Merge branch 'master' of github.com:bkaradzic/bgfx

This commit is contained in:
Бранимир Караџић 2019-01-03 17:47:10 -08:00
commit e36890f6d8
54 changed files with 5257 additions and 2627 deletions

View File

@ -7,9 +7,12 @@
// Releases change-log at https://github.com/ocornut/imgui/releases
// Technical Support for Getting Started https://discourse.dearimgui.org/c/getting-started
// Gallery (please post your screenshots/video there!): https://github.com/ocornut/imgui/issues/1269
// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
// See LICENSE.txt for copyright and licensing details (standard MIT License).
// This library is free but I need your support to sustain development and maintenance.
// If you work for a company, please consider financial support, see README. For individuals: https://www.patreon.com/imgui
// Businesses: you can support continued maintenance and development via support contracts or sponsoring, see docs/README.
// Individuals: you can support continued maintenance and development via donations or Patreon https://www.patreon.com/imgui.
// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library.
// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without
@ -26,17 +29,17 @@ DOCUMENTATION
- MISSION STATEMENT
- END-USER GUIDE
- PROGRAMMER GUIDE (read me!)
- Read first
- How to update to a newer version of Dear ImGui
- Getting started with integrating Dear ImGui in your code/engine
- This is how a simple application may look like (2 variations)
- This is how a simple rendering function may look like
- Using gamepad/keyboard navigation controls
- Read first.
- How to update to a newer version of Dear ImGui.
- Getting started with integrating Dear ImGui in your code/engine.
- This is how a simple application may look like (2 variations).
- This is how a simple rendering function may look like.
- Using gamepad/keyboard navigation controls.
- API BREAKING CHANGES (read me when you update!)
- FREQUENTLY ASKED QUESTIONS (FAQ), TIPS
- How can I tell whether to dispatch mouse/keyboard to imgui or to my application?
- How can I display an image? What is ImTextureID, how does it works?
- How can I have multiple widgets with the same label or without a label? A primer on labels and the ID Stack.
- How can I have multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack.
- How can I use my own math types instead of ImVec2/ImVec4?
- How can I load a different font than the default?
- How can I easily use icons in my application?
@ -84,19 +87,19 @@ CODE
MISSION STATEMENT
=================
- Easy to use to create code-driven and data-driven tools
- Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools
- Easy to hack and improve
- Minimize screen real-estate usage
- Minimize setup and maintenance
- Minimize state storage on user side
- Portable, minimize dependencies, run on target (consoles, phones, etc.)
- Efficient runtime and memory consumption (NB- we do allocate when "growing" content e.g. creating a window,
opening a tree node for the first time, etc. but a typical frame should not allocate anything)
- Easy to use to create code-driven and data-driven tools.
- Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.
- Easy to hack and improve.
- Minimize screen real-estate usage.
- Minimize setup and maintenance.
- Minimize state storage on user side.
- Portable, minimize dependencies, run on target (consoles, phones, etc.).
- Efficient runtime and memory consumption (NB- we do allocate when "growing" content e.g. creating a window,.
opening a tree node for the first time, etc. but a typical frame should not allocate anything).
Designed for developers and content-creators, not the typical end-user! Some of the weaknesses includes:
- Doesn't look fancy, doesn't animate
- Limited layout features, intricate layouts are typically crafted in code
- Doesn't look fancy, doesn't animate.
- Limited layout features, intricate layouts are typically crafted in code.
END-USER GUIDE
@ -126,16 +129,29 @@ CODE
PROGRAMMER GUIDE
================
READ FIRST
READ FIRST:
- Read the FAQ below this section!
- Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction
or destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, less bugs.
- Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
- You can learn about immediate-mode GUI principles at http://www.johno.se/book/imgui.html or watch http://mollyrocket.com/861
See README.md for more links describing the IMGUI paradigm. Dear ImGui is an implementation of the IMGUI paradigm.
- The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build.
- Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori).
You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links docs/README.md.
- Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances.
For every application frame your UI code will be called only once. This is in contrast to e.g. Unity's own implementation of an IMGUI,
where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches.
- Our origin are on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right.
- This codebase is also optimized to yield decent performances with typical "Debug" builds settings.
- Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected).
If you get an assert, read the messages and comments around the assert.
- C++: this is a very C-ish codebase: we don't rely on C++11, we don't include any C++ headers, and ImGui:: is a namespace.
- C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types.
See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that.
However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase.
- C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!).
HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI:
- Overwrite all the sources files except for imconfig.h (if you have made modification to your copy of imconfig.h)
- Or maintain your own branch where you have imconfig.h modified.
@ -145,7 +161,7 @@ CODE
likely be a comment about it. Please report any issue to the GitHub page!
- Try to keep your copy of dear imgui reasonably up to date.
GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE:
- Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
- Add the Dear ImGui source files to your projects or using your preferred build system.
@ -158,8 +174,8 @@ CODE
- Refer to the bindings and demo applications in the examples/ folder for instruction on how to setup your code.
- If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.
HOW A SIMPLE APPLICATION MAY LOOK LIKE
EXHIBIT 1: USING THE EXAMPLE BINDINGS (imgui_impl_XXX.cpp files from the examples/ folder)
HOW A SIMPLE APPLICATION MAY LOOK LIKE:
EXHIBIT 1: USING THE EXAMPLE BINDINGS (imgui_impl_XXX.cpp files from the examples/ folder).
