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https://github.com/Ed94/VEFontCache-Odin.git
synced 2025-08-06 06:52:44 -07:00
Update generated sokol shader odin files based on latest sokol-shdc
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@@ -1644,7 +1644,9 @@ blit_atlas_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
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desc.vertex_func.entry = "main"
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desc.fragment_func.source = transmute(cstring)&blit_atlas_fs_source_glsl410
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desc.fragment_func.entry = "main"
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desc.attrs[0].base_type = .FLOAT
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desc.attrs[0].glsl_name = "v_position"
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desc.attrs[1].base_type = .FLOAT
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desc.attrs[1].glsl_name = "v_texture"
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desc.uniform_blocks[0].stage = .FRAGMENT
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desc.uniform_blocks[0].layout = .STD140
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@@ -1673,7 +1675,9 @@ blit_atlas_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
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desc.vertex_func.entry = "main"
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desc.fragment_func.source = transmute(cstring)&blit_atlas_fs_source_glsl300es
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desc.fragment_func.entry = "main"
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desc.attrs[0].base_type = .FLOAT
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desc.attrs[0].glsl_name = "v_position"
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desc.attrs[1].base_type = .FLOAT
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desc.attrs[1].glsl_name = "v_texture"
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desc.uniform_blocks[0].stage = .FRAGMENT
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desc.uniform_blocks[0].layout = .STD140
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@@ -1704,8 +1708,10 @@ blit_atlas_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
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desc.fragment_func.source = transmute(cstring)&blit_atlas_fs_source_hlsl4
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desc.fragment_func.d3d11_target = "ps_4_0"
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desc.fragment_func.entry = "main"
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desc.attrs[0].base_type = .FLOAT
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desc.attrs[0].hlsl_sem_name = "TEXCOORD"
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desc.attrs[0].hlsl_sem_index = 0
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desc.attrs[1].base_type = .FLOAT
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desc.attrs[1].hlsl_sem_name = "TEXCOORD"
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desc.attrs[1].hlsl_sem_index = 1
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desc.uniform_blocks[0].stage = .FRAGMENT
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@@ -1728,6 +1734,8 @@ blit_atlas_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
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desc.vertex_func.entry = "main0"
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desc.fragment_func.source = transmute(cstring)&blit_atlas_fs_source_metal_macos
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desc.fragment_func.entry = "main0"
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desc.attrs[0].base_type = .FLOAT
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desc.attrs[1].base_type = .FLOAT
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desc.uniform_blocks[0].stage = .FRAGMENT
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desc.uniform_blocks[0].layout = .STD140
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desc.uniform_blocks[0].size = 16
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@@ -1748,6 +1756,8 @@ blit_atlas_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
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desc.vertex_func.entry = "main"
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desc.fragment_func.source = transmute(cstring)&blit_atlas_fs_source_wgsl
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desc.fragment_func.entry = "main"
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desc.attrs[0].base_type = .FLOAT
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desc.attrs[1].base_type = .FLOAT
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desc.uniform_blocks[0].stage = .FRAGMENT
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desc.uniform_blocks[0].layout = .STD140
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desc.uniform_blocks[0].size = 16
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