#pragma once /* #version:1# (machine generated, don't edit!) Generated by sokol-shdc (https://github.com/floooh/sokol-tools) Cmdline: sokol-shdc --input mesh.glsl --output mesh.h --slang glsl330:hlsl5:metal_macos -b Overview: Shader program 'skinned_lit': Get shader desc: skinned_lit_shader_desc(sg_query_backend()); Vertex shader: skinned_vertex Attribute slots: ATTR_skinned_vertex_a_position = 0 ATTR_skinned_vertex_a_normal = 1 ATTR_skinned_vertex_a_uv = 2 ATTR_skinned_vertex_a_vertex_index = 3 ATTR_skinned_vertex_a_bone_indices = 4 ATTR_skinned_vertex_a_bone_weights = 5 Uniform block 'mesh_vertex_ubo': C struct: mesh_vertex_ubo_t Bind slot: SLOT_mesh_vertex_ubo = 0 Uniform block 'skin_vertex_ubo': C struct: skin_vertex_ubo_t Bind slot: SLOT_skin_vertex_ubo = 1 Image 'blend_shapes': Type: SG_IMAGETYPE_ARRAY Component Type: SG_SAMPLERTYPE_FLOAT Bind slot: SLOT_blend_shapes = 0 Fragment shader: lit_pixel Shader program 'static_lit': Get shader desc: static_lit_shader_desc(sg_query_backend()); Vertex shader: static_vertex Attribute slots: ATTR_static_vertex_a_position = 0 ATTR_static_vertex_a_normal = 1 ATTR_static_vertex_a_uv = 2 ATTR_static_vertex_a_vertex_index = 3 Uniform block 'mesh_vertex_ubo': C struct: mesh_vertex_ubo_t Bind slot: SLOT_mesh_vertex_ubo = 0 Image 'blend_shapes': Type: SG_IMAGETYPE_ARRAY Component Type: SG_SAMPLERTYPE_FLOAT Bind slot: SLOT_blend_shapes = 0 Fragment shader: lit_pixel Shader descriptor structs: sg_shader skinned_lit = sg_make_shader(skinned_lit_shader_desc(sg_query_backend())); sg_shader static_lit = sg_make_shader(static_lit_shader_desc(sg_query_backend())); Vertex attribute locations for vertex shader 'static_vertex': sg_pipeline pip = sg_make_pipeline(&(sg_pipeline_desc){ .layout = { .attrs = { [ATTR_static_vertex_a_position] = { ... }, [ATTR_static_vertex_a_normal] = { ... }, [ATTR_static_vertex_a_uv] = { ... }, [ATTR_static_vertex_a_vertex_index] = { ... }, }, }, ...}); Vertex attribute locations for vertex shader 'skinned_vertex': sg_pipeline pip = sg_make_pipeline(&(sg_pipeline_desc){ .layout = { .attrs = { [ATTR_skinned_vertex_a_position] = { ... }, [ATTR_skinned_vertex_a_normal] = { ... }, [ATTR_skinned_vertex_a_uv] = { ... }, [ATTR_skinned_vertex_a_vertex_index] = { ... }, [ATTR_skinned_vertex_a_bone_indices] = { ... }, [ATTR_skinned_vertex_a_bone_weights] = { ... }, }, }, ...}); Image bind slots, use as index in sg_bindings.vs_images[] or .fs_images[] SLOT_blend_shapes = 0; Bind slot and C-struct for uniform block 'mesh_vertex_ubo': mesh_vertex_ubo_t mesh_vertex_ubo = { .geometry_to_world = ...; .normal_to_world = ...; .world_to_clip = ...; .blend_weights = ...; .f_num_blend_shapes = ...; }; sg_apply_uniforms(SG_SHADERSTAGE_[VS|FS], SLOT_mesh_vertex_ubo, &SG_RANGE(mesh_vertex_ubo)); Bind slot and C-struct for uniform block 'skin_vertex_ubo': skin_vertex_ubo_t skin_vertex_ubo = { .bones = ...; }; sg_apply_uniforms(SG_SHADERSTAGE_[VS|FS], SLOT_skin_vertex_ubo, &SG_RANGE(skin_vertex_ubo)); */ #include #include #include #include #if !defined(SOKOL_SHDC_ALIGN) #if defined(_MSC_VER) #define SOKOL_SHDC_ALIGN(a) __declspec(align(a)) #else #define SOKOL_SHDC_ALIGN(a) __attribute__((aligned(a))) #endif #endif #define ATTR_static_vertex_a_position (0) #define ATTR_static_vertex_a_normal (1) #define