Files
gio/app/headless/shaders.go
T
Elias Naur d65bfdc275 internal/cmd/convertshaders: use gofmt to format output
In particular, the simplifying "-s" flag to gofmt ensures that the automatic
test for unformatted Go source files won't complain.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 21:41:31 +01:00

130 lines
5.0 KiB
Go

// 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),
}
)