// Code generated by build.go. DO NOT EDIT. package headless import "gioui.org/gpu/backend" var ( shader_input_vert = backend.ShaderSources{ Inputs: []backend.InputLocation{{Name: "position", Location: 0, Semantic: "POSITION", SemanticIndex: 0, Type: 0x0, Size: 4}}, GLSL100ES: "\nattribute vec4 position;\n\nvoid main()\n{\n gl_Position = position;\n}\n\n", GLSL300ES: "#version 300 es\n\nlayout(location = 0) in vec4 position;\n\nvoid main()\n{\n gl_Position = position;\n}\n\n", GLSL130: "#version 130\n\nin vec4 position;\n\nvoid main()\n{\n gl_Position = position;\n}\n\n", GLSL150: "#version 150\n\nin vec4 position;\n\nvoid main()\n{\n gl_Position = position;\n}\n\n", /* static float4 gl_Position; static float4 position; struct SPIRV_Cross_Input { float4 position : POSITION; }; struct SPIRV_Cross_Output { float4 gl_Position : SV_Position; }; void vert_main() { gl_Position = position; } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { position = stage_input.position; vert_main(); SPIRV_Cross_Output stage_output; stage_output.gl_Position = gl_Position; return stage_output; } */ HLSL: []byte(nil), } shader_simple_frag = backend.ShaderSources{ GLSL100ES: "precision mediump float;\nprecision highp int;\n\nvoid main()\n{\n gl_FragData[0] = vec4(0.25, 0.550000011920928955078125, 0.75, 1.0);\n}\n\n", GLSL300ES: "#version 300 es\nprecision mediump float;\nprecision highp int;\n\nlayout(location = 0) out vec4 fragColor;\n\nvoid main()\n{\n fragColor = vec4(0.25, 0.550000011920928955078125, 0.75, 1.0);\n}\n\n", GLSL130: "#version 130\n\nout vec4 fragColor;\n\nvoid main()\n{\n fragColor = vec4(0.25, 0.550000011920928955078125, 0.75, 1.0);\n}\n\n", GLSL150: "#version 150\n\nout vec4 fragColor;\n\nvoid main()\n{\n fragColor = vec4(0.25, 0.550000011920928955078125, 0.75, 1.0);\n}\n\n", /* static float4 fragColor; struct SPIRV_Cross_Output { float4 fragColor : SV_Target0; }; void frag_main() { fragColor = float4(0.25f, 0.550000011920928955078125f, 0.75f, 1.0f); } SPIRV_Cross_Output main() { frag_main(); SPIRV_Cross_Output stage_output; stage_output.fragColor = fragColor; return stage_output; } */ HLSL: []byte(nil), } shader_simple_vert = backend.ShaderSources{ GLSL100ES: "\nvoid main()\n{\n float x;\n float y;\n if (gl_VertexID == 0)\n {\n x = 0.0;\n y = 0.5;\n }\n else\n {\n if (gl_VertexID == 1)\n {\n x = 0.5;\n y = -0.5;\n }\n else\n {\n x = -0.5;\n y = -0.5;\n }\n }\n gl_Position = vec4(x, y, 0.5, 1.0);\n}\n\n", GLSL300ES: "#version 300 es\n\nvoid main()\n{\n float x;\n float y;\n if (gl_VertexID == 0)\n {\n x = 0.0;\n y = 0.5;\n }\n else\n {\n if (gl_VertexID == 1)\n {\n x = 0.5;\n y = -0.5;\n }\n else\n {\n x = -0.5;\n y = -0.5;\n }\n }\n gl_Position = vec4(x, y, 0.5, 1.0);\n}\n\n", GLSL130: "#version 130\n\nvoid main()\n{\n float x;\n float y;\n if (gl_VertexID == 0)\n {\n x = 0.0;\n y = 0.5;\n }\n else\n {\n if (gl_VertexID == 1)\n {\n x = 0.5;\n y = -0.5;\n }\n else\n {\n x = -0.5;\n y = -0.5;\n }\n }\n gl_Position = vec4(x, y, 0.5, 1.0);\n}\n\n", GLSL150: "#version 150\n\nvoid main()\n{\n float x;\n float y;\n if (gl_VertexID == 0)\n {\n x = 0.0;\n y = 0.5;\n }\n else\n {\n if (gl_VertexID == 1)\n {\n x = 0.5;\n y = -0.5;\n }\n else\n {\n x = -0.5;\n y = -0.5;\n }\n }\n gl_Position = vec4(x, y, 0.5, 1.0);\n}\n\n", /* static float4 gl_Position; static int gl_VertexIndex; struct SPIRV_Cross_Input { uint gl_VertexIndex : SV_VertexID; }; struct SPIRV_Cross_Output { float4 gl_Position : SV_Position; }; void vert_main() { float x; float y; if (gl_VertexIndex == 0) { x = 0.0f; y = 0.5f; } else { if (gl_VertexIndex == 1) { x = 0.5f; y = -0.5f; } else { x = -0.5f; y = -0.5f; } } gl_Position = float4(x, y, 0.5f, 1.0f); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_VertexIndex = int(stage_input.gl_VertexIndex); vert_main(); SPIRV_Cross_Output stage_output; stage_output.gl_Position = gl_Position; return stage_output; } */ HLSL: []byte(nil), } )