
|
||||
};
|
||||
|
||||
void vert_main()
|
||||
{
|
||||
uv = float2(v_texture.x, 1.0f - v_texture.y);
|
||||
gl_Position = float4((v_position * 2.0f) - 1.0f.xx, 0.0f, 1.0f);
|
||||
}
|
||||
|
||||
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
|
||||
{
|
||||
v_texture = stage_input.v_texture;
|
||||
v_position = stage_input.v_position;
|
||||
vert_main();
|
||||
SPIRV_Cross_Output stage_output;
|
||||
stage_output.gl_Position = gl_Position;
|
||||
stage_output.uv = uv;
|
||||
return stage_output;
|
||||
}
|
||||
*/
|
||||
@(private="file")
|
||||
ve_draw_text_vs_source_hlsl4 := [724]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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|
||||
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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,0x7d,0x0a,0x00,
|
||||
}
|
||||
/*
|
||||
cbuffer ve_draw_text_fs_params : register(b0)
|
||||
{
|
||||
float2 _32_glyph_buffer_size : packoffset(c0);
|
||||
float _32_over_sample : packoffset(c0.z);
|
||||
float4 _32_colour : packoffset(c1);
|
||||
};
|
||||
|
||||
Texture2D<float4> ve_draw_text_src_texture : register(t0);
|
||||
SamplerState ve_draw_text_src_sampler : register(s0);
|
||||
|
||||
static float2 uv;
|
||||
static float4 frag_color;
|
||||
|
||||
struct SPIRV_Cross_Input
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct SPIRV_Cross_Output
|
||||
{
|
||||
float4 frag_color : SV_Target0;
|
||||
};
|
||||
|
||||
void frag_main()
|
||||
{
|
||||
frag_color = float4(_32_colour.xyz, _32_colour.w * ((1.0f / _32_over_sample) * (((ve_draw_text_src_texture.Sample(ve_draw_text_src_sampler, mad((-0.5f).xx, _32_glyph_buffer_size, uv)).x + ve_draw_text_src_texture.Sample(ve_draw_text_src_sampler, mad(float2(-0.5f, 0.5f), _32_glyph_buffer_size, uv)).x) + ve_draw_text_src_texture.Sample(ve_draw_text_src_sampler, mad(float2(0.5f, -0.5f), _32_glyph_buffer_size, uv)).x) + ve_draw_text_src_texture.Sample(ve_draw_text_src_sampler, mad(0.5f.xx, _32_glyph_buffer_size, uv)).x)));
|
||||
}
|
||||
|
||||
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
|
||||
{
|
||||
uv = stage_input.uv;
|
||||
frag_main();
|
||||
SPIRV_Cross_Output stage_output;
|
||||
stage_output.frag_color = frag_color;
|
||||
return stage_output;
|
||||
}
|
||||
*/
|
||||
@(private="file")
|
||||
ve_draw_text_fs_source_hlsl4 := [1231]u8 {
|
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|
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|
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|
||||
}
|
||||
ve_draw_text_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
|
||||
desc: sg.Shader_Desc
|
||||
desc.label = "ve_draw_text_shader"
|
||||
#partial switch backend {
|
||||
case .D3D11:
|
||||
desc.vertex_func.source = transmute(cstring)&ve_draw_text_vs_source_hlsl4
|
||||
desc.vertex_func.d3d11_target = "vs_4_0"
|
||||
desc.vertex_func.entry = "main"
|
||||
desc.fragment_func.source = transmute(cstring)&ve_draw_text_fs_source_hlsl4
|
||||
desc.fragment_func.d3d11_target = "ps_4_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.uniform_blocks[0].stage = .FRAGMENT
|
||||
desc.uniform_blocks[0].layout = .STD140
|
||||
desc.uniform_blocks[0].size = 32
|
||||
desc.uniform_blocks[0].hlsl_register_b_n = 0
|
||||
desc.images[0].stage = .FRAGMENT
|
||||
desc.images[0].multisampled = false
|
||||
desc.images[0].image_type = ._2D
|
||||
desc.images[0].sample_type = .FLOAT
|
||||
desc.images[0].hlsl_register_t_n = 0
|
||||
desc.samplers[0].stage = .FRAGMENT
|
||||
desc.samplers[0].sampler_type = .FILTERING
|
||||
desc.samplers[0].hlsl_register_s_n = 0
|
||||
desc.image_sampler_pairs[0].stage = .FRAGMENT
|
||||
desc.image_sampler_pairs[0].image_slot = 0
|
||||