ATTR_static_vertex_a_uv (2) #define ATTR_static_vertex_a_vertex_index (3) #define ATTR_skinned_vertex_a_position (0) #define ATTR_skinned_vertex_a_normal (1) #define ATTR_skinned_vertex_a_uv (2) #define ATTR_skinned_vertex_a_vertex_index (3) #define ATTR_skinned_vertex_a_bone_indices (4) #define ATTR_skinned_vertex_a_bone_weights (5) #define SLOT_blend_shapes (0) #define SLOT_mesh_vertex_ubo (0) #pragma pack(push,1) SOKOL_SHDC_ALIGN(16) typedef struct mesh_vertex_ubo_t { um_mat geometry_to_world; um_mat normal_to_world; um_mat world_to_clip; um_vec4 blend_weights[16]; float f_num_blend_shapes; uint8_t _pad_452[12]; } mesh_vertex_ubo_t; #pragma pack(pop) #define SLOT_skin_vertex_ubo (1) #pragma pack(push,1) SOKOL_SHDC_ALIGN(16) typedef struct skin_vertex_ubo_t { um_mat bones[64]; } skin_vertex_ubo_t; #pragma pack(pop) /* #version 330 uniform vec4 mesh_vertex_ubo[29]; uniform sampler2DArray blend_shapes; layout(location = 0) in vec3 a_position; layout(location = 3) in float a_vertex_index; out vec3 v_normal; layout(location = 1) in vec3 a_normal; out vec2 v_uv; layout(location = 2) in vec2 a_uv; vec3 evaluate_blend_shape(int vertex_index) { int _21 = vertex_index & 2047; int _24 = vertex_index >> 11; int _39 = int(mesh_vertex_ubo[28].x); vec3 offset = vec3(0.0); for (int i = 0; i < _39; i++) { vec4 _packed = mesh_vertex_ubo[(i >> 2) * 1 + 12]; offset += (texelFetch(blend_shapes, ivec3(_21, _24, i), 0).xyz * _packed[i & 3]); } return offset; } void main() { vec3 local_pos = a_position; int param = int(a_vertex_index); vec3 _104 = local_pos; vec3 _105 = _104 + evaluate_blend_shape(param); local_pos = _105; gl_Position = mat4(mesh_vertex_ubo[8], mesh_vertex_ubo[9], mesh_vertex_ubo[10], mesh_vertex_ubo[11]) * vec4((mat4(mesh_vertex_ubo[0], mesh_vertex_ubo[1], mesh_vertex_ubo[2], mesh_vertex_ubo[3]) * vec4(_105, 1.0)).xyz, 1.0); v_normal = normalize((mat4(mesh_vertex_ubo[4], mesh_vertex_ubo[5], mesh_vertex_ubo[6], mesh_vertex_ubo[7]) * vec4(a_normal, 0.0)).xyz); v_uv = a_uv; } */ static const char static_vertex_source_glsl330[1259] = { 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x33,0x33,0x30,0x0a,0x0a,0x75,0x6e, 0x69,0x66,0x6f,0x72,0x6d,0x20,0x76,0x65,0x63,0x34,0x20,0x6d,0x65,0x73,0x68,0x5f, 0x76,0x65,0x72,0x74,0x65,0x78,0x5f,0x75,0x62,0x6f,0x5b,0x32,0x39,0x5d,0x3b,0x0a, 0x75,0x6e,0x69,0x66,0x6f,0x72,0x6d,0x20,0x73,0x61,0x6d,0x70,0x6c,0x65,0x72,0x32, 0x44,0x41,0x72,0x72,0x61,0x79,0x20,0x62,0x6c,0x65,0x6e,0x64,0x5f,0x73,0x68,0x61, 0x70,0x65,0x73,0x3b,0x0a,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63, 0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x30,0x29,0x20,0x69,0x6e,0x20,0x76,0x65, 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uniform vec4 skin_vertex_ubo[256]; uniform sampler2DArray blend_shapes; layout(location = 4) in vec4 a_bone_indices; layout(location = 5) in vec4 a_bone_weights; layout(location = 0) in vec3 a_position; layout(location = 3) in float a_vertex_index; layout(location = 1) in vec3 a_normal; out vec3 v_normal; out vec2 v_uv; layout(location = 2) in vec2 a_uv; vec3 evaluate_blend_shape(int vertex_index) { int _21 = vertex_index & 2047; int _24 = vertex_index >> 11; int _39 = int(mesh_vertex_ubo[28].x); vec3 offset = vec3(0.0); for (int i = 0; i < _39; i++) { vec4 _packed = mesh_vertex_ubo[(i >> 2) * 1 + 12]; offset += (texelFetch(blend_shapes, ivec3(_21, _24, i), 0).xyz * _packed[i & 3]); } return offset; } void main() { mat4 _114 = mat4(skin_vertex_ubo[int(a_bone_indices.x) * 4 + 0], skin_vertex_ubo[int(a_bone_indices.x) * 4 + 1], skin_vertex_ubo[int(a_bone_indices.x) * 4 + 2], skin_vertex_ubo[int(a_bone_indices.x) * 4 + 3]) * a_bone_weights.x; mat4 _123 = mat4(skin_vertex_ubo[int(a_bone_indices.y) * 4 + 0], skin_vertex_ubo[int(a_bone_indices.y) * 4 + 1], skin_vertex_ubo[int(a_bone_indices.y) * 4 + 2], skin_vertex_ubo[int(a_bone_indices.y) * 4 + 3]) * a_bone_weights.y; mat4 _145 = mat4(skin_vertex_ubo[int(a_bone_indices.z) * 4 + 0], skin_vertex_ubo[int(a_bone_indices.z) * 4 + 1], skin_vertex_ubo[int(a_bone_indices.z) * 4 + 2], skin_vertex_ubo[int(a_bone_indices.z) * 4 + 3]) * a_bone_weights.z; mat4 _167 = mat4(skin_vertex_ubo[int(a_bone_indices.w) * 4 + 0], skin_vertex_ubo[int(a_bone_indices.w) * 4 + 1], skin_vertex_ubo[int(a_bone_indices.w) * 4 + 2], skin_vertex_ubo[int(a_bone_indices.w) * 4 + 3]) * a_bone_weights.w; mat4 _180 = mat4(((_114[0] + _123[0]) + _145[0]) + _167[0], ((_114[1] + _123[1]) + _145[1]) + _167[1], ((_114[2] + _123[2]) + _145[2]) + _167[2], ((_114[3] + _123[3]) + _145[3]) + _167[3]); vec3 local_pos = a_position; int param = int(a_vertex_index); vec3 _190 = local_pos; vec3 _191 = _190 + evaluate_blend_shape(param); local_pos = _191; gl_Position = mat4(mesh_vertex_ubo[8], mesh_vertex_ubo[9], mesh_vertex_ubo[10], mesh_vertex_ubo[11]) * vec4((_180 * vec4(_191, 1.0)).xyz, 1.0); v_normal = normalize((_180 * vec4(a_normal, 0.0)).xyz); v_uv = a_uv; } */ static const char skinned_vertex_source_glsl330[2350] = { 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x33,0x33,0x30,0x0a,0x0a,0x75,0x6e, 0x69,0x66,0x6f,0x72,0x6d,0x20,0x76,0x65,0x63,0x34,0x20,0x6d,0x65,0x73,0x68,0x5f, 0x76,0x65,0x72,0x74,0x65,0x78,0x5f,0x75,0x62,0x6f,0x5b,0x32,0x39,0x5d,0x3b,0x0a, 0x75,0x6e,0x69,0x66,0x6f,0x72,0x6d,0x20,0x76,0x65,0x63,0x34,0x20,0x73,0x6b,0x69, 0x6e,0x5f,0x76,0x65,0x72,0x74,0x65,0x78,0x5f,0x75,0x62,0x6f,0x5b,0x32,0x35,0x36, 0x5d,0x3b,0x0a,0x75,0x6e,0x69,0x66,0x6f,0x72,0x6d,0x20,0x73,0x61,0x6d,0x70,0x6c, 0x65,0x72,0x32,0x44,0x41,0x72,0x72,0x61,0x79,0x20,0x62,0x6c,0x65,0x6e,0x64,0x5f, 0x73,0x68,0x61,0x70,0x65,0x73,0x3b,0x0a,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28, 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TEXCOORD1; float2 a_uv : TEXCOORD2; float a_vertex_index : TEXCOORD3; }; struct SPIRV_Cross_Output { float3 v_normal : TEXCOORD0; float2 v_uv : TEXCOORD1; float4 gl_Position : SV_Position; }; #line 20 "mesh.glsl" float3 evaluate_blend_shape(int vertex_index) { #line 20 "mesh.glsl" int _21 = vertex_index & 2047; int _24 = vertex_index >> 11; #line 21 "mesh.glsl" int _39 = int(_34_f_num_blend_shapes); #line 22 "mesh.glsl" float3 offset = 0.0f.xxx; #line 23 "mesh.glsl" for (int i = 0; i < _39; i++) { #line 24 "mesh.glsl" float4 _packed = _34_blend_weights[i >> 2]; #line 25 "mesh.glsl" #line 26 "mesh.glsl" offset += (blend_shapes.Load(int4(int3(_21, _24, i), 0)).xyz * _packed[i & 3]); } #line 28 "mesh.glsl" return offset; } #line 42 "mesh.glsl" void vert_main() { #line 42 "mesh.glsl" float3 local_pos = a_position; #line 43 "mesh.glsl" int param = int(a_vertex_index); float3 _104 = local_pos; float3 _105 = _104 + evaluate_blend_shape(param); local_pos = _105; #line 45 "mesh.glsl" #line 46 "mesh.glsl" gl_Position = mul(float4(mul(float4(_105, 1.0f), _34_geometry_to_world).xyz, 1.0f), _34_world_to_clip); #line 47 "mesh.glsl" v_normal = normalize(mul(float4(a_normal, 0.0f), _34_normal_to_world).xyz); #line 48 "mesh.glsl" v_uv = a_uv; } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { a_position = stage_engine.input.a_position; a_vertex_index = stage_engine.input.a_vertex_index; a_normal = stage_engine.input.a_normal; a_uv = stage_engine.input.a_uv; vert_main(); SPIRV_Cross_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.v_normal = v_normal; stage_output.v_uv = v_uv; return stage_output; } */ static const uint8_t static_vertex_bytecode_hlsl5[2276] = { 0x44,0x58,0x42,0x43,0x6c,0xed,0xd7,0x37,0xf7,0x0a,0xfa,0x2c,0xe9,0x2d,0x2c,0x39, 0x0f,0x86,0xc9,0xbd,0x01,0x00,0x00,0x00,0xe4,0x08,0x00,0x00,0x05,0x00,0x00,0x00, 0x34,0x00,0x00,0x00,0xcc,0x02,0x00,0x00,0x48,0x03,0x00,0x00,0xb8,0x03,0x00,0x00, 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Texture2DArray blend_shapes : register(t0); SamplerState _blend_shapes_sampler : register(s0); static float4 gl_Position; static int4 a_bone_indices; static float4 a_bone_weights; static float3 a_position; static float a_vertex_index; static float3 a_normal; static float3 v_normal; static float2 v_uv; static float2 a_uv; struct SPIRV_Cross_Input { float3 a_position : TEXCOORD0; float3 a_normal : TEXCOORD1; float2 a_uv : TEXCOORD2; float a_vertex_index : TEXCOORD3; int4 a_bone_indices : TEXCOORD4; float4 a_bone_weights : TEXCOORD5; }; struct SPIRV_Cross_Output { float3 v_normal : TEXCOORD0; float2 v_uv : TEXCOORD1; float4 gl_Position : SV_Position; }; #line 20 "mesh.glsl" float3 evaluate_blend_shape(int vertex_index) { #line 20 "mesh.glsl" int _21 = vertex_index & 2047; int _24 = vertex_index >> 11; #line 21 "mesh.glsl" int _39 = int(_34_f_num_blend_shapes); #line 22 "mesh.glsl" float3 offset = 0.0f.xxx; #line 23 "mesh.glsl" for (int i = 0; i < _39; i++) { #line 24 "mesh.glsl" float4 _packed = _34_blend_weights[i >> 2]; #line 25 "mesh.glsl" #line 26 "mesh.glsl" offset += (blend_shapes.Load(int4(int3(_21, _24, i), 0)).xyz * _packed[i & 3]); } #line 28 "mesh.glsl" return offset; } #line 52 "mesh.glsl" void vert_main() { #line 52 "mesh.glsl" #line 56 "mesh.glsl" #line 55 "mesh.glsl" #line 54 "mesh.glsl" #line 53 "mesh.glsl" float4x4 _116 = _100_bones[a_bone_indices.x] * a_bone_weights.x; #line 54 "mesh.glsl" float4x4 _124 = _100_bones[a_bone_indices.y] * a_bone_weights.y; #line 55 "mesh.glsl" float4x4 _145 = _100_bones[a_bone_indices.z] * a_bone_weights.z; #line 56 "mesh.glsl" float4x4 _166 = _100_bones[a_bone_indices.w] * a_bone_weights.w; float4x4 _179 = float4x4(((_116[0] + _124[0]) + _145[0]) + _166[0], ((_116[1] + _124[1]) + _145[1]) + _166[1], ((_116[2] + _124[2]) + _145[2]) + _166[2], ((_116[3] + _124[3]) + _145[3]) + _166[3]); #line 58 "mesh.glsl" float3 local_pos = a_position; #line 59 "mesh.glsl" int param = int(a_vertex_index); float3 _189 = local_pos; float3 _190 = _189 + evaluate_blend_shape(param); local_pos = _190; #line 60 "mesh.glsl" #line 61 "mesh.glsl" #line 63 "mesh.glsl" gl_Position = mul(float4(mul(float4(_190, 1.0f), _179).xyz, 