Setup shaders for text rendering based on VEFontCache samples

This commit is contained in:
2024-06-06 16:15:57 -04:00
parent a81019d2a5
commit 4a931dcbe5
16 changed files with 1009 additions and 76 deletions

View File

@ -1,10 +1,12 @@
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\font_glyph.shdc.glsl --output C:\projects\SectrPrototype\code\sectr\shaders\font_glyph.odin --slang hlsl5 --format=sokol_odin
sokol-shdc --input C:\projects\SectrPrototype\code\sectr\shaders\simple_font_glyph.shdc.glsl --output C:\projects\SectrPrototype\code\sectr\shaders\simple_font_glyph.odin --slang hlsl5 --format=sokol_odin
Overview:
=========
@ -33,17 +35,12 @@
Image: glyph_bitmap
Sampler: glyph_bitmap_sampler
*/
package sectr
import sg "thirdparty:sokol/gfx"
ATTR_font_glyph_vs_vertex :: 0
ATTR_font_glyph_vs_vertex :: 0
ATTR_font_glyph_vs_texture_coord :: 1
SLOT_font_glyph_vs_params :: 0
SLOT_font_glyph_fs_params :: 0
SLOT_glyph_bitmap :: 0
SLOT_glyph_bitmap :: 0
SLOT_glyph_bitmap_sampler :: 0
Font_Glyph_Vs_Params :: struct #align(16) {
using _: struct #packed {
projection: [16]f32,
@ -240,30 +237,24 @@ font_glyph_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc.attrs[0].sem_index = 0
desc.attrs[1].sem_name = "TEXCOORD"
desc.attrs[1].sem_index = 1
desc.vs.source = transmute(cstring)&font_glyph_vs_source_hlsl5
desc.vs.d3d11_target = "vs_5_0"
desc.vs.entry = "main"
desc.vs.uniform_blocks[0].size = 64
desc.vs.source = transmute(cstring)&font_glyph_vs_source_hlsl5
desc.vs.d3d11_target = "vs_5_0"
desc.vs.entry = "main"
desc.vs.uniform_blocks[0].size = 64
desc.vs.uniform_blocks[0].layout = .STD140
desc.fs.source = transmute(cstring)&font_glyph_fs_source_hlsl5
desc.fs.d3d11_target = "ps_5_0"
desc.fs.entry = "main"
desc.fs.uniform_blocks[0].size = 16
desc.fs.source = transmute(cstring)&font_glyph_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
desc.fs.images[0].used = true
desc.fs.images[0].used = true
desc.fs.images[0].multisampled = false
desc.fs.images[0].image_type = ._2D
desc.fs.images[0].sample_type = .FLOAT
desc.fs.samplers[0].used = true
desc.fs.images[0].image_type = ._2D
desc.fs.images[0].sample_type = .FLOAT
desc.fs.samplers[0].used = true
desc.fs.samplers[0].sampler_type = .FILTERING
desc.fs.image_sampler_pairs[0].used = true
desc.fs.image_sampler_pairs[0].image_slot = 0
desc.fs.image_sampler_pairs[0].used = true
desc.fs.image_sampler_pairs[0].image_slot = 0
desc.fs.image_sampler_pairs[0].sampler_slot = 0
}
return desc

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@ -1,3 +1,6 @@
@header package sectr
@header import sg "thirdparty:sokol/gfx"
@vs font_glyph_vs
in vec2 vertex;
in vec2 texture_coord;

