shaders.go 27 KB

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  1. // Code generated by build.go. DO NOT EDIT.
  2. package gio
  3. import (
  4. _ "embed"
  5. "runtime"
  6. "gioui.org/shader"
  7. )
  8. var (
  9. Shader_blit_frag = [...]shader.Sources{
  10. {
  11. Name: "blit.frag",
  12. Inputs: []shader.InputLocation{{Name: "vUV", Location: 0, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0x0, Size: 2}, {Name: "opacity", Location: 1, Semantic: "TEXCOORD", SemanticIndex: 1, Type: 0x0, Size: 1}},
  13. Uniforms: shader.UniformsReflection{
  14. Locations: []shader.UniformLocation{{Name: "_color.color", Type: 0x0, Size: 4, Offset: 112}},
  15. Size: 16,
  16. },
  17. },
  18. {
  19. Name: "blit.frag",
  20. Inputs: []shader.InputLocation{{Name: "vUV", Location: 0, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0x0, Size: 2}, {Name: "opacity", Location: 1, Semantic: "TEXCOORD", SemanticIndex: 1, Type: 0x0, Size: 1}},
  21. Uniforms: shader.UniformsReflection{
  22. Locations: []shader.UniformLocation{{Name: "_gradient.color1", Type: 0x0, Size: 4, Offset: 96}, {Name: "_gradient.color2", Type: 0x0, Size: 4, Offset: 112}},
  23. Size: 32,
  24. },
  25. },
  26. {
  27. Name: "blit.frag",
  28. Inputs: []shader.InputLocation{{Name: "vUV", Location: 0, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0x0, Size: 2}, {Name: "opacity", Location: 1, Semantic: "TEXCOORD", SemanticIndex: 1, Type: 0x0, Size: 1}},
  29. Textures: []shader.TextureBinding{{Name: "tex", Binding: 0}},
  30. },
  31. }
  32. //go:embed zblit.frag.0.spirv
  33. zblit_frag_0_spirv string
  34. //go:embed zblit.frag.0.glsl100es
  35. zblit_frag_0_glsl100es string
  36. //go:embed zblit.frag.0.glsl150
  37. zblit_frag_0_glsl150 string
  38. //go:embed zblit.frag.0.dxbc
  39. zblit_frag_0_dxbc string
  40. //go:embed zblit.frag.0.metallibmacos
  41. zblit_frag_0_metallibmacos string
  42. //go:embed zblit.frag.0.metallibios
  43. zblit_frag_0_metallibios string
  44. //go:embed zblit.frag.0.metallibiossimulator
  45. zblit_frag_0_metallibiossimulator string
  46. //go:embed zblit.frag.1.spirv
  47. zblit_frag_1_spirv string
  48. //go:embed zblit.frag.1.glsl100es
  49. zblit_frag_1_glsl100es string
  50. //go:embed zblit.frag.1.glsl150
  51. zblit_frag_1_glsl150 string
  52. //go:embed zblit.frag.1.dxbc
  53. zblit_frag_1_dxbc string
  54. //go:embed zblit.frag.1.metallibmacos
  55. zblit_frag_1_metallibmacos string
  56. //go:embed zblit.frag.1.metallibios
  57. zblit_frag_1_metallibios string
  58. //go:embed zblit.frag.1.metallibiossimulator
  59. zblit_frag_1_metallibiossimulator string
  60. //go:embed zblit.frag.2.spirv
  61. zblit_frag_2_spirv string
  62. //go:embed zblit.frag.2.glsl100es
  63. zblit_frag_2_glsl100es string
  64. //go:embed zblit.frag.2.glsl150
  65. zblit_frag_2_glsl150 string
  66. //go:embed zblit.frag.2.dxbc
  67. zblit_frag_2_dxbc string
  68. //go:embed zblit.frag.2.metallibmacos
  69. zblit_frag_2_metallibmacos string
  70. //go:embed zblit.frag.2.metallibios
  71. zblit_frag_2_metallibios string
  72. //go:embed zblit.frag.2.metallibiossimulator
  73. zblit_frag_2_metallibiossimulator string
  74. Shader_blit_vert = shader.Sources{
  75. Name: "blit.vert",
  76. Inputs: []shader.InputLocation{{Name: "pos", Location: 0, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0x0, Size: 2}, {Name: "uv", Location: 1, Semantic: "TEXCOORD", SemanticIndex: 1, Type: 0x0, Size: 2}},
  77. Uniforms: shader.UniformsReflection{
  78. Locations: []shader.UniformLocation{{Name: "_block.transform", Type: 0x0, Size: 4, Offset: 0}, {Name: "_block.uvTransformR1", Type: 0x0, Size: 4, Offset: 16}, {Name: "_block.uvTransformR2", Type: 0x0, Size: 4, Offset: 32}, {Name: "_block.opacity", Type: 0x0, Size: 1, Offset: 48}, {Name: "_block.fbo", Type: 0x0, Size: 1, Offset: 52}},
  79. Size: 56,
  80. },
  81. }
  82. //go:embed zblit.vert.0.spirv
  83. zblit_vert_0_spirv string
  84. //go:embed zblit.vert.0.glsl100es
  85. zblit_vert_0_glsl100es string