// Application init: create a dear imgui context, setup some options, load fonts
ImGui::CreateContext();
@ -194,8 +210,8 @@ CODE
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
HOW A SIMPLE APPLICATION MAY LOOK LIKE
EXHIBIT 2: IMPLEMENTING CUSTOM BINDING / CUSTOM ENGINE
HOW A SIMPLE APPLICATION MAY LOOK LIKE:
EXHIBIT 2: IMPLEMENTING CUSTOM BINDING / CUSTOM ENGINE.
// Application init: create a dear imgui context, setup some options, load fonts
ImGui::CreateContext();
@ -249,16 +265,17 @@ CODE
// Shutdown
ImGui::DestroyContext();
HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE:
void void MyImGuiRenderFunction(ImDrawData* draw_data)
{
// TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
// TODO: Setup viewport using draw_data->DisplaySize
// TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
// TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
// TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by ImGui
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by ImGui
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
@ -467,7 +484,7 @@ CODE
- the signature of the io.RenderDrawListsFn handler has changed!
old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
argument: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'
parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'
ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new.
ImDrawCmd: 'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'.
- each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.
@ -500,9 +517,9 @@ CODE
- 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.
- 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.
(1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.
font init: const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); <..Upload texture to GPU..>
became: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); <..Upload texture to GPU>; io.Fonts->TexId = YourTextureIdentifier;
you now more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs.
font init: { const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); <..Upload texture to GPU..>; }
became: { unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); <..Upload texture to GPU>; io.Fonts->TexId = YourTextureIdentifier; }
you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs.
it is now recommended that you sample the font texture with bilinear interpolation.
(1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to set io.Fonts->TexID.
(1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
@ -624,7 +641,7 @@ CODE
Finally, you may call ImGui::ShowMetricsWindow() to explore/visualize/understand how the ImDrawList are generated.
Q: How can I have multiple widgets with the same label or without a label?
Q: How can I have multiple widgets with the same label or with an empty label?
Q: I have multiple widgets with the same label, and only the first one works. Why is that?
A: A primer on labels and the ID Stack...
@ -646,6 +663,9 @@ CODE
Begin("MyWindow");
Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "OK")
End();
Begin("MyOtherWindow");
Button("OK"); // Label = "OK", ID = hash of ("MyOtherWindow", "OK")
End();
- If you have a same ID twice in the same location, you'll have a conflict:
@ -685,47 +705,48 @@ CODE
within the same window. This is the most convenient way of distinguishing ID when iterating and
creating many UI elements programmatically.
You can push a pointer, a string or an integer value into the ID stack.
Remember that ID are formed from the concatenation of _everything_ in the ID stack!
Remember that ID are formed from the concatenation of _everything_ pushed into the ID stack.
At each level of the stack we store the seed used for items at this level of the ID stack.
Begin("Window");
Begin("Window");
for (int i = 0; i < 100; i++)
{
PushID(i); // Push i to the id tack
Button("Click"); // Label = "Click", ID = Hash of ("Window", i, "Click")
PushID(i); // Push i to the id tack
Button("Click"); // Label = "Click", ID = hash of ("Window", i, "Click")
PopID();
}
for (int i = 0; i < 100; i++)
{
MyObject* obj = Objects[i];
PushID(obj);
Button("Click"); // Label = "Click", ID = Hash of ("Window", obj pointer, "Click")
Button("Click"); // Label = "Click", ID = hash of ("Window", obj pointer, "Click")
PopID();
}
for (int i = 0; i < 100; i++)
{
MyObject* obj = Objects[i];
PushID(obj->Name);
Button("Click"); // Label = "Click", ID = Hash of ("Window", obj->Name, "Click")
Button("Click"); // Label = "Click", ID = hash of ("Window", obj->Name, "Click")
PopID();
}
End();
- More example showing that you can stack multiple prefixes into the ID stack:
- You can stack multiple prefixes into the ID stack:
Button("Click"); // Label = "Click", ID = hash of (..., "Click")
Button("Click"); // Label = "Click", ID = hash of (..., "Click")
PushID("node");
Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
PushID(my_ptr);
Button("Click"); // Label = "Click", ID = hash of (..., "node", my_ptr, "Click")
Button("Click"); // Label = "Click", ID = hash of (..., "node", my_ptr, "Click")
PopID();
PopID();
- Tree nodes implicitly creates a scope for you by calling PushID().
Button("Click"); // Label = "Click", ID = hash of (..., "Click")
if (TreeNode("node"))
Button("Click"); // Label = "Click", ID = hash of (..., "Click")
if (TreeNode("node")) // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag)
{
Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
TreePop();
}
@ -745,7 +766,8 @@ CODE
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
Default is ProggyClean.ttf, rendered at size 13, embedded in dear imgui's source code.
Default is ProggyClean.ttf, monospace, rendered at size 13, embedded in dear imgui's source code.
(Tip: monospace fonts are convenient because they allow to facilitate horizontal alignment directly at the string level.)
(Read the 'misc/fonts/README.txt' file for more details about font loading.)
New programmers: remember that in C/C++ and most programming languages if you want to use a
@ -757,6 +779,7 @@ CODE
Q: How can I easily use icons in my application?
A: The most convenient and practical way is to merge an icon font such as FontAwesome inside you
main font. Then you can refer to icons within your strings.
You may want to see ImFontConfig::GlyphMinAdvanceX to make your icon look monospace to facilitate alignment.
(Read the 'misc/fonts/README.txt' file for more details about icons font loading.)
Q: How can I load multiple fonts?
@ -846,10 +869,12 @@ CODE
Rectangles provided by ImGui are defined as (x1=left,y1=top,x2=right,y2=bottom) and NOT as (x1,y1,width,height).
Q: How can I help?
A: - If you are experienced with Dear ImGui and C++, look at the github issues, or docs/TODO.txt and see how you want/can help!