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@ -0,0 +1,370 @@
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_blit_atlas.shdc.glsl --output C:\projects\SectrPrototype\code\sectr\shaders\ve_blit_atlas.odin --slang hlsl5 --format=sokol_odin --module =vefc_blit_atlas
Overview:
=========
Shader program: 'vefc_blit_atlas':
Get shader desc: vefc_blit_atlas_shader_desc(sg.query_backend())
Vertex shader: vefc_blit_atlas_vs
Attributes:
ATTR_vefc_blit_atlas_vs_v_position => 0
ATTR_vefc_blit_atlas_vs_v_texture => 1
Fragment shader: vefc_blit_atlas_fs
Uniform block 'vefc_blit_atlas_fs_params':
Odin struct: Vefc_Blit_Atlas_Fs_Params
Bind slot: SLOT_vefc_blit_atlas_fs_params => 0
Image 'vefc_blit_atlas_src_texture':
Image type: ._2D
Sample type: .FLOAT
Multisampled: false
Bind slot: SLOT_vefc_blit_atlas_src_texture => 0
Sampler 'vefc_blit_atlas_src_sampler':
Type: .FILTERING
Bind slot: SLOT_vefc_blit_atlas_src_sampler => 0
Image Sampler Pair 'vefc_blit_atlas_src_texture_vefc_blit_atlas_src_sampler':
Image: vefc_blit_atlas_src_texture
Sampler: vefc_blit_atlas_src_sampler
*/
ATTR_vefc_blit_atlas_vs_v_position :: 0
ATTR_vefc_blit_atlas_vs_v_texture :: 1
SLOT_vefc_blit_atlas_fs_params :: 0
SLOT_vefc_blit_atlas_src_texture :: 0
SLOT_vefc_blit_atlas_src_sampler :: 0
Vefc_Blit_Atlas_Fs_Params :: struct #align(16) {
using _: struct #packed {
region: i32,
_: [12]u8,
},
}
/*
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 = v_texture;
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)
vefc_blit_atlas_vs_source_hlsl5 := [675]u8 {
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}
/*
cbuffer vefc_blit_atlas_fs_params : register(b0)
{
int _83_region : packoffset(c0);
};
Texture2D<float4> vefc_blit_atlas_src_texture : register(t0);
SamplerState vefc_blit_atlas_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;
};
float down_sample(float2 uv_1, float2 texture_size)
{
return 0.25f * (((vefc_blit_atlas_src_texture.Sample(vefc_blit_atlas_src_sampler, uv_1).x + vefc_blit_atlas_src_texture.Sample(vefc_blit_atlas_src_sampler, mad(float2(0.0f, 1.0f), texture_size, uv_1)).x) + vefc_blit_atlas_src_texture.Sample(vefc_blit_atlas_src_sampler, mad(float2(1.0f, 0.0f), texture_size, uv_1)).x) + vefc_blit_atlas_src_texture.Sample(vefc_blit_atlas_src_sampler, uv_1 + texture_size).x);
}
void frag_main()
{
uint _88 = uint(_83_region);
bool _89 = _88 == 0u;
bool _98;
if (!_89)
{
_98 = _88 == 1u;
}
else
{
_98 = _89;
}
bool _107;
if (!_98)
{
_107 = _88 == 2u;
}
else
{
_107 = _98;
}
if (_107)
{
float2 param = uv + float2(-0.00048828125f, -0.0029296875f);
float2 param_1 = float2(0.00048828125f, 0.001953125f);
float2 param_2 = uv + float2(0.000244140625f, -0.0029296875f);
float2 param_3 = float2(0.00048828125f, 0.001953125f);
float2 param_4 = uv + float2(-0.000732421875f, 0.0009765625f);
float2 param_5 = float2(0.00048828125f, 0.001953125f);
float2 param_6 = uv + float2(0.000244140625f, 0.0009765625f);
float2 param_7 = float2(0.00048828125f, 0.001953125f);
frag_color = float4(1.0f, 1.0f, 1.0f, 0.25f * (((down_sample(param, param_1) + down_sample(param_2, param_3)) + down_sample(param_4, param_5)) + down_sample(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)
vefc_blit_atlas_fs_source_hlsl5 := [2172]u8 {
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}
vefc_blit_atlas_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc: sg.Shader_Desc
desc.label = "vefc_blit_atlas_shader"
#partial switch backend {
case .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 = transmute(cstring)&vefc_blit_atlas_vs_source_hlsl5
desc.vs.d3d11_target = "vs_5_0"
desc.vs.entry = "main"
desc.fs.source = transmute(cstring)&vefc_blit_atlas_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
desc.fs.images[0].used = true
desc.fs.images[0].multisampled = false
desc.fs.images[0].image_type = ._2D
desc.fs.images[0].sample_type = .FLOAT
desc.fs.samplers[0].used = true
desc.fs.samplers[0].sampler_type = .FILTERING
desc.fs.image_sampler_pairs[0].used = true
desc.fs.image_sampler_pairs[0].image_slot = 0
desc.fs.image_sampler_pairs[0].sampler_slot = 0
}
return desc
}