  86. //go:embed zblit.vert.0.glsl150
  87. zblit_vert_0_glsl150 string
  88. //go:embed zblit.vert.0.dxbc
  89. zblit_vert_0_dxbc string
  90. //go:embed zblit.vert.0.metallibmacos
  91. zblit_vert_0_metallibmacos string
  92. //go:embed zblit.vert.0.metallibios
  93. zblit_vert_0_metallibios string
  94. //go:embed zblit.vert.0.metallibiossimulator
  95. zblit_vert_0_metallibiossimulator string
  96. Shader_copy_frag = shader.Sources{
  97. Name: "copy.frag",
  98. Inputs: []shader.InputLocation{{Name: "vUV", Location: 0, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0x0, Size: 2}},
  99. Textures: []shader.TextureBinding{{Name: "tex", Binding: 0}},
  100. }
  101. //go:embed zcopy.frag.0.spirv
  102. zcopy_frag_0_spirv string
  103. //go:embed zcopy.frag.0.glsl100es
  104. zcopy_frag_0_glsl100es string
  105. //go:embed zcopy.frag.0.glsl150
  106. zcopy_frag_0_glsl150 string
  107. //go:embed zcopy.frag.0.dxbc
  108. zcopy_frag_0_dxbc string
  109. //go:embed zcopy.frag.0.metallibmacos
  110. zcopy_frag_0_metallibmacos string
  111. //go:embed zcopy.frag.0.metallibios
  112. zcopy_frag_0_metallibios string
  113. //go:embed zcopy.frag.0.metallibiossimulator
  114. zcopy_frag_0_metallibiossimulator string
  115. Shader_copy_vert = shader.Sources{
  116. Name: "copy.vert",
  117. Inputs: []shader.InputLocation{{Name: "pos", Location: 0, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0x0, Size: 2}, {Name: "uv", Location: 1, Semantic: "TEXCOORD", SemanticIndex: 1, Type: 0x0, Size: 2}},
  118. Uniforms: shader.UniformsReflection{
  119. Locations: []shader.UniformLocation{{Name: "_block.scale", Type: 0x0, Size: 2, Offset: 0}, {Name: "_block.pos", Type: 0x0, Size: 2, Offset: 8}, {Name: "_block.uvScale", Type: 0x0, Size: 2, Offset: 16}},
  120. Size: 24,
  121. },
  122. }
  123. //go:embed zcopy.vert.0.spirv
  124. zcopy_vert_0_spirv string
  125. //go:embed zcopy.vert.0.glsl100es
  126. zcopy_vert_0_glsl100es string
  127. //go:embed zcopy.vert.0.glsl150
  128. zcopy_vert_0_glsl150 string
  129. //go:embed zcopy.vert.0.dxbc
  130. zcopy_vert_0_dxbc string
  131. //go:embed zcopy.vert.0.metallibmacos
  132. zcopy_vert_0_metallibmacos string
  133. //go:embed zcopy.vert.0.metallibios
  134. zcopy_vert_0_metallibios string
  135. //go:embed zcopy.vert.0.metallibiossimulator
  136. zcopy_vert_0_metallibiossimulator string
  137. Shader_cover_frag = [...]shader.Sources{
  138. {
  139. Name: "cover.frag",
  140. Inputs: []shader.InputLocation{{Name: "vCoverUV", Location: 0, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0x0, Size: 2}, {Name: "vUV", Location: 1, Semantic: "TEXCOORD", SemanticIndex: 1, Type: 0x0, Size: 2}},
  141. Uniforms: shader.UniformsReflection{
  142. Locations: []shader.UniformLocation{{Name: "_color.color", Type: 0x0, Size: 4, Offset: 112}},
  143. Size: 16,
  144. },
  145. Textures: []shader.TextureBinding{{Name: "cover", Binding: 1}},
  146. },
  147. {
  148. Name: "cover.frag",
  149. Inputs: []shader.InputLocation{{Name: "vCoverUV", Location: 0, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0x0, Size: 2}, {Name: "vUV", Location: 1, Semantic: "TEXCOORD", SemanticIndex: 1, Type: 0x0, Size: 2}},
  150. Uniforms: shader.UniformsReflection{
  151. Locations: []shader.UniformLocation{{Name: "_gradient.color1", Type: 0x0, Size: 4, Offset: 96}, {Name: "_gradient.color2", Type: 0x0, Size: 4, Offset: 112}},
  152. Size: 32,
  153. },
  154. Textures: []shader.TextureBinding{{Name: "cover", Binding: 1}},
  155. },
  156. {
  157. Name: "cover.frag",
  158. Inputs: []shader.InputLocation{{Name: "vCoverUV", Location: 0, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0x0, Size: 2}, {Name: "vUV", Location: 1, Semantic: "TEXCOORD", SemanticIndex: 1, Type: 0x0, Size: 2}},
  159. Textures: []shader.TextureBinding{{Name: "tex", Binding: 0}, {Name: "cover", Binding: 1}},
  160. },
  161. }
  162. //go:embed zcover.frag.0.spirv
  163. zcover_frag_0_spirv string
  164. //go:embed zcover.frag.0.glsl100es