desc.image_sampler_pairs[0].sampler_slot = 0
|
||||
}
|
||||
return desc
|
||||
}
|
51
code2/sectr/shaders/ve_draw_text.shdc.glsl
Normal file
51
code2/sectr/shaders/ve_draw_text.shdc.glsl
Normal file
@@ -0,0 +1,51 @@
|
||||
@module ve_draw_text
|
||||
|
||||
@header package sectr
|
||||
@header import sg "thirdparty:sokol/gfx"
|
||||
|
||||
@vs ve_draw_text_vs
|
||||
in vec2 v_position;
|
||||
in vec2 v_texture;
|
||||
out vec2 uv;
|
||||
|
||||
void main()
|
||||
{
|
||||
#if SOKOL_GLSL
|
||||
uv = vec2( v_texture.x, v_texture.y );
|
||||
#else
|
||||
uv = vec2( v_texture.x, 1.0 - v_texture.y );
|
||||
#endif
|
||||
gl_Position = vec4( v_position * 2.0f - 1.0f, 0.0f, 1.0f );
|
||||
}
|
||||
@end
|
||||
|
||||
@fs ve_draw_text_fs
|
||||
in vec2 uv;
|
||||
out vec4 frag_color;
|
||||
|
||||
layout(binding = 0) uniform texture2D ve_draw_text_src_texture;
|
||||
layout(binding = 0) uniform sampler ve_draw_text_src_sampler;
|
||||
|
||||
layout(binding = 0) uniform ve_draw_text_fs_params {
|
||||
vec2 glyph_buffer_size;
|
||||
float over_sample;
|
||||
vec4 colour;
|
||||
};
|
||||
|
||||
void main()
|
||||
{
|
||||
float alpha = texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler ), uv ).x;
|
||||
|
||||
const vec2 texture_size = glyph_buffer_size;
|
||||
const float down_sample = 1.0f / over_sample;
|
||||
|
||||
alpha =
|
||||
(texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler), uv + vec2( -0.5f, -0.5f) * texture_size ).x * down_sample)
|
||||
+ (texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler), uv + vec2( -0.5f, 0.5f) * texture_size ).x * down_sample)
|
||||
+ (texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler), uv + vec2( 0.5f, -0.5f) * texture_size ).x * down_sample)
|
||||
+ (texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler), uv + vec2( 0.5f, 0.5f) * texture_size ).x * down_sample);
|
||||
frag_color = vec4( colour.xyz, colour.a * alpha );
|
||||
}
|
||||
@end
|
||||
|
||||
@program ve_draw_text ve_draw_text_vs ve_draw_text_fs
|
182
code2/sectr/shaders/ve_render_glyph.odin
Normal file
182
code2/sectr/shaders/ve_render_glyph.odin
Normal file
@@ -0,0 +1,182 @@
|
||||
package sectr
|
||||
import sg "thirdparty:sokol/gfx"
|
||||
/*
|
||||
#version:1# (machine generated, don't edit!)
|
||||
|
||||
Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
|
||||
|
||||
Cmdline:
|
||||
sokol-shdc --input C:\projects\SectrPrototype\code\sectr\shaders\ve_render_glyph.shdc.glsl --output C:\projects\SectrPrototype\code\sectr\shaders\ve_render_glyph.odin --slang hlsl4 --format=sokol_odin --module =vefc_render_glyph
|
||||
|
||||
Overview:
|
||||
=========
|
||||
Shader program: 've_render_glyph':
|
||||
Get shader desc: ve_render_glyph_shader_desc(sg.query_backend())
|
||||
Vertex Shader: ve_render_glyph_vs
|
||||
Fragment Shader: ve_render_glyph_fs
|
||||
Attributes:
|
||||
ATTR_ve_render_glyph_v_position => 0
|
||||
ATTR_ve_render_glyph_v_texture => 1
|
||||
Bindings:
|
||||
*/
|
||||
ATTR_ve_render_glyph_v_position :: 0
|
||||
ATTR_ve_render_glyph_v_texture :: 1
|
||||
/*
|
||||
static float4 gl_Position;
|
||||
static float2 uv;
|
||||
static float2 v_texture;
|
||||
static float2 v_position;
|
||||
|
||||
struct SPIRV_Cross_Input
|
||||
{
|
||||
float2 v_position : TEXCOORD0;
|
||||
float2 v_texture : TEXCOORD1;
|
||||
};
|
||||
|
||||
struct SPIRV_Cross_Output
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 gl_Position : SV_Position;
|
||||
};
|
||||
|
||||
void vert_main()
|
||||
{
|
||||
uv = float2(v_texture.x, 1.0f - v_texture.y);
|
||||
gl_Position = float4(v_position, 0.0f, 1.0f);
|
||||
}
|
||||
|
||||
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
|
||||
{
|
||||
v_texture = stage_input.v_texture;