View File

@ -0,0 +1,51 @@
@module vefc_blit_atlas
@header package sectr
@header import sg "thirdparty:sokol/gfx"
@vs vefc_blit_atlas_vs
@include ./ve_source_shared.shdc.glsl
@end
@fs vefc_blit_atlas_fs
in vec2 uv;
out vec4 frag_color;
uniform texture2D vefc_blit_atlas_src_texture;
uniform sampler vefc_blit_atlas_src_sampler;
uniform vefc_blit_atlas_fs_params {
int region;
};
float down_sample( vec2 uv, vec2 texture_size )
{
float value =
texture(sampler2D( vefc_blit_atlas_src_texture, vefc_blit_atlas_src_sampler ), uv + vec2( 0.0, 0.0 ) * texture_size ).x * 0.25
+ texture(sampler2D( vefc_blit_atlas_src_texture, vefc_blit_atlas_src_sampler ), uv + vec2( 0.0, 1.0 ) * texture_size ).x * 0.25
+ texture(sampler2D( vefc_blit_atlas_src_texture, vefc_blit_atlas_src_sampler ), uv + vec2( 1.0, 0.0 ) * texture_size ).x * 0.25
+ texture(sampler2D( vefc_blit_atlas_src_texture, vefc_blit_atlas_src_sampler ), uv + vec2( 1.0, 1.0 ) * texture_size ).x * 0.25;
return value;
}
void main()
{
// TODO(Ed): The original author made these consts, I want to instead expose as uniforms...
const vec2 texture_size = 1.0 / vec2( 2048, 512 ); // VEFontCache.Context.buffer_width/buffer_height
if ( region == 0u || region == 1u || region == 2u )
{
float alpha =
down_sample( uv + vec2( -1.0, -1.5 ) * texture_size, texture_size ) * 0.25
+ down_sample( uv + vec2( 0.5, -1.5 ) * texture_size, texture_size ) * 0.25
+ down_sample( uv + vec2( -1.5, 0.5 ) * texture_size, texture_size ) * 0.25
+ down_sample( uv + vec2( 0.5, 0.5 ) * texture_size, texture_size ) * 0.25;
frag_color = vec4( 1.0, 1.0, 1.0, alpha );
}
else
{
frag_color = vec4( 0, 0, 0, 1.0 );
}
}
@end
@program vefc_blit_atlas vefc_blit_atlas_vs vefc_blit_atlas_fs

View File

@ -0,0 +1,286 @@
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 hlsl5 --format=sokol_odin --module =vefc_draw_text
Overview:
=========
Shader program: 'vefc_draw_text':
Get shader desc: vefc_draw_text_shader_desc(sg.query_backend())
Vertex shader: vefc_draw_text_vs
Attributes:
ATTR_vefc_draw_text_vs_v_position => 0
ATTR_vefc_draw_text_vs_v_texture => 1
Fragment shader: vefc_draw_text_fs
Uniform block 'vefc_draw_text_fs_params':
Odin struct: Vefc_Draw_Text_Fs_Params
Bind slot: SLOT_vefc_draw_text_fs_params => 0
Image 'vefc_draw_text_src_texture':
Image type: ._2D
Sample type: .FLOAT
Multisampled: false
Bind slot: SLOT_vefc_draw_text_src_texture => 0
Sampler 'vefc_draw_text_src_sampler':
Type: .FILTERING
Bind slot: SLOT_vefc_draw_text_src_sampler => 0
Image Sampler Pair 'vefc_draw_text_src_texture_vefc_draw_text_src_sampler':
Image: vefc_draw_text_src_texture
Sampler: vefc_draw_text_src_sampler
*/
ATTR_vefc_draw_text_vs_v_position :: 0
ATTR_vefc_draw_text_vs_v_texture :: 1
SLOT_vefc_draw_text_fs_params :: 0
SLOT_vefc_draw_text_src_texture :: 0
SLOT_vefc_draw_text_src_sampler :: 0
Vefc_Draw_Text_Fs_Params :: struct #align(16) {
using _: struct #packed {
down_sample: i32,
_: [12]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 = v_texture;
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)
vefc_draw_text_vs_source_hlsl5 := [694]u8 {
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}
/*
cbuffer vefc_draw_text_fs_params : register(b0)
{
int _31_down_sample : packoffset(c0);
float4 _31_colour : packoffset(c1);
};
Texture2D<float4> vefc_draw_text_src_texture : register(t0);
SamplerState vefc_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()
{
float alpha = vefc_draw_text_src_texture.Sample(vefc_draw_text_src_sampler, uv).x;
if (uint(_31_down_sample) == 1u)
{
alpha = 0.25f * (((vefc_draw_text_src_texture.Sample(vefc_draw_text_src_sampler, uv + float2(-0.000244140625f, -0.0009765625f)).x + vefc_draw_text_src_texture.Sample(vefc_draw_text_src_sampler, uv + float2(-0.000244140625f, 0.0009765625f)).x) + vefc_draw_text_src_texture.Sample(vefc_draw_text_src_sampler, uv + float2(0.000244140625f, -0.0009765625f)).x) + vefc_draw_text_src_texture.Sample(vefc_draw_text_src_sampler, uv + float2(0.000244140625f, 0.0009765625f)).x);
}
frag_color = float4(_31_colour.xyz, _31_colour.w * alpha);
}
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)
vefc_draw_text_fs_source_hlsl5 := [1329]u8 {
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}
vefc_draw_text_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc: sg.Shader_Desc
desc.label = "vefc_draw_text_shader"
#partial switch backend {
case .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 = transmute(cstring)&vefc_draw_text_vs_source_hlsl5
desc.vs.d3d11_target = "vs_5_0"
desc.vs.entry = "main"
desc.fs.source = transmute(cstring)&vefc_draw_text_fs_source_hlsl5
desc.fs.d3d11_target = "ps_5_0"
desc.fs.entry = "main"
desc.fs.uniform_blocks[0].size = 32
desc.fs.uniform_blocks[0].layout = .STD140
desc.fs.images[0].used = true
desc.fs.images[0].multisampled = false
desc.fs.images[0].image_type = ._2D
desc.fs.images[0].sample_type = .FLOAT
desc.fs.samplers[0].used = true
desc.fs.samplers[0].sampler_type = .FILTERING
desc.fs.image_sampler_pairs[0].used = true
desc.fs.image_sampler_pairs[0].image_slot = 0
desc.fs.image_sampler_pairs[0].sampler_slot = 0
}
return desc
}