1.0f), _34_world_to_clip); #line 64 "mesh.glsl" v_normal = normalize(mul(float4(a_normal, 0.0f), _179).xyz); #line 65 "mesh.glsl" v_uv = a_uv; } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { a_bone_indices = stage_engine.input.a_bone_indices; a_bone_weights = stage_engine.input.a_bone_weights; a_position = stage_engine.input.a_position; a_vertex_index = stage_engine.input.a_vertex_index; a_normal = stage_engine.input.a_normal; a_uv = stage_engine.input.a_uv; vert_main(); SPIRV_Cross_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.v_normal = v_normal; stage_output.v_uv = v_uv; return stage_output; } */ static const uint8_t skinned_vertex_bytecode_hlsl5[3256] = { 0x44,0x58,0x42,0x43,0x5a,0x40,0xb2,0x39,0x29,0x69,0xf1,0xab,0x52,0xfb,0x80,0xe4, 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TEXCOORD1; }; struct SPIRV_Cross_Output { float4 o_color : SV_Target0; }; #line 14 "mesh.glsl" void frag_main() { #line 14 "mesh.glsl" #line 15 "mesh.glsl" #line 16 "mesh.glsl" float _33 = ((dot(v_normal, 0.57735025882720947265625f.xxx) + (v_uv.x * 9.9999997473787516355514526367188e-05f)) * 0.5f) + 0.5f; #line 17 "mesh.glsl" o_color = float4(_33, _33, _33, 1.0f); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { v_normal = stage_engine.input.v_normal; v_uv = stage_engine.input.v_uv; frag_main(); SPIRV_Cross_Output stage_output; stage_output.o_color = o_color; return stage_output; } */ static const uint8_t lit_pixel_bytecode_hlsl5[668] = { 0x44,0x58,0x42,0x43,0x50,0xf7,0x82,0xcc,0x02,0xd4,0xfd,0xd7,0x10,0x5d,0x90,0x3b, 0x73,0xee,0x77,0x0c,0x01,0x00,0x00,0x00,0x9c,0x02,0x00,0x00,0x05,0x00,0x00,0x00, 0x34,0x00,0x00,0x00,0xa0,0x00,0x00,0x00,0xec,0x00,0x00,0x00,0x20,0x01,0x00,0x00, 0x00,0x02,0x00,0x00,0x52,0x44,0x45,0x46,0x64,0x00,0x00,0x00,0x00,0x00,0x00,0x00, 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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, }; /* #pragma clang diagnostic ignored "-Wmissing-prototypes" #include #include using namespace metal; struct mesh_vertex_ubo { float4x4 geometry_to_world; float4x4 normal_to_world; float4x4 world_to_clip; float4 blend_weights[16]; float f_num_blend_shapes; }; struct main0_out { float3 v_normal [[user(locn0)]]; float2 v_uv [[user(locn1)]]; float4 gl_Position [[position]]; }; struct main0_in { float3 a_position [[attribute(0)]]; float3 a_normal [[attribute(1)]]; float2 a_uv [[attribute(2)]]; float a_vertex_index [[attribute(3)]]; }; #line 20 "mesh.glsl" static inline __attribute__((always_inline)) float3 evaluate_blend_shape(thread const int& vertex_index, constant mesh_vertex_ubo& v_34, thread texture2d_array blend_shapes, thread const sampler blend_shapesSmplr) { #line 20 "mesh.glsl" int _21 = vertex_index & 2047; int _24 = vertex_index >> 11; #line 21 "mesh.glsl" int _39 = int(v_34.f_num_blend_shapes); #line 22 "mesh.glsl" float3 offset = float3(0.0); #line 23 "mesh.glsl" for (int i = 0; i < _39; i++) { #line 24 "mesh.glsl" float4 _packed = v_34.blend_weights[i >> 2]; #line 25 "mesh.glsl" #line 26 "mesh.glsl" int3 _81 = int3(_21, _24, i); offset += (blend_shapes.read(uint2(_81.xy), uint(_81.z), 0).xyz * _packed[i & 3]); } #line 28 "mesh.glsl" return offset; } #line 42 "mesh.glsl" vertex main0_out main0(main0_in in [[stage_in]], constant mesh_vertex_ubo& v_34 [[buffer(0)]], texture2d_array blend_shapes [[texture(0)]], sampler blend_shapesSmplr [[sampler(0)]]) { main0_out out = {}; #line 42 "mesh.glsl" float3 local_pos = in.a_position; #line 43 "mesh.glsl" int param = int(in.a_vertex_index); float3 _104 = local_pos; float3 _105 = _104 + evaluate_blend_shape(param, v_34, blend_shapes, blend_shapesSmplr); local_pos = _105; #line 45 "mesh.glsl" #line 46 "mesh.glsl" out.gl_Position = v_34.world_to_clip * float4((v_34.geometry_to_world * float4(_105, 1.0)).xyz, 1.0); #line 47 "mesh.glsl" out.v_normal = fast::normalize((v_34.normal_to_world * float4(in.a_normal, 0.0)).xyz); #line 48 "mesh.glsl" out.v_uv = in.a_uv; return out; } */ static const char static_vertex_source_metal_macos[2248] = { 0x23,0x70,0x72,0x61,0x67,0x6d,0x61,0x20,0x63,0x6c,0x61,0x6e,0x67,0x20,0x64,0x69, 0x61,0x67,0x6e,0x6f,0x73,0x74,0x69,0x63,0x20,0x69,0x67,0x6e,0x6f,0x72,0x65,0x64, 0x20,0x22,0x2d,0x57,0x6d,0x69,0x73,0x73,0x69,0x6e,0x67,0x2d,0x70,0x72,0x6f,0x74, 0x6f,0x74,0x79,0x70,0x65,0x73,0x22,0x0a,0x0a,0x23,0x69,0x6e,0x63,0x6c,0x75,0x64, 0x65,0x20,0x3c,0x6d,0x65,0x74,0x61,0x6c,0x5f,0x73,0x74,0x64,0x6c,0x69,0x62,0x3e, 0x0a,0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,0x20,0x3c,0x73,0x69,0x6d,0x64,0x2f, 0x73,0x69,0x6d,0x64,0x2e,0x68,0x3e,0x0a,0x0a,0x75,0x73,0x69,0x6e,0x67,0x20,0x6e, 0x61,0x6d,0x65,0x73,0x70,0x61,0x63,0x65,0x20,0x6d,0x65,0x74,0x61,0x6c,0x3b,0x0a, 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0x75,0x74,0x3b,0x0a,0x7d,0x0a,0x0a,0x00, }; /* #pragma clang diagnostic ignored "-Wmissing-prototypes" #include #include using namespace metal; struct mesh_vertex_ubo { float4x4 geometry_to_world; float4x4 normal_to_world; float4x4 world_to_clip; float4 blend_weights[16]; float f_num_blend_shapes; }; struct skin_vertex_ubo { float4x4 bones[64]; }; struct main0_out { float3 v_normal [[user(locn0)]]; float2 v_uv [[user(locn1)]]; float4 gl_Position [[position]]; }; struct main0_in { float3 a_position [[attribute(0)]]; float3 a_normal [[attribute(1)]]; float2 a_uv [[attribute(2)]]; float a_vertex_index [[attribute(3)]]; int4 a_bone_indices [[attribute(4)]]; float4 a_bone_weights [[attribute(5)]]; }; #line 20 "mesh.glsl" static inline __attribute__((always_inline)) float3 evaluate_blend_shape(thread const int& vertex_index, constant mesh_vertex_ubo& v_34, thread texture2d_array blend_shapes, thread const sampler blend_shapesSmplr) { #line 20 "mesh.glsl" int _21 = vertex_index & 2047; int _24 = vertex_index >> 11; #line 21 "mesh.glsl" int _39 = int(v_34.f_num_blend_shapes); #line 22 "mesh.glsl" float3 offset = float3(0.0); #line 23 "mesh.glsl" for (int i = 0; i < _39; i++) { #line 24 "mesh.glsl" float4 _packed = v_34.blend_weights[i >> 2]; #line 25 "mesh.glsl" #line 26 "mesh.glsl" int3 _81 = int3(_21, _24, i); offset += (blend_shapes.read(uint2(_81.xy), uint(_81.z), 0).xyz * _packed[i & 3]); } #line 28 "mesh.glsl" return offset; } #line 52 "mesh.glsl" vertex main0_out main0(main0_in in [[stage_in]], constant mesh_vertex_ubo& v_34 [[buffer(0)]], constant skin_vertex_ubo& _100 [[buffer(1)]], texture2d_array blend_shapes [[texture(0)]], sampler blend_shapesSmplr [[sampler(0)]]) { main0_out out = {}; #line 52 "mesh.glsl" #line 56 "mesh.glsl" #line 55 "mesh.glsl" #line 54 "mesh.glsl" #line 53 "mesh.glsl" float4x4 _116 = _100.bones[in.a_bone_indices.x] * in.a_bone_weights.x; #line 54 "mesh.glsl" float4x4 _124 = _100.bones[in.a_bone_indices.y] * in.a_bone_weights.y; #line 55 "mesh.glsl" float4x4 _145 = _100.bones[in.a_bone_indices.z] * in.a_bone_weights.z; #line 56 "mesh.glsl" float4x4 _166 = _100.bones[in.a_bone_indices.w] * in.a_bone_weights.w; float4x4 _179 = float4x4(((_116[0] + _124[0]) + _145[0]) + _166[0], ((_116[1] + _124[1]) + _145[1]) + _166[1], ((_116[2] + _124[2]) + _145[2]) + _166[2], ((_116[3] + _124[3]) + _145[3]) + _166[3]); #line 58 "mesh.glsl" float3 local_pos = in.a_position; #line 59 "mesh.glsl" int param = int(in.a_vertex_index); float3 _189 = local_pos; float3 _190 = _189 + evaluate_blend_shape(param, v_34, blend_shapes, blend_shapesSmplr); local_pos = _190; #line 60 "mesh.glsl" #line 61 "mesh.glsl" #line 63 "mesh.glsl" out.gl_Position = v_34.world_to_clip * float4((_179 * float4(_190, 1.0)).xyz, 1.0); #line 64 "mesh.glsl" out.v_normal = fast::normalize((_179 * float4(in.a_normal, 0.0)).xyz); #line 65 "mesh.glsl" out.v_uv = in.a_uv; return out; } */ static const char skinned_vertex_source_metal_macos[3090] = { 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sg_shader_desc* skinned_lit_shader_desc(sg_backend backend) { if (backend == SG_BACKEND_GLCORE33) { static sg_shader_desc desc; static bool valid; if (!valid) { valid = true; desc.attrs[0].name = "a_position"; desc.attrs[1].name = "a_normal"; desc.attrs[2].name = "a_uv"; desc.attrs[3].name = "a_vertex_index"; desc.attrs[4].name = "a_bone_indices"; desc.attrs[5].name = "a_bone_weights"; desc.vs.source = skinned_vertex_source_glsl330; desc.vs.entry = "main"; desc.vs.uniform_blocks[0].size = 464; desc.vs.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_STD140; desc.vs.uniform_blocks[0].uniforms[0].name = "mesh_vertex_ubo"; desc.vs.uniform_blocks[0].uniforms[0].type = SG_UNIFORMTYPE_FLOAT4; desc.vs.uniform_blocks[0].uniforms[0].array_count = 29; desc.vs.uniform_blocks[1].size = 4096; desc.vs.uniform_blocks[1].layout = SG_UNIFORMLAYOUT_STD140; desc.vs.uniform_blocks[1].uniforms[0].name = "skin_vertex_ubo"; desc.vs.uniform_blocks[1].uniforms[0].type = SG_UNIFORMTYPE_FLOAT4; desc.vs.uniform_blocks[1].uniforms[0].array_count = 256; desc.vs.images[0].name = "blend_shapes"; desc.vs.images[0].image_type = SG_IMAGETYPE_ARRAY; desc.vs.images[0].sampler_type = SG_SAMPLERTYPE_FLOAT; desc.fs.source = lit_pixel_source_glsl330; desc.fs.entry = "main"; desc.label = "skinned_lit_shader"; } return &desc; } if (backend == SG_BACKEND_D3D11) { static sg_shader_desc desc; static bool valid; if (!valid) { valid = true; 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.attrs[2].sem_name = "TEXCOORD"; desc.attrs[2].sem_index = 2; desc.attrs[3].sem_name = "TEXCOORD"; desc.attrs[3].sem_index = 3; desc.attrs[4].sem_name = "TEXCOORD"; desc.attrs[4].sem_index = 4; desc.attrs[5].sem_name = "TEXCOORD"; desc.attrs[5].sem_index = 5; desc.vs.bytecode.ptr = skinned_vertex_bytecode_hlsl5; desc.vs.bytecode.size = 3256; desc.vs.entry = "main"; desc.vs.uniform_blocks[0].size = 464; desc.vs.