  165. zcover_frag_0_glsl100es string
  166. //go:embed zcover.frag.0.glsl150
  167. zcover_frag_0_glsl150 string
  168. //go:embed zcover.frag.0.dxbc
  169. zcover_frag_0_dxbc string
  170. //go:embed zcover.frag.0.metallibmacos
  171. zcover_frag_0_metallibmacos string
  172. //go:embed zcover.frag.0.metallibios
  173. zcover_frag_0_metallibios string
  174. //go:embed zcover.frag.0.metallibiossimulator
  175. zcover_frag_0_metallibiossimulator string
  176. //go:embed zcover.frag.1.spirv
  177. zcover_frag_1_spirv string
  178. //go:embed zcover.frag.1.glsl100es
  179. zcover_frag_1_glsl100es string
  180. //go:embed zcover.frag.1.glsl150
  181. zcover_frag_1_glsl150 string
  182. //go:embed zcover.frag.1.dxbc
  183. zcover_frag_1_dxbc string
  184. //go:embed zcover.frag.1.metallibmacos
  185. zcover_frag_1_metallibmacos string
  186. //go:embed zcover.frag.1.metallibios
  187. zcover_frag_1_metallibios string
  188. //go:embed zcover.frag.1.metallibiossimulator
  189. zcover_frag_1_metallibiossimulator string
  190. //go:embed zcover.frag.2.spirv
  191. zcover_frag_2_spirv string
  192. //go:embed zcover.frag.2.glsl100es
  193. zcover_frag_2_glsl100es string
  194. //go:embed zcover.frag.2.glsl150
  195. zcover_frag_2_glsl150 string
  196. //go:embed zcover.frag.2.dxbc
  197. zcover_frag_2_dxbc string
  198. //go:embed zcover.frag.2.metallibmacos
  199. zcover_frag_2_metallibmacos string
  200. //go:embed zcover.frag.2.metallibios
  201. zcover_frag_2_metallibios string
  202. //go:embed zcover.frag.2.metallibiossimulator
  203. zcover_frag_2_metallibiossimulator string
  204. Shader_cover_vert = shader.Sources{
  205. Name: "cover.vert",
  206. Inputs: []shader.InputLocation{{Name: "pos", Location: 0, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0x0, Size: 2}, {Name: "uv", Location: 1, Semantic: "TEXCOORD", SemanticIndex: 1, Type: 0x0, Size: 2}},
  207. Uniforms: shader.UniformsReflection{
  208. Locations: []shader.UniformLocation{{Name: "_block.transform", Type: 0x0, Size: 4, Offset: 0}, {Name: "_block.uvCoverTransform", Type: 0x0, Size: 4, Offset: 16}, {Name: "_block.uvTransformR1", Type: 0x0, Size: 4, Offset: 32}, {Name: "_block.uvTransformR2", Type: 0x0, Size: 4, Offset: 48}, {Name: "_block.fbo", Type: 0x0, Size: 1, Offset: 64}},
  209. Size: 68,
  210. },
  211. }
  212. //go:embed zcover.vert.0.spirv
  213. zcover_vert_0_spirv string
  214. //go:embed zcover.vert.0.glsl100es
  215. zcover_vert_0_glsl100es string
  216. //go:embed zcover.vert.0.glsl150
  217. zcover_vert_0_glsl150 string
  218. //go:embed zcover.vert.0.dxbc
  219. zcover_vert_0_dxbc string
  220. //go:embed zcover.vert.0.metallibmacos
  221. zcover_vert_0_metallibmacos string
  222. //go:embed zcover.vert.0.metallibios
  223. zcover_vert_0_metallibios string
  224. //go:embed zcover.vert.0.metallibiossimulator
  225. zcover_vert_0_metallibiossimulator string
  226. Shader_input_vert = shader.Sources{
  227. Name: "input.vert",
  228. Inputs: []shader.InputLocation{{Name: "position", Location: 0, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0x0, Size: 4}},
  229. }
  230. //go:embed zinput.vert.0.spirv
  231. zinput_vert_0_spirv string
  232. //go:embed zinput.vert.0.glsl100es
  233. zinput_vert_0_glsl100es string
  234. //go:embed zinput.vert.0.glsl150
  235. zinput_vert_0_glsl150 string
  236. //go:embed zinput.vert.0.dxbc
  237. zinput_vert_0_dxbc string
  238. //go:embed zinput.vert.0.metallibmacos
  239. zinput_vert_0_metallibmacos string
  240. //go:embed zinput.vert.0.metallibios
  241. zinput_vert_0_metallibios string
  242. //go:embed zinput.vert.0.metallibiossimulator
  243. zinput_vert_0_metallibiossimulator string
  244. Shader_intersect_frag = shader.Sources{
  245. Name: "intersect.frag",
  246. Inputs: []shader.InputLocation{{Name: "vUV", Location: 0, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0x0, Size: 2}},
  247. Textures: []shader.TextureBinding{{Name: "cover", Binding: 0}},
  248. }
  249. //go:embed zintersect.frag.0.spirv
