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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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@@ -913,7 +913,9 @@ draw_text_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)&draw_text_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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@@ -936,7 +938,9 @@ draw_text_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)&draw_text_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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@@ -961,8 +965,10 @@ draw_text_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
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desc.fragment_func.source = transmute(cstring)&draw_text_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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@@ -985,6 +991,8 @@ draw_text_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)&draw_text_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 = 32
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@@ -1005,6 +1013,8 @@ draw_text_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)&draw_text_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 = 32
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