- Convince your company to sponsor/fund development! Individual users: you can also become a Patron (patreon.com/imgui) or donate on PayPal! See README.
A: - If you are experienced with Dear ImGui and C++, look at the github issues, look at the Wiki, read docs/TODO.txt
and see how you want to help and can help!
- Businesses: convince your company to fund development via support contracts/sponsoring! This is among the most useful thing you can do for dear imgui.
- Individuals: you can also become a Patron (http://www.patreon.com/imgui) or donate on PayPal! See README.
- Disclose your usage of dear imgui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
You may post screenshot or links in the gallery threads (github.com/ocornut/imgui/issues/1269). Visuals are ideal as they inspire other programmers.
You may post screenshot or links in the gallery threads (github.com/ocornut/imgui/issues/1902). Visuals are ideal as they inspire other programmers.
But even without visuals, disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions.
- If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on github or privately).
@ -2948,7 +2973,7 @@ void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
// Handle mouse moving window
// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()
void ImGui::UpdateMouseMovingWindow()
void ImGui::UpdateMouseMovingWindowNewFrame()
{
ImGuiContext& g = *GImGui;
if (g.MovingWindow != NULL)
@ -2986,6 +3011,56 @@ void ImGui::UpdateMouseMovingWindow()
}
}
// Initiate moving window, handle left-click and right-click focus
void ImGui::UpdateMouseMovingWindowEndFrame()
{
// Initiate moving window
ImGuiContext& g = *GImGui;
if (g.ActiveId != 0 || g.HoveredId != 0)
return;
// Unless we just made a window/popup appear
if (g.NavWindow && g.NavWindow->Appearing)
return;
// Click to focus window and start moving (after we're done with all our widgets)
if (g.IO.MouseClicked[0])
{
if (g.HoveredRootWindow != NULL)
{
StartMouseMovingWindow(g.HoveredWindow);
if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(g.HoveredRootWindow->Flags & ImGuiWindowFlags_NoTitleBar))
if (!g.HoveredRootWindow->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
g.MovingWindow = NULL;
}
else if (g.NavWindow != NULL && GetFrontMostPopupModal() == NULL)
{
FocusWindow(NULL); // Clicking on void disable focus
}
}
// With right mouse button we close popups without changing focus
// (The left mouse button path calls FocusWindow which will lead NewFrame->ClosePopupsOverWindow to trigger)
if (g.IO.MouseClicked[1])
{
// Find the top-most window between HoveredWindow and the front most Modal Window.
// This is where we can trim the popup stack.
ImGuiWindow* modal = GetFrontMostPopupModal();
bool hovered_window_above_modal = false;
if (modal == NULL)
hovered_window_above_modal = true;
for (int i = g.Windows.Size - 1; i >= 0 && hovered_window_above_modal == false; i--)
{
ImGuiWindow* window = g.Windows[i];
if (window == modal)
break;
if (window == g.HoveredWindow)
hovered_window_above_modal = true;
}
ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal);
}
}
static bool IsWindowActiveAndVisible(ImGuiWindow* window)
{
return (window->Active) && (!window->Hidden);
@ -3277,7 +3352,7 @@ void ImGui::NewFrame()
g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame))) : FLT_MAX;
// Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
UpdateMouseMovingWindow();
UpdateMouseMovingWindowNewFrame();
UpdateHoveredWindowAndCaptureFlags();
// Background darkening/whitening
@ -3328,6 +3403,7 @@ void ImGui::NewFrame()
// This fallback is particularly important as it avoid ImGui:: calls from crashing.
SetNextWindowSize(ImVec2(400,400), ImGuiCond_FirstUseEver);
Begin("Debug##Default");
g.FrameScopePushedImplicitWindow = true;
#ifdef IMGUI_ENABLE_TEST_ENGINE
ImGuiTestEngineHook_PostNewFrame();
@ -3559,9 +3635,6 @@ void ImGui::EndFrame()
return;
IM_ASSERT(g.FrameScopeActive && "Forgot to call ImGui::NewFrame()?");
g.FrameScopeActive = false;
g.FrameCountEnded = g.FrameCount;
// Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
if (g.IO.ImeSetInputScreenPosFn && ImLengthSqr(g.PlatformImeLastPos - g.PlatformImePos) > 0.0001f)
{
@ -3586,11 +3659,12 @@ void ImGui::EndFrame()
}
// Hide implicit/fallback "Debug" window if it hasn't been used
g.FrameScopePushedImplicitWindow = false;
if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
g.CurrentWindow->Active = false;
End();
// Show CTRL+TAB list
// Show CTRL+TAB list window
if (g.NavWindowingTarget)
NavUpdateWindowingList();
@ -3611,49 +3685,12 @@ void ImGui::EndFrame()
g.DragDropWithinSourceOrTarget = false;
}
// Initiate moving window
if (g.ActiveId == 0 && g.HoveredId == 0)
{
if (!g.NavWindow || !g.NavWindow->Appearing) // Unless we just made a window/popup appear
{
// Click to focus window and start moving (after we're done with all our widgets)
if (g.IO.MouseClicked[0])
{
if (g.HoveredRootWindow != NULL)
{
StartMouseMovingWindow(g.HoveredWindow);
if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(g.HoveredRootWindow->Flags & ImGuiWindowFlags_NoTitleBar))
if (!g.HoveredRootWindow->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
g.MovingWindow = NULL;
}
else if (g.NavWindow != NULL && GetFrontMostPopupModal() == NULL)
{
FocusWindow(NULL); // Clicking on void disable focus
}
}
// End frame
g.FrameScopeActive = false;
g.FrameCountEnded = g.FrameCount;
// With right mouse button we close popups without changing focus
// (The left mouse button path calls FocusWindow which will lead NewFrame->ClosePopupsOverWindow to trigger)
if (g.IO.MouseClicked[1])
{
// Find the top-most window between HoveredWindow and the front most Modal Window.
// This is where we can trim the popup stack.
ImGuiWindow* modal = GetFrontMostPopupModal();
bool hovered_window_above_modal = false;
if (modal == NULL)
hovered_window_above_modal = true;
for (int i = g.Windows.Size - 1; i >= 0 && hovered_window_above_modal == false; i--)
{
ImGuiWindow* window = g.Windows[i];
if (window == modal)
break;
if (window == g.HoveredWindow)
hovered_window_above_modal = true;
}
ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal);
}
}
}
// Initiate moving window + handle left-click and right-click focus
UpdateMouseMovingWindowEndFrame();
// Sort the window list so that all child windows are after their parent
// We cannot do that on FocusWindow() because childs may not exist yet
@ -5262,11 +5299,12 @@ void ImGui::End()
{
ImGuiContext& g = *GImGui;
if (g.CurrentWindowStack.Size <= 1 && g.FrameScopeActive)
if (g.CurrentWindowStack.Size <= 1 && g.FrameScopePushedImplicitWindow)
{
IM_ASSERT(g.CurrentWindowStack.Size > 1 && "Calling End() too many times!");
return; // FIXME-ERRORHANDLING
}
IM_ASSERT(g.CurrentWindowStack.Size > 0);
ImGuiWindow* window = g.CurrentWindow;