  250. zintersect_frag_0_spirv string
  251. //go:embed zintersect.frag.0.glsl100es
  252. zintersect_frag_0_glsl100es string
  253. //go:embed zintersect.frag.0.glsl150
  254. zintersect_frag_0_glsl150 string
  255. //go:embed zintersect.frag.0.dxbc
  256. zintersect_frag_0_dxbc string
  257. //go:embed zintersect.frag.0.metallibmacos
  258. zintersect_frag_0_metallibmacos string
  259. //go:embed zintersect.frag.0.metallibios
  260. zintersect_frag_0_metallibios string
  261. //go:embed zintersect.frag.0.metallibiossimulator
  262. zintersect_frag_0_metallibiossimulator string
  263. Shader_intersect_vert = shader.Sources{
  264. Name: "intersect.vert",
  265. Inputs: []shader.InputLocation{{Name: "pos", Location: 0, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0x0, Size: 2}, {Name: "uv", Location: 1, Semantic: "TEXCOORD", SemanticIndex: 1, Type: 0x0, Size: 2}},
  266. Uniforms: shader.UniformsReflection{
  267. Locations: []shader.UniformLocation{{Name: "_block.uvTransform", Type: 0x0, Size: 4, Offset: 0}, {Name: "_block.subUVTransform", Type: 0x0, Size: 4, Offset: 16}},
  268. Size: 32,
  269. },
  270. }
  271. //go:embed zintersect.vert.0.spirv
  272. zintersect_vert_0_spirv string
  273. //go:embed zintersect.vert.0.glsl100es
  274. zintersect_vert_0_glsl100es string
  275. //go:embed zintersect.vert.0.glsl150
  276. zintersect_vert_0_glsl150 string
  277. //go:embed zintersect.vert.0.dxbc
  278. zintersect_vert_0_dxbc string
  279. //go:embed zintersect.vert.0.metallibmacos
  280. zintersect_vert_0_metallibmacos string
  281. //go:embed zintersect.vert.0.metallibios
  282. zintersect_vert_0_metallibios string
  283. //go:embed zintersect.vert.0.metallibiossimulator
  284. zintersect_vert_0_metallibiossimulator string
  285. Shader_material_frag = shader.Sources{
  286. Name: "material.frag",
  287. Inputs: []shader.InputLocation{{Name: "vUV", Location: 0, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0x0, Size: 2}},
  288. Uniforms: shader.UniformsReflection{
  289. Locations: []shader.UniformLocation{{Name: "_color.emulateSRGB", Type: 0x0, Size: 1, Offset: 16}},
  290. Size: 4,
  291. },
  292. Textures: []shader.TextureBinding{{Name: "tex", Binding: 0}},
  293. }
  294. //go:embed zmaterial.frag.0.spirv
  295. zmaterial_frag_0_spirv string
  296. //go:embed zmaterial.frag.0.glsl100es
  297. zmaterial_frag_0_glsl100es string
  298. //go:embed zmaterial.frag.0.glsl150
  299. zmaterial_frag_0_glsl150 string
  300. //go:embed zmaterial.frag.0.dxbc
  301. zmaterial_frag_0_dxbc string
  302. //go:embed zmaterial.frag.0.metallibmacos
  303. zmaterial_frag_0_metallibmacos string
  304. //go:embed zmaterial.frag.0.metallibios
  305. zmaterial_frag_0_metallibios string
  306. //go:embed zmaterial.frag.0.metallibiossimulator
  307. zmaterial_frag_0_metallibiossimulator string
  308. Shader_material_vert = shader.Sources{
  309. Name: "material.vert",
  310. Inputs: []shader.InputLocation{{Name: "pos", Location: 0, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0x0, Size: 2}, {Name: "uv", Location: 1, Semantic: "TEXCOORD", SemanticIndex: 1, Type: 0x0, Size: 2}},
  311. Uniforms: shader.UniformsReflection{
  312. Locations: []shader.UniformLocation{{Name: "_block.scale", Type: 0x0, Size: 2, Offset: 0}, {Name: "_block.pos", Type: 0x0, Size: 2, Offset: 8}},
  313. Size: 16,
  314. },
  315. }
  316. //go:embed zmaterial.vert.0.spirv
  317. zmaterial_vert_0_spirv string
  318. //go:embed zmaterial.vert.0.glsl100es
  319. zmaterial_vert_0_glsl100es string
  320. //go:embed zmaterial.vert.0.glsl150
  321. zmaterial_vert_0_glsl150 string
  322. //go:embed zmaterial.vert.0.dxbc
  323. zmaterial_vert_0_dxbc string
  324. //go:embed zmaterial.vert.0.metallibmacos
  325. zmaterial_vert_0_metallibmacos string
  326. //go:embed zmaterial.vert.0.metallibios
  327. zmaterial_vert_0_metallibios string
  328. //go:embed zmaterial.vert.0.metallibiossimulator
  329. zmaterial_vert_0_metallibiossimulator string
  330. Shader_simple_frag = shader.Sources{