View File

@ -0,0 +1,48 @@
@module vefc_draw_text
@header package sectr
@header import sg "thirdparty:sokol/gfx"
@vs vefc_draw_text_vs
in vec2 v_position;
in vec2 v_texture;
out vec2 uv;
void main()
{
uv = v_texture;
gl_Position = vec4( v_position.xy * 2.0 - 1.0, 0.0, 1.0 );
}
@end
@fs vefc_draw_text_fs
in vec2 uv;
out vec4 frag_color;
uniform texture2D vefc_draw_text_src_texture;
uniform sampler vefc_draw_text_src_sampler;
uniform vefc_draw_text_fs_params {
int down_sample;
vec4 colour;
};
void main()
{
float alpha = texture(sampler2D( vefc_draw_text_src_texture, vefc_draw_text_src_sampler ), uv ).x;
if ( down_sample == 1u )
{
// TODO(Ed): The original author made these consts, I want to instead expose as uniforms...
const vec2 texture_size = 1.0 / vec2( 2048.0, 512.0 ); // VEFontCache.Context.buffer_width/buffer_height
alpha =
texture(sampler2D( vefc_draw_text_src_texture, vefc_draw_text_src_sampler), uv + vec2( -0.5, -0.5) * texture_size ).x * 0.25
+ texture(sampler2D( vefc_draw_text_src_texture, vefc_draw_text_src_sampler), uv + vec2( -0.5, 0.5) * texture_size ).x * 0.25
+ texture(sampler2D( vefc_draw_text_src_texture, vefc_draw_text_src_sampler), uv + vec2( 0.5, -0.5) * texture_size ).x * 0.25
+ texture(sampler2D( vefc_draw_text_src_texture, vefc_draw_text_src_sampler), uv + vec2( 0.5, 0.5) * texture_size ).x * 0.25;
}
frag_color = vec4( colour.xyz, colour.a * alpha );
}
@end
@program vefc_draw_text vefc_draw_text_vs vefc_draw_text_fs

View File

@ -0,0 +1,179 @@
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 hlsl5 --format=sokol_odin --module =vefc_render_glyph
Overview:
=========
Shader program: 'vefc_render_glyph':
Get shader desc: vefc_render_glyph_shader_desc(sg.query_backend())
Vertex shader: vefc_render_glyph_vs
Attributes:
ATTR_vefc_render_glyph_vs_v_position => 0
ATTR_vefc_render_glyph_vs_v_texture => 1
Fragment shader: vefc_render_glyph_fs
*/
ATTR_vefc_render_glyph_vs_v_position :: 0
ATTR_vefc_render_glyph_vs_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 = v_texture;
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)
vefc_render_glyph_vs_source_hlsl5 := [675]u8 {
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}
/*
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)
vefc_render_glyph_fs_source_hlsl5 := [427]u8 {
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}
vefc_render_glyph_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc: sg.Shader_Desc
desc.label = "vefc_render_glyph_shader"
#partial switch backend {
case .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 = transmute(cstring)&vefc_render_glyph_vs_source_hlsl5
desc.vs.d3d11_target = "vs_5_0"
desc.vs.entry = "main"
desc.fs.source = transmute(cstring)&vefc_render_glyph_fs_source_hlsl5
desc.fs.d3d11_target = "ps_5_0"
desc.fs.entry = "main"
}
return desc
}

View File

@ -0,0 +1,20 @@
@module vefc_render_glyph
@header package sectr
@header import sg "thirdparty:sokol/gfx"
@vs vefc_render_glyph_vs
@include ./ve_source_shared.shdc.glsl
@end
@fs vefc_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 vefc_render_glyph vefc_render_glyph_vs vefc_render_glyph_fs

View File

@ -0,0 +1,9 @@
in vec2 v_position;
in vec2 v_texture;
out vec2 uv;
void main()
{
uv = v_texture;
gl_Position = vec4( v_position.xy, 0.0, 1.0 );
}