View File

@ -3,7 +3,7 @@
// See imgui.cpp file for documentation.
// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
// Read 'Programmer guide' in imgui.cpp for notes on how to setup ImGui in your codebase.
// Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
// Get latest version at https://github.com/ocornut/imgui
/*
@ -95,11 +95,11 @@ struct ImDrawVert; // A single vertex (20 bytes by default, ove
struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
struct ImFontConfig; // Configuration data when adding a font or merging fonts
struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*obsolete* please avoid using)
struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
#ifndef ImTextureID
typedef void* ImTextureID; // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
#endif
struct ImGuiContext; // ImGui context (opaque)
struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
struct ImGuiIO; // Main configuration and I/O between your application and ImGui
struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
struct ImGuiListClipper; // Helper to manually clip large list of items
@ -114,7 +114,7 @@ struct ImGuiTextBuffer; // Helper to hold and append into a text buf
// Typedefs and Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file)
// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
typedef unsigned int ImGuiID; // Unique ID used by widgets (typically hashed from a stack of string)
typedef unsigned short ImWchar; // Character for keyboard input/display
typedef unsigned short ImWchar; // A single U16 character for keyboard input/display. We encode them as multi bytes UTF-8 when used in strings.
typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for Set*()
typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
@ -434,19 +434,20 @@ namespace ImGui
// Widgets: Input with Keyboard
// - If you want to use InputText() with a dynamic string type such as std::string or your own, see misc/cpp/imgui_stdlib.h
// - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0,0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags extra_flags = 0);
IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags extra_flags = 0);
IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags extra_flags = 0);
IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags extra_flags = 0);
IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags extra_flags = 0);
IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags extra_flags = 0);
IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags extra_flags = 0);
IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags extra_flags = 0);
IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0f, double step_fast = 0.0f, const char* format = "%.6f", ImGuiInputTextFlags extra_flags = 0);
IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* v, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags extra_flags = 0);
IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags extra_flags = 0);
IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0f, double step_fast = 0.0f, const char* format = "%.6f", ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* v, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
// Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
// - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can the pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
@ -1414,10 +1415,10 @@ namespace ImGui
// OBSOLETED in 1.63 (from Aug 2018)
static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); }
// OBSOLETED in 1.61 (from Apr 2018)
IMGUI_API bool InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags extra_flags = 0); // Use the 'const char* format' version instead of 'decimal_precision'!
IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags extra_flags = 0);
IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags extra_flags = 0);
IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags extra_flags = 0);
IMGUI_API bool InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags = 0); // Use the 'const char* format' version instead of 'decimal_precision'!
IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags = 0);
// OBSOLETED in 1.60 (from Dec 2017)
static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); }
static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }

View File

@ -480,7 +480,7 @@ static void ShowDemoWindowWidgets()
ImGui::SameLine(); ShowHelpMarker("You can apply arithmetic operators +,*,/ on numerical values.\n e.g. [ 100 ], input \'*2\', result becomes [ 200 ]\nUse +- to subtract.\n");
static float f0 = 0.001f;
ImGui::InputFloat("input float", &f0, 0.01f, 1.0f);
ImGui::InputFloat("input float", &f0, 0.01f, 1.0f, "%.3f");
static double d0 = 999999.00000001;
ImGui::InputDouble("input double", &d0, 0.01f, 1.0f, "%.8f");