  331. Name: "simple.frag",
  332. }
  333. //go:embed zsimple.frag.0.spirv
  334. zsimple_frag_0_spirv string
  335. //go:embed zsimple.frag.0.glsl100es
  336. zsimple_frag_0_glsl100es string
  337. //go:embed zsimple.frag.0.glsl150
  338. zsimple_frag_0_glsl150 string
  339. //go:embed zsimple.frag.0.dxbc
  340. zsimple_frag_0_dxbc string
  341. //go:embed zsimple.frag.0.metallibmacos
  342. zsimple_frag_0_metallibmacos string
  343. //go:embed zsimple.frag.0.metallibios
  344. zsimple_frag_0_metallibios string
  345. //go:embed zsimple.frag.0.metallibiossimulator
  346. zsimple_frag_0_metallibiossimulator string
  347. Shader_stencil_frag = shader.Sources{
  348. Name: "stencil.frag",
  349. Inputs: []shader.InputLocation{{Name: "vFrom", Location: 0, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0x0, Size: 2}, {Name: "vCtrl", Location: 1, Semantic: "TEXCOORD", SemanticIndex: 1, Type: 0x0, Size: 2}, {Name: "vTo", Location: 2, Semantic: "TEXCOORD", SemanticIndex: 2, Type: 0x0, Size: 2}},
  350. }
  351. //go:embed zstencil.frag.0.spirv
  352. zstencil_frag_0_spirv string
  353. //go:embed zstencil.frag.0.glsl100es
  354. zstencil_frag_0_glsl100es string
  355. //go:embed zstencil.frag.0.glsl150
  356. zstencil_frag_0_glsl150 string
  357. //go:embed zstencil.frag.0.dxbc
  358. zstencil_frag_0_dxbc string
  359. //go:embed zstencil.frag.0.metallibmacos
  360. zstencil_frag_0_metallibmacos string
  361. //go:embed zstencil.frag.0.metallibios
  362. zstencil_frag_0_metallibios string
  363. //go:embed zstencil.frag.0.metallibiossimulator
  364. zstencil_frag_0_metallibiossimulator string
  365. Shader_stencil_vert = shader.Sources{
  366. Name: "stencil.vert",
  367. Inputs: []shader.InputLocation{{Name: "corner", Location: 0, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0x0, Size: 1}, {Name: "maxy", Location: 1, Semantic: "TEXCOORD", SemanticIndex: 1, Type: 0x0, Size: 1}, {Name: "from", Location: 2, Semantic: "TEXCOORD", SemanticIndex: 2, Type: 0x0, Size: 2}, {Name: "ctrl", Location: 3, Semantic: "TEXCOORD", SemanticIndex: 3, Type: 0x0, Size: 2}, {Name: "to", Location: 4, Semantic: "TEXCOORD", SemanticIndex: 4, Type: 0x0, Size: 2}},
  368. Uniforms: shader.UniformsReflection{
  369. Locations: []shader.UniformLocation{{Name: "_block.transform", Type: 0x0, Size: 4, Offset: 0}, {Name: "_block.pathOffset", Type: 0x0, Size: 2, Offset: 16}},
  370. Size: 24,
  371. },
  372. }
  373. //go:embed zstencil.vert.0.spirv
  374. zstencil_vert_0_spirv string
  375. //go:embed zstencil.vert.0.glsl100es
  376. zstencil_vert_0_glsl100es string
  377. //go:embed zstencil.vert.0.glsl150
  378. zstencil_vert_0_glsl150 string
  379. //go:embed zstencil.vert.0.dxbc
  380. zstencil_vert_0_dxbc string
  381. //go:embed zstencil.vert.0.metallibmacos
  382. zstencil_vert_0_metallibmacos string
  383. //go:embed zstencil.vert.0.metallibios
  384. zstencil_vert_0_metallibios string
  385. //go:embed zstencil.vert.0.metallibiossimulator
  386. zstencil_vert_0_metallibiossimulator string
  387. )
  388. func init() {
  389. const (
  390. opengles = runtime.GOOS == "linux" || runtime.GOOS == "freebsd" || runtime.GOOS == "openbsd" || runtime.GOOS == "windows" || runtime.GOOS == "js" || runtime.GOOS == "android" || runtime.GOOS == "darwin" || runtime.GOOS == "ios"
  391. opengl = runtime.GOOS == "darwin"
  392. d3d11 = runtime.GOOS == "windows"
  393. vulkan = runtime.GOOS == "linux" || runtime.GOOS == "android"
  394. )
  395. if vulkan {
  396. Shader_blit_frag[0].SPIRV = zblit_frag_0_spirv
  397. }
  398. if opengles {
  399. Shader_blit_frag[0].GLSL100ES = zblit_frag_0_glsl100es
  400. }
  401. if opengl {
  402. Shader_blit_frag[0].GLSL150 = zblit_frag_0_glsl150
  403. }
  404. if d3d11 {
  405. Shader_blit_frag[0].DXBC = zblit_frag_0_dxbc
  406. }
  407. if runtime.GOOS == "darwin" {
  408. Shader_blit_frag[0].MetalLib = zblit_frag_0_metallibmacos
  409. }
  410. if runtime.GOOS == "ios" {
  411. if runtime.GOARCH == "amd64" {
  412. Shader_blit_frag[0].MetalLib = zblit_frag_0_metallibiossimulator