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_STD140; desc.vs.uniform_blocks[1].size = 4096; desc.vs.uniform_blocks[1].layout = SG_UNIFORMLAYOUT_STD140; desc.vs.images[0].name = "blend_shapes"; desc.vs.images[0].image_type = SG_IMAGETYPE_ARRAY; desc.vs.images[0].sampler_type = SG_SAMPLERTYPE_FLOAT; desc.fs.bytecode.ptr = lit_pixel_bytecode_hlsl5; desc.fs.bytecode.size = 668; desc.fs.entry = "main"; desc.label = "skinned_lit_shader"; } return &desc; } if (backend == SG_BACKEND_METAL_MACOS) { static sg_shader_desc desc; static bool valid; if (!valid) { valid = true; desc.vs.source = skinned_vertex_source_metal_macos; desc.vs.entry = "main0"; desc.vs.uniform_blocks[0].size = 464; desc.vs.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_STD140; desc.vs.uniform_blocks[1].size = 4096; desc.vs.uniform_blocks[1].layout = SG_UNIFORMLAYOUT_STD140; desc.vs.images[0].name = "blend_shapes"; desc.vs.images[0].image_type = SG_IMAGETYPE_ARRAY; desc.vs.images[0].sampler_type = SG_SAMPLERTYPE_FLOAT; desc.fs.source = lit_pixel_source_metal_macos; desc.fs.entry = "main0"; desc.label = "skinned_lit_shader"; } return &desc; } return 0; } static inline const sg_shader_desc* static_lit_shader_desc(sg_backend backend) { if (backend == SG_BACKEND_GLCORE33) { static sg_shader_desc desc; static bool valid; if (!valid) { valid = true; desc.attrs[0].name = "a_position"; desc.attrs[1].name = "a_normal"; desc.attrs[2].name = "a_uv"; desc.attrs[3].name = "a_vertex_index"; desc.vs.source = static_vertex_source_glsl330; desc.vs.entry = "main"; desc.vs.uniform_blocks[0].size = 464; desc.vs.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_STD140; desc.vs.uniform_blocks[0].uniforms[0].name = "mesh_vertex_ubo"; desc.vs.uniform_blocks[0].uniforms[0].type = SG_UNIFORMTYPE_FLOAT4; desc.vs.uniform_blocks[0].uniforms[0].array_count = 29; desc.vs.images[0].name = "blend_shapes"; desc.vs.images[0].image_type = SG_IMAGETYPE_ARRAY; desc.vs.images[0].sampler_type = SG_SAMPLERTYPE_FLOAT; desc.fs.source = lit_pixel_source_glsl330; desc.fs.entry = "main"; desc.label = "static_lit_shader"; } return &desc; } if (backend == SG_BACKEND_D3D11) { static sg_shader_desc desc; static bool valid; if (!valid) { valid = true; 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.attrs[2].sem_name = "TEXCOORD"; desc.attrs[2].sem_index = 2; desc.attrs[3].sem_name = "TEXCOORD"; desc.attrs[3].sem_index = 3; desc.vs.bytecode.ptr = static_vertex_bytecode_hlsl5; desc.vs.bytecode.size = 2276; desc.vs.entry = "main"; desc.vs.uniform_blocks[0].size = 464; desc.vs.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_STD140; desc.vs.images[0].name = "blend_shapes"; desc.vs.images[0].image_type = SG_IMAGETYPE_ARRAY; desc.vs.images[0].sampler_type = SG_SAMPLERTYPE_FLOAT; desc.fs.bytecode.ptr = lit_pixel_bytecode_hlsl5; desc.fs.bytecode.size = 668; desc.fs.entry = "main"; desc.label = "static_lit_shader"; } return &desc; } if (backend == SG_BACKEND_METAL_MACOS) { static sg_shader_desc desc; static bool valid; if (!valid) { valid = true; desc.vs.source = static_vertex_source_metal_macos; desc.vs.entry = "main0"; desc.vs.uniform_blocks[0].size = 464; desc.vs.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_STD140; desc.vs.images[0].name = "blend_shapes"; desc.vs.images[0].image_type = SG_IMAGETYPE_ARRAY; desc.vs.images[0].sampler_type = SG_SAMPLERTYPE_FLOAT; desc.fs.source = lit_pixel_source_metal_macos; desc.fs.entry = "main0"; desc.label = "static_lit_shader"; } return &desc; } return 0; }