View File

@ -694,7 +694,8 @@ struct ImGuiTabBarSortItem
struct ImGuiContext
{
bool Initialized;
bool FrameScopeActive; // Set by NewFrame(), cleared by EndFrame()/Render()
bool FrameScopeActive; // Set by NewFrame(), cleared by EndFrame()
bool FrameScopePushedImplicitWindow; // Set by NewFrame(), cleared by EndFrame()
bool FontAtlasOwnedByContext; // Io.Fonts-> is owned by the ImGuiContext and will be destructed along with it.
ImGuiIO IO;
ImGuiStyle Style;
@ -859,7 +860,7 @@ struct ImGuiContext
ImGuiContext(ImFontAtlas* shared_font_atlas) : OverlayDrawList(NULL)
{
Initialized = false;
FrameScopeActive = false;
FrameScopeActive = FrameScopePushedImplicitWindow = false;
Font = NULL;
FontSize = FontBaseSize = 0.0f;
FontAtlasOwnedByContext = shared_font_atlas ? false : true;
@ -1260,7 +1261,8 @@ namespace ImGui
// NewFrame
IMGUI_API void UpdateHoveredWindowAndCaptureFlags();
IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window);
IMGUI_API void UpdateMouseMovingWindow();
IMGUI_API void UpdateMouseMovingWindowNewFrame();
IMGUI_API void UpdateMouseMovingWindowEndFrame();
// Settings
IMGUI_API void MarkIniSettingsDirty();

View File

@ -2648,7 +2648,7 @@ bool ImGui::InputScalarAsWidgetReplacement(const ImRect& bb, ImGuiID id, const c
return false;
}
bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_ptr, const void* step, const void* step_fast, const char* format, ImGuiInputTextFlags extra_flags)
bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_ptr, const void* step, const void* step_fast, const char* format, ImGuiInputTextFlags flags)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
@ -2665,9 +2665,9 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p
DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, data_ptr, format);
bool value_changed = false;
if ((extra_flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0)
extra_flags |= ImGuiInputTextFlags_CharsDecimal;
extra_flags |= ImGuiInputTextFlags_AutoSelectAll;
if ((flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0)
flags |= ImGuiInputTextFlags_CharsDecimal;
flags |= ImGuiInputTextFlags_AutoSelectAll;
if (step != NULL)
{
@ -2676,19 +2676,22 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p
BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive()
PushID(label);
PushItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2));
if (InputText("", buf, IM_ARRAYSIZE(buf), extra_flags)) // PushId(label) + "" gives us the expected ID from outside point of view
if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view
value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialText.Data, data_type, data_ptr, format);
PopItemWidth();
// Step buttons
ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups;
if (flags & ImGuiInputTextFlags_ReadOnly)
button_flags |= ImGuiButtonFlags_Disabled;
SameLine(0, style.ItemInnerSpacing.x);
if (ButtonEx("-", ImVec2(button_size, button_size), ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups))
if (ButtonEx("-", ImVec2(button_size, button_size), button_flags))
{
DataTypeApplyOp(data_type, '-', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast ? step_fast : step);
value_changed = true;
}
SameLine(0, style.ItemInnerSpacing.x);
if (ButtonEx("+", ImVec2(button_size, button_size), ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups))
if (ButtonEx("+", ImVec2(button_size, button_size), button_flags))
{
DataTypeApplyOp(data_type, '+', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast ? step_fast : step);
value_changed = true;
@ -2701,14 +2704,14 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p
}
else
{
if (InputText(label, buf, IM_ARRAYSIZE(buf), extra_flags))
if (InputText(label, buf, IM_ARRAYSIZE(buf), flags))
value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialText.Data, data_type, data_ptr, format);
}
return value_changed;
}
bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step, const void* step_fast, const char* format, ImGuiInputTextFlags extra_flags)
bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step, const void* step_fast, const char* format, ImGuiInputTextFlags flags)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
@ -2723,7 +2726,7 @@ bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* v, in
for (int i = 0; i < components; i++)
{
PushID(i);
value_changed |= InputScalar("##v", data_type, v, step, step_fast, format, extra_flags);
value_changed |= InputScalar("##v", data_type, v, step, step_fast, format, flags);
SameLine(0, g.Style.ItemInnerSpacing.x);
PopID();
PopItemWidth();
@ -2736,88 +2739,88 @@ bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* v, in
return value_changed;
}
bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags extra_flags)
bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags flags)
{
extra_flags |= ImGuiInputTextFlags_CharsScientific;
return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step>0.0f ? &step : NULL), (void*)(step_fast>0.0f ? &step_fast : NULL), format, extra_flags);
flags |= ImGuiInputTextFlags_CharsScientific;
return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step>0.0f ? &step : NULL), (void*)(step_fast>0.0f ? &step_fast : NULL), format, flags);
}
bool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags extra_flags)
bool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags flags)
{
return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, extra_flags);
return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags);
}
bool ImGui::InputFloat3(const char* label, float v[3], const char* format, ImGuiInputTextFlags extra_flags)
bool ImGui::InputFloat3(const char* label, float v[3], const char* format, ImGuiInputTextFlags flags)
{
return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, extra_flags);
return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags);
}
bool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGuiInputTextFlags extra_flags)
bool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGuiInputTextFlags flags)
{
return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, extra_flags);
return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags);
}
// Prefer using "const char* format" directly, which is more flexible and consistent with other API.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags extra_flags)
bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags)
{
char format[16] = "%f";
if (decimal_precision >= 0)
ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision);
return InputFloat(label, v, step, step_fast, format, extra_flags);
return InputFloat(label, v, step, step_fast, format, flags);
}
bool ImGui::InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags extra_flags)
bool ImGui::InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags)
{
char format[16] = "%f";
if (decimal_precision >= 0)
ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision);
return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, extra_flags);
return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags);
}
bool ImGui::InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags extra_flags)
bool ImGui::InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags)
{
char format[16] = "%f";
if (decimal_precision >= 0)
ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision);
return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, extra_flags);
return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags);
}
bool ImGui::InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags extra_flags)
bool ImGui::InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags)
{
char format[16] = "%f";
if (decimal_precision >= 0)
ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision);
return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, extra_flags);
return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags);
}
#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS
bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags extra_flags)
bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags flags)
{
// Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes.
const char* format = (extra_flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d";
return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step>0 ? &step : NULL), (void*)(step_fast>0 ? &step_fast : NULL), format, extra_flags);
const char* format = (flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d";
return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step>0 ? &step : NULL), (void*)(step_fast>0 ? &step_fast : NULL), format, flags);
}
bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags extra_flags)
bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags)
{
return InputScalarN(label, ImGuiDataType_S32, v, 2, NULL, NULL, "%d", extra_flags);
return InputScalarN(label, ImGuiDataType_S32, v, 2, NULL, NULL, "%d", flags);
}
bool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags extra_flags)
bool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags)
{
return InputScalarN(label, ImGuiDataType_S32, v, 3, NULL, NULL, "%d", extra_flags);
return InputScalarN(label, ImGuiDataType_S32, v, 3, NULL, NULL, "%d", flags);
}
bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags extra_flags)
bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags)
{
return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, "%d", extra_flags);
return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, "%d", flags);
}
bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags extra_flags)
bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags flags)
{
extra_flags |= ImGuiInputTextFlags_CharsScientific;
return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step>0.0 ? &step : NULL), (void*)(step_fast>0.0 ? &step_fast : NULL), format, extra_flags);
flags |= ImGuiInputTextFlags_CharsScientific;
return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step>0.0 ? &step : NULL), (void*)(step_fast>0.0 ? &step_fast : NULL), format, flags);
}
//-------------------------------------------------------------------------