  413. } else {
  414. Shader_blit_frag[0].MetalLib = zblit_frag_0_metallibios
  415. }
  416. }
  417. if vulkan {
  418. Shader_blit_frag[1].SPIRV = zblit_frag_1_spirv
  419. }
  420. if opengles {
  421. Shader_blit_frag[1].GLSL100ES = zblit_frag_1_glsl100es
  422. }
  423. if opengl {
  424. Shader_blit_frag[1].GLSL150 = zblit_frag_1_glsl150
  425. }
  426. if d3d11 {
  427. Shader_blit_frag[1].DXBC = zblit_frag_1_dxbc
  428. }
  429. if runtime.GOOS == "darwin" {
  430. Shader_blit_frag[1].MetalLib = zblit_frag_1_metallibmacos
  431. }
  432. if runtime.GOOS == "ios" {
  433. if runtime.GOARCH == "amd64" {
  434. Shader_blit_frag[1].MetalLib = zblit_frag_1_metallibiossimulator
  435. } else {
  436. Shader_blit_frag[1].MetalLib = zblit_frag_1_metallibios
  437. }
  438. }
  439. if vulkan {
  440. Shader_blit_frag[2].SPIRV = zblit_frag_2_spirv
  441. }
  442. if opengles {
  443. Shader_blit_frag[2].GLSL100ES = zblit_frag_2_glsl100es
  444. }
  445. if opengl {
  446. Shader_blit_frag[2].GLSL150 = zblit_frag_2_glsl150
  447. }
  448. if d3d11 {
  449. Shader_blit_frag[2].DXBC = zblit_frag_2_dxbc
  450. }
  451. if runtime.GOOS == "darwin" {
  452. Shader_blit_frag[2].MetalLib = zblit_frag_2_metallibmacos
  453. }
  454. if runtime.GOOS == "ios" {
  455. if runtime.GOARCH == "amd64" {
  456. Shader_blit_frag[2].MetalLib = zblit_frag_2_metallibiossimulator
  457. } else {
  458. Shader_blit_frag[2].MetalLib = zblit_frag_2_metallibios
  459. }
  460. }
  461. if vulkan {
  462. Shader_blit_vert.SPIRV = zblit_vert_0_spirv
  463. }
  464. if opengles {
  465. Shader_blit_vert.GLSL100ES = zblit_vert_0_glsl100es
  466. }
  467. if opengl {
  468. Shader_blit_vert.GLSL150 = zblit_vert_0_glsl150
  469. }
  470. if d3d11 {
  471. Shader_blit_vert.DXBC = zblit_vert_0_dxbc
  472. }
  473. if runtime.GOOS == "darwin" {
  474. Shader_blit_vert.MetalLib = zblit_vert_0_metallibmacos
  475. }
  476. if runtime.GOOS == "ios" {
  477. if runtime.GOARCH == "amd64" {
  478. Shader_blit_vert.MetalLib = zblit_vert_0_metallibiossimulator
  479. } else {
  480. Shader_blit_vert.MetalLib = zblit_vert_0_metallibios
  481. }
  482. }
  483. if vulkan {
  484. Shader_copy_frag.SPIRV = zcopy_frag_0_spirv
  485. }
  486. if opengles {
  487. Shader_copy_frag.GLSL100ES = zcopy_frag_0_glsl100es
  488. }
  489. if opengl {
  490. Shader_copy_frag.GLSL150 = zcopy_frag_0_glsl150
  491. }
  492. if d3d11 {
  493. Shader_copy_frag.DXBC = zcopy_frag_0_dxbc
  494. }
  495. if runtime.GOOS == "darwin" {
  496. Shader_copy_frag.MetalLib = zcopy_frag_0_metallibmacos
  497. }
  498. if runtime.GOOS == "ios" {
  499. if runtime.GOARCH == "amd64" {
  500. Shader_copy_frag.MetalLib = zcopy_frag_0_metallibiossimulator
  501. } else {
  502. Shader_copy_frag.MetalLib = zcopy_frag_0_metallibios
  503. }
  504. }
  505. if vulkan {
  506. Shader_copy_vert.SPIRV = zcopy_vert_0_spirv
  507. }
  508. if opengles {
  509. Shader_copy_vert.GLSL100ES = zcopy_vert_0_glsl100es
  510. }
  511. if opengl {
  512. Shader_copy_vert.GLSL150 = zcopy_vert_0_glsl150
  513. }
  514. if d3d11 {
  515. Shader_copy_vert.DXBC = zcopy_vert_0_dxbc
  516. }
  517. if runtime.GOOS == "darwin" {
  518. Shader_copy_vert.MetalLib = zcopy_vert_0_metallibmacos
  519. }
  520. if runtime.GOOS == "ios" {
  521. if runtime.GOARCH == "amd64" {
  522. Shader_copy_vert.MetalLib = zcopy_vert_0_metallibiossimulator
  523. } else {
  524. Shader_copy_vert.MetalLib = zcopy_vert_0_metallibios
  525. }
  526. }
  527. if vulkan {
  528. Shader_cover_frag[0].SPIRV = zcover_frag_0_spirv
  529. }
  530. if opengles {
  531. Shader_cover_frag[0].GLSL100ES = zcover_frag_0_glsl100es
  532. }
  533. if opengl {
  534. Shader_cover_frag[0].GLSL150 = zcover_frag_0_glsl150
  535. }
  536. if d3d11 {
  537. Shader_cover_frag[0].DXBC = zcover_frag_0_dxbc
  538. }
  539. if runtime.GOOS == "darwin" {
  540. Shader_cover_frag[0].MetalLib = zcover_frag_0_metallibmacos
  541. }
  542. if runtime.GOOS == "ios" {