|
||||
v_position = stage_input.v_position;
|
||||
vert_main();
|
||||
SPIRV_Cross_Output stage_output;
|
||||
stage_output.gl_Position = gl_Position;
|
||||
stage_output.uv = uv;
|
||||
return stage_output;
|
||||
}
|
||||
*/
|
||||
@(private="file")
|
||||
ve_render_glyph_vs_source_hlsl4 := [705]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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|
||||
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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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|
||||
0x20,0x73,0x74,0x61,0x67,0x65,0x5f,0x69,0x6e,0x70,0x75,0x74,0x2e,0x76,0x5f,0x70,
|
||||
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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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|
||||
0x73,0x74,0x61,0x67,0x65,0x5f,0x6f,0x75,0x74,0x70,0x75,0x74,0x3b,0x0a,0x7d,0x0a,
|
||||
0x00,
|
||||
}
|
||||
/*
|
||||
static float4 frag_color;
|
||||
static float2 uv;
|
||||
|
||||
struct SPIRV_Cross_Input
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct SPIRV_Cross_Output
|
||||
{
|
||||
float4 frag_color : SV_Target0;
|
||||
};
|
||||
|
||||
void frag_main()
|
||||
{
|
||||
frag_color = 1.0f.xxxx;
|
||||
}
|
||||
|
||||
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
|
||||
{
|
||||
uv = stage_input.uv;
|
||||
frag_main();
|
||||
SPIRV_Cross_Output stage_output;
|
||||
stage_output.frag_color = frag_color;
|
||||
return stage_output;
|
||||
}
|
||||
*/
|
||||
@(private="file")
|
||||
ve_render_glyph_fs_source_hlsl4 := [427]u8 {
|
||||
0x73,0x74,0x61,0x74,0x69,0x63,0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,0x20,0x66,0x72,
|
||||
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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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|
||||
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,
|
||||
}
|
||||
ve_render_glyph_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
|
||||
desc: sg.Shader_Desc
|
||||
desc.label = "ve_render_glyph_shader"
|
||||
#partial switch backend {
|
||||
case .D3D11:
|
||||
desc.vertex_func.source = transmute(cstring)&ve_render_glyph_vs_source_hlsl4
|
||||
desc.vertex_func.d3d11_target = "vs_4_0"
|
||||
desc.vertex_func.entry = "main"
|
||||
desc.fragment_func.source = transmute(cstring)&ve_render_glyph_fs_source_hlsl4
|
||||
desc.fragment_func.d3d11_target = "ps_4_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
|
||||
}
|
||||
return desc
|
||||
}
|
20
code2/sectr/shaders/ve_render_glyph.shdc.glsl
Normal file
20
code2/sectr/shaders/ve_render_glyph.shdc.glsl
Normal file
@@ -0,0 +1,20 @@
|
||||
@module ve_render_glyph
|
||||
|
||||
@header package sectr
|
||||
@header import sg "thirdparty:sokol/gfx"
|
||||
|
||||
@vs ve_render_glyph_vs
|
||||
@include ./ve_source_shared.shdc.glsl
|
||||
@end
|
||||
|
||||
@fs ve_render_glyph_fs
|
||||
in vec2 uv;
|
||||
out vec4 frag_color;
|
||||
|
||||
void main()
|
||||
{
|
||||
frag_color = vec4( 1.0, 1.0, 1.0, 1.0 );
|
||||
}
|
||||
@end
|
||||
|
||||
@program ve_render_glyph ve_render_glyph_vs ve_render_glyph_fs
|
13
code2/sectr/shaders/ve_source_shared.shdc.glsl
Normal file
13
code2/sectr/shaders/ve_source_shared.shdc.glsl
Normal file
@@ -0,0 +1,13 @@
|
||||
in vec2 v_position;
|
||||
in vec2 v_texture;
|
||||
out vec2 uv;
|
||||
|
||||
void main()
|
||||
{
|
||||
#if SOKOL_GLSL
|
||||
uv = vec2( v_texture.x, v_texture.y );
|
||||
#else
|
||||
uv = vec2( v_texture.x, 1.0 - v_texture.y );
|
||||
#endif
|
||||
gl_Position = vec4( v_position, 0.0, 1.0 );
|
||||
}
|
0
code2/sectr/state.odin
Normal file
0
code2/sectr/state.odin
Normal file
Reference in New Issue
Block a user