View File

@ -1297,6 +1297,10 @@ TGlslangToSpvTraverser::TGlslangToSpvTraverser(unsigned int spvVersion, const gl
text.append("#line 1\n");
text.append(glslangIntermediate->getSourceText());
builder.setSourceText(text);
// Pass name and text for all included files
const std::map<std::string, std::string>& include_txt = glslangIntermediate->getIncludeText();
for (auto iItr = include_txt.begin(); iItr != include_txt.end(); ++iItr)
builder.addInclude(iItr->first, iItr->second);
}
stdBuiltins = builder.import("GLSL.std.450");
if (glslangIntermediate->usingVulkanMemoryModel()) {

View File

@ -114,20 +114,8 @@ void Builder::setLine(int lineNum, const char* filename)
currentLine = lineNum;
currentFile = filename;
if (emitOpLines) {
// If filename previously seen, use its id, else create a string
// and put it in the map.
auto sItr = stringIds.find(filename);
if (sItr != stringIds.end()) {
addLine(sItr->second, currentLine, 0);
} else {
Instruction* fileString =
new Instruction(getUniqueId(), NoType, OpString);
fileString->addStringOperand(filename);
spv::Id stringId = fileString->getResultId();
strings.push_back(std::unique_ptr<Instruction>(fileString));
addLine(stringId, currentLine, 0);
stringIds[filename] = stringId;
}
spv::Id strId = getStringId(filename);
addLine(strId, currentLine, 0);
}
}
}
@ -2843,7 +2831,8 @@ void Builder::createConditionalBranch(Id condition, Block* thenBlock, Block* els
// OpSource
// [OpSourceContinued]
// ...
void Builder::dumpSourceInstructions(std::vector<unsigned int>& out) const
void Builder::dumpSourceInstructions(const spv::Id fileId, const std::string& text,
std::vector<unsigned int>& out) const
{
const int maxWordCount = 0xFFFF;
const int opSourceWordCount = 4;
@ -2855,14 +2844,14 @@ void Builder::dumpSourceInstructions(std::vector<unsigned int>& out) const
sourceInst.addImmediateOperand(source);
sourceInst.addImmediateOperand(sourceVersion);
// File operand
if (sourceFileStringId != NoResult) {
sourceInst.addIdOperand(sourceFileStringId);
if (fileId != NoResult) {
sourceInst.addIdOperand(fileId);
// Source operand
if (sourceText.size() > 0) {
if (text.size() > 0) {
int nextByte = 0;
std::string subString;
while ((int)sourceText.size() - nextByte > 0) {
subString = sourceText.substr(nextByte, nonNullBytesPerInstruction);
while ((int)text.size() - nextByte > 0) {
subString = text.substr(nextByte, nonNullBytesPerInstruction);
if (nextByte == 0) {
// OpSource
sourceInst.addStringOperand(subString.c_str());
@ -2882,6 +2871,14 @@ void Builder::dumpSourceInstructions(std::vector<unsigned int>& out) const
}
}
// Dump an OpSource[Continued] sequence for the source and every include file
void Builder::dumpSourceInstructions(std::vector<unsigned int>& out) const
{
dumpSourceInstructions(sourceFileStringId, sourceText, out);
for (auto iItr = includeFiles.begin(); iItr != includeFiles.end(); ++iItr)
dumpSourceInstructions(iItr->first, *iItr->second, out);
}
void Builder::dumpInstructions(std::vector<unsigned int>& out, const std::vector<std::unique_ptr<Instruction> >& instructions) const
{
for (int i = 0; i < (int)instructions.size(); ++i) {