  543. if runtime.GOARCH == "amd64" {
  544. Shader_cover_frag[0].MetalLib = zcover_frag_0_metallibiossimulator
  545. } else {
  546. Shader_cover_frag[0].MetalLib = zcover_frag_0_metallibios
  547. }
  548. }
  549. if vulkan {
  550. Shader_cover_frag[1].SPIRV = zcover_frag_1_spirv
  551. }
  552. if opengles {
  553. Shader_cover_frag[1].GLSL100ES = zcover_frag_1_glsl100es
  554. }
  555. if opengl {
  556. Shader_cover_frag[1].GLSL150 = zcover_frag_1_glsl150
  557. }
  558. if d3d11 {
  559. Shader_cover_frag[1].DXBC = zcover_frag_1_dxbc
  560. }
  561. if runtime.GOOS == "darwin" {
  562. Shader_cover_frag[1].MetalLib = zcover_frag_1_metallibmacos
  563. }
  564. if runtime.GOOS == "ios" {
  565. if runtime.GOARCH == "amd64" {
  566. Shader_cover_frag[1].MetalLib = zcover_frag_1_metallibiossimulator
  567. } else {
  568. Shader_cover_frag[1].MetalLib = zcover_frag_1_metallibios
  569. }
  570. }
  571. if vulkan {
  572. Shader_cover_frag[2].SPIRV = zcover_frag_2_spirv
  573. }
  574. if opengles {
  575. Shader_cover_frag[2].GLSL100ES = zcover_frag_2_glsl100es
  576. }
  577. if opengl {
  578. Shader_cover_frag[2].GLSL150 = zcover_frag_2_glsl150
  579. }
  580. if d3d11 {
  581. Shader_cover_frag[2].DXBC = zcover_frag_2_dxbc
  582. }
  583. if runtime.GOOS == "darwin" {
  584. Shader_cover_frag[2].MetalLib = zcover_frag_2_metallibmacos
  585. }
  586. if runtime.GOOS == "ios" {
  587. if runtime.GOARCH == "amd64" {
  588. Shader_cover_frag[2].MetalLib = zcover_frag_2_metallibiossimulator
  589. } else {
  590. Shader_cover_frag[2].MetalLib = zcover_frag_2_metallibios
  591. }
  592. }
  593. if vulkan {
  594. Shader_cover_vert.SPIRV = zcover_vert_0_spirv
  595. }
  596. if opengles {
  597. Shader_cover_vert.GLSL100ES = zcover_vert_0_glsl100es
  598. }
  599. if opengl {
  600. Shader_cover_vert.GLSL150 = zcover_vert_0_glsl150
  601. }
  602. if d3d11 {
  603. Shader_cover_vert.DXBC = zcover_vert_0_dxbc
  604. }
  605. if runtime.GOOS == "darwin" {
  606. Shader_cover_vert.MetalLib = zcover_vert_0_metallibmacos
  607. }
  608. if runtime.GOOS == "ios" {
  609. if runtime.GOARCH == "amd64" {
  610. Shader_cover_vert.MetalLib = zcover_vert_0_metallibiossimulator
  611. } else {
  612. Shader_cover_vert.MetalLib = zcover_vert_0_metallibios
  613. }
  614. }
  615. if vulkan {
  616. Shader_input_vert.SPIRV = zinput_vert_0_spirv
  617. }
  618. if opengles {
  619. Shader_input_vert.GLSL100ES = zinput_vert_0_glsl100es
  620. }
  621. if opengl {
  622. Shader_input_vert.GLSL150 = zinput_vert_0_glsl150
  623. }
  624. if d3d11 {
  625. Shader_input_vert.DXBC = zinput_vert_0_dxbc
  626. }
  627. if runtime.GOOS == "darwin" {
  628. Shader_input_vert.MetalLib = zinput_vert_0_metallibmacos
  629. }
  630. if runtime.GOOS == "ios" {
  631. if runtime.GOARCH == "amd64" {
  632. Shader_input_vert.MetalLib = zinput_vert_0_metallibiossimulator
  633. } else {
  634. Shader_input_vert.MetalLib = zinput_vert_0_metallibios
  635. }
  636. }
  637. if vulkan {
  638. Shader_intersect_frag.SPIRV = zintersect_frag_0_spirv
  639. }
  640. if opengles {
  641. Shader_intersect_frag.GLSL100ES = zintersect_frag_0_glsl100es
  642. }
  643. if opengl {
  644. Shader_intersect_frag.GLSL150 = zintersect_frag_0_glsl150
  645. }
  646. if d3d11 {
  647. Shader_intersect_frag.DXBC = zintersect_frag_0_dxbc
  648. }
  649. if runtime.GOOS == "darwin" {
  650. Shader_intersect_frag.MetalLib = zintersect_frag_0_metallibmacos
  651. }
  652. if runtime.GOOS == "ios" {
  653. if runtime.GOARCH == "amd64" {
  654. Shader_intersect_frag.MetalLib = zintersect_frag_0_metallibiossimulator
  655. } else {
  656. Shader_intersect_frag.MetalLib = zintersect_frag_0_metallibios
  657. }
  658. }
  659. if vulkan {
  660. Shader_intersect_vert.SPIRV = zintersect_vert_0_spirv
  661. }
  662. if opengles {
  663. Shader_intersect_vert.GLSL100ES = zintersect_vert_0_glsl100es
  664. }
  665. if opengl {
  666. Shader_intersect_vert.GLSL150 = zintersect_vert_0_glsl150
  667. }
  668. if d3d11 {