View File

@ -57,6 +57,7 @@
#include <sstream>
#include <stack>
#include <unordered_map>
#include <map>
namespace spv {
@ -74,20 +75,33 @@ public:
source = lang;
sourceVersion = version;
}
spv::Id getStringId(const std::string& str)
{
auto sItr = stringIds.find(str);
if (sItr != stringIds.end())
return sItr->second;
spv::Id strId = getUniqueId();
Instruction* fileString = new Instruction(strId, NoType, OpString);
const char* file_c_str = str.c_str();
fileString->addStringOperand(file_c_str);
strings.push_back(std::unique_ptr<Instruction>(fileString));
stringIds[file_c_str] = strId;
return strId;
}
void setSourceFile(const std::string& file)
{
Instruction* fileString = new Instruction(getUniqueId(), NoType, OpString);
const char* file_c_str = file.c_str();
fileString->addStringOperand(file_c_str);
sourceFileStringId = fileString->getResultId();
strings.push_back(std::unique_ptr<Instruction>(fileString));
stringIds[file_c_str] = sourceFileStringId;
sourceFileStringId = getStringId(file);
}
void setSourceText(const std::string& text) { sourceText = text; }
void addSourceExtension(const char* ext) { sourceExtensions.push_back(ext); }
void addModuleProcessed(const std::string& p) { moduleProcesses.push_back(p.c_str()); }
void setEmitOpLines() { emitOpLines = true; }
void addExtension(const char* ext) { extensions.insert(ext); }
void addInclude(const std::string& name, const std::string& text)
{
spv::Id incId = getStringId(name);
includeFiles[incId] = &text;
}
Id import(const char*);
void setMemoryModel(spv::AddressingModel addr, spv::MemoryModel mem)
{
@ -658,6 +672,7 @@ public:
void createAndSetNoPredecessorBlock(const char*);
void createSelectionMerge(Block* mergeBlock, unsigned int control);
void dumpSourceInstructions(std::vector<unsigned int>&) const;
void dumpSourceInstructions(const spv::Id fileId, const std::string& text, std::vector<unsigned int>&) const;
void dumpInstructions(std::vector<unsigned int>&, const std::vector<std::unique_ptr<Instruction> >&) const;
void dumpModuleProcesses(std::vector<unsigned int>&) const;
@ -708,6 +723,9 @@ public:
// map from strings to their string ids
std::unordered_map<std::string, spv::Id> stringIds;
// map from include file name ids to their contents
std::map<spv::Id, const std::string*> includeFiles;
// The stream for outputting warnings and errors.
SpvBuildLogger* logger;
}; // end Builder class