  669. Shader_intersect_vert.DXBC = zintersect_vert_0_dxbc
  670. }
  671. if runtime.GOOS == "darwin" {
  672. Shader_intersect_vert.MetalLib = zintersect_vert_0_metallibmacos
  673. }
  674. if runtime.GOOS == "ios" {
  675. if runtime.GOARCH == "amd64" {
  676. Shader_intersect_vert.MetalLib = zintersect_vert_0_metallibiossimulator
  677. } else {
  678. Shader_intersect_vert.MetalLib = zintersect_vert_0_metallibios
  679. }
  680. }
  681. if vulkan {
  682. Shader_material_frag.SPIRV = zmaterial_frag_0_spirv
  683. }
  684. if opengles {
  685. Shader_material_frag.GLSL100ES = zmaterial_frag_0_glsl100es
  686. }
  687. if opengl {
  688. Shader_material_frag.GLSL150 = zmaterial_frag_0_glsl150
  689. }
  690. if d3d11 {
  691. Shader_material_frag.DXBC = zmaterial_frag_0_dxbc
  692. }
  693. if runtime.GOOS == "darwin" {
  694. Shader_material_frag.MetalLib = zmaterial_frag_0_metallibmacos
  695. }
  696. if runtime.GOOS == "ios" {
  697. if runtime.GOARCH == "amd64" {
  698. Shader_material_frag.MetalLib = zmaterial_frag_0_metallibiossimulator
  699. } else {
  700. Shader_material_frag.MetalLib = zmaterial_frag_0_metallibios
  701. }
  702. }
  703. if vulkan {
  704. Shader_material_vert.SPIRV = zmaterial_vert_0_spirv
  705. }
  706. if opengles {
  707. Shader_material_vert.GLSL100ES = zmaterial_vert_0_glsl100es
  708. }
  709. if opengl {
  710. Shader_material_vert.GLSL150 = zmaterial_vert_0_glsl150
  711. }
  712. if d3d11 {
  713. Shader_material_vert.DXBC = zmaterial_vert_0_dxbc
  714. }
  715. if runtime.GOOS == "darwin" {
  716. Shader_material_vert.MetalLib = zmaterial_vert_0_metallibmacos
  717. }
  718. if runtime.GOOS == "ios" {
  719. if runtime.GOARCH == "amd64" {
  720. Shader_material_vert.MetalLib = zmaterial_vert_0_metallibiossimulator
  721. } else {
  722. Shader_material_vert.MetalLib = zmaterial_vert_0_metallibios
  723. }
  724. }
  725. if vulkan {
  726. Shader_simple_frag.SPIRV = zsimple_frag_0_spirv
  727. }
  728. if opengles {
  729. Shader_simple_frag.GLSL100ES = zsimple_frag_0_glsl100es
  730. }
  731. if opengl {
  732. Shader_simple_frag.GLSL150 = zsimple_frag_0_glsl150
  733. }
  734. if d3d11 {
  735. Shader_simple_frag.DXBC = zsimple_frag_0_dxbc
  736. }
  737. if runtime.GOOS == "darwin" {
  738. Shader_simple_frag.MetalLib = zsimple_frag_0_metallibmacos
  739. }
  740. if runtime.GOOS == "ios" {
  741. if runtime.GOARCH == "amd64" {
  742. Shader_simple_frag.MetalLib = zsimple_frag_0_metallibiossimulator
  743. } else {
  744. Shader_simple_frag.MetalLib = zsimple_frag_0_metallibios
  745. }
  746. }
  747. if vulkan {
  748. Shader_stencil_frag.SPIRV = zstencil_frag_0_spirv
  749. }
  750. if opengles {
  751. Shader_stencil_frag.GLSL100ES = zstencil_frag_0_glsl100es
  752. }
  753. if opengl {
  754. Shader_stencil_frag.GLSL150 = zstencil_frag_0_glsl150
  755. }
  756. if d3d11 {
  757. Shader_stencil_frag.DXBC = zstencil_frag_0_dxbc
  758. }
  759. if runtime.GOOS == "darwin" {
  760. Shader_stencil_frag.MetalLib = zstencil_frag_0_metallibmacos
  761. }
  762. if runtime.GOOS == "ios" {
  763. if runtime.GOARCH == "amd64" {
  764. Shader_stencil_frag.MetalLib = zstencil_frag_0_metallibiossimulator
  765. } else {
  766. Shader_stencil_frag.MetalLib = zstencil_frag_0_metallibios
  767. }
  768. }
  769. if vulkan {
  770. Shader_stencil_vert.SPIRV = zstencil_vert_0_spirv
  771. }
  772. if opengles {
  773. Shader_stencil_vert.GLSL100ES = zstencil_vert_0_glsl100es
  774. }
  775. if opengl {
  776. Shader_stencil_vert.GLSL150 = zstencil_vert_0_glsl150
  777. }
  778. if d3d11 {
  779. Shader_stencil_vert.DXBC = zstencil_vert_0_dxbc
  780. }
  781. if runtime.GOOS == "darwin" {
  782. Shader_stencil_vert.MetalLib = zstencil_vert_0_metallibmacos
  783. }
  784. if runtime.GOOS == "ios" {
  785. if runtime.GOARCH == "amd64" {
  786. Shader_stencil_vert.MetalLib = zstencil_vert_0_metallibiossimulator
  787. } else {
  788. Shader_stencil_vert.MetalLib = zstencil_vert_0_metallibios
  789. }
  790. }
  791. }