View File

@ -4,12 +4,12 @@ hlsl.pp.line3.frag
// Id's are bound by 78
Capability Shader
2: ExtInstImport "GLSL.std.450"
3: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 5 "MainPs" 69 73
ExecutionMode 5 OriginUpperLeft
EntryPoint Fragment 6 "MainPs" 69 73
ExecutionMode 6 OriginUpperLeft
1: String "hlsl.pp.line3.frag"
31: String "./i1.h"
2: String "./i1.h"
Source HLSL 500 1 "// OpModuleProcessed entry-point MainPs
// OpModuleProcessed client vulkan100
// OpModuleProcessed target-env vulkan1.0
@ -50,18 +50,20 @@ PS_OUTPUT MainPs ( PS_INPUT i )
}
"
Name 5 "MainPs"
Name 9 "PS_INPUT"
MemberName 9(PS_INPUT) 0 "vTextureCoords"
Name 12 "PS_OUTPUT"
MemberName 12(PS_OUTPUT) 0 "vColor"
Name 15 "@MainPs(struct-PS_INPUT-vf21;"
Name 14 "i"
Name 18 "PerViewConstantBuffer_t"
MemberName 18(PerViewConstantBuffer_t) 0 "g_nDataIdx"
MemberName 18(PerViewConstantBuffer_t) 1 "g_nDataIdx2"
MemberName 18(PerViewConstantBuffer_t) 2 "g_B"
Name 20 ""
Source HLSL 500 2 " u = g_nDataIdx;
"
Name 6 "MainPs"
Name 10 "PS_INPUT"
MemberName 10(PS_INPUT) 0 "vTextureCoords"
Name 13 "PS_OUTPUT"
MemberName 13(PS_OUTPUT) 0 "vColor"
Name 16 "@MainPs(struct-PS_INPUT-vf21;"
Name 15 "i"
Name 19 "PerViewConstantBuffer_t"
MemberName 19(PerViewConstantBuffer_t) 0 "g_nDataIdx"
MemberName 19(PerViewConstantBuffer_t) 1 "g_nDataIdx2"
MemberName 19(PerViewConstantBuffer_t) 2 "g_B"
Name 21 ""
Name 33 "u"
Name 42 "ps_output"
Name 47 "g_tColor"
@ -70,40 +72,40 @@ PS_OUTPUT MainPs ( PS_INPUT i )
Name 69 "i.vTextureCoords"
Name 73 "@entryPointOutput.vColor"
Name 74 "param"
MemberDecorate 18(PerViewConstantBuffer_t) 0 Offset 0
MemberDecorate 18(PerViewConstantBuffer_t) 1 Offset 4
MemberDecorate 18(PerViewConstantBuffer_t) 2 Offset 8
Decorate 18(PerViewConstantBuffer_t) Block
MemberDecorate 19(PerViewConstantBuffer_t) 0 Offset 0
MemberDecorate 19(PerViewConstantBuffer_t) 1 Offset 4
MemberDecorate 19(PerViewConstantBuffer_t) 2 Offset 8
Decorate 19(PerViewConstantBuffer_t) Block
Decorate 47(g_tColor) DescriptorSet 0
Decorate 47(g_tColor) Binding 0
Decorate 54(g_sAniso) DescriptorSet 0
Decorate 54(g_sAniso) Binding 0
Decorate 69(i.vTextureCoords) Location 0
Decorate 73(@entryPointOutput.vColor) Location 0
3: TypeVoid
4: TypeFunction 3
7: TypeFloat 32
8: TypeVector 7(float) 2
9(PS_INPUT): TypeStruct 8(fvec2)
10: TypePointer Function 9(PS_INPUT)
11: TypeVector 7(float) 4
12(PS_OUTPUT): TypeStruct 11(fvec4)
13: TypeFunction 12(PS_OUTPUT) 10(ptr)
17: TypeInt 32 0
18(PerViewConstantBuffer_t): TypeStruct 17(int) 17(int) 17(int)
19: TypePointer PushConstant 18(PerViewConstantBuffer_t)
20: 19(ptr) Variable PushConstant
21: TypeInt 32 1
22: 21(int) Constant 2
23: TypePointer PushConstant 17(int)
26: TypeBool
27: 17(int) Constant 0
32: TypePointer Function 17(int)
34: 21(int) Constant 0
38: 21(int) Constant 1
41: TypePointer Function 12(PS_OUTPUT)
43: TypeImage 7(float) 2D sampled format:Unknown
44: 17(int) Constant 128
4: TypeVoid
5: TypeFunction 4
8: TypeFloat 32
9: TypeVector 8(float) 2
10(PS_INPUT): TypeStruct 9(fvec2)
11: TypePointer Function 10(PS_INPUT)
12: TypeVector 8(float) 4
13(PS_OUTPUT): TypeStruct 12(fvec4)
14: TypeFunction 13(PS_OUTPUT) 11(ptr)
18: TypeInt 32 0
19(PerViewConstantBuffer_t): TypeStruct 18(int) 18(int) 18(int)
20: TypePointer PushConstant 19(PerViewConstantBuffer_t)
21: 20(ptr) Variable PushConstant
22: TypeInt 32 1
23: 22(int) Constant 2
24: TypePointer PushConstant 18(int)
27: TypeBool
28: 18(int) Constant 0
32: TypePointer Function 18(int)
34: 22(int) Constant 0
38: 22(int) Constant 1
41: TypePointer Function 13(PS_OUTPUT)
43: TypeImage 8(float) 2D sampled format:Unknown
44: 18(int) Constant 128
45: TypeArray 43 44
46: TypePointer UniformConstant 45
47(g_tColor): 46(ptr) Variable UniformConstant
@ -112,63 +114,63 @@ PS_OUTPUT MainPs ( PS_INPUT i )
53: TypePointer UniformConstant 52
54(g_sAniso): 53(ptr) Variable UniformConstant
56: TypeSampledImage 43
58: TypePointer Function 8(fvec2)
62: TypePointer Function 11(fvec4)
68: TypePointer Input 8(fvec2)
58: TypePointer Function 9(fvec2)
62: TypePointer Function 12(fvec4)
68: TypePointer Input 9(fvec2)
69(i.vTextureCoords): 68(ptr) Variable Input
72: TypePointer Output 11(fvec4)
72: TypePointer Output 12(fvec4)
73(@entryPointOutput.vColor): 72(ptr) Variable Output
5(MainPs): 3 Function None 4
6: Label
67(i): 10(ptr) Variable Function
74(param): 10(ptr) Variable Function
6(MainPs): 4 Function None 5
7: Label
67(i): 11(ptr) Variable Function
74(param): 11(ptr) Variable Function
Line 1 23 0
70: 8(fvec2) Load 69(i.vTextureCoords)
70: 9(fvec2) Load 69(i.vTextureCoords)
71: 58(ptr) AccessChain 67(i) 34
Store 71 70
75: 9(PS_INPUT) Load 67(i)
75:10(PS_INPUT) Load 67(i)
Store 74(param) 75
76:12(PS_OUTPUT) FunctionCall 15(@MainPs(struct-PS_INPUT-vf21;) 74(param)
77: 11(fvec4) CompositeExtract 76 0
76:13(PS_OUTPUT) FunctionCall 16(@MainPs(struct-PS_INPUT-vf21;) 74(param)
77: 12(fvec4) CompositeExtract 76 0
Store 73(@entryPointOutput.vColor) 77
Return
FunctionEnd
15(@MainPs(struct-PS_INPUT-vf21;):12(PS_OUTPUT) Function None 13
14(i): 10(ptr) FunctionParameter
16: Label
16(@MainPs(struct-PS_INPUT-vf21;):13(PS_OUTPUT) Function None 14
15(i): 11(ptr) FunctionParameter
17: Label
33(u): 32(ptr) Variable Function
42(ps_output): 41(ptr) Variable Function
Line 1 27 0
24: 23(ptr) AccessChain 20 22
25: 17(int) Load 24
28: 26(bool) INotEqual 25 27
SelectionMerge 30 None
BranchConditional 28 29 37
29: Label
Line 31 1 0
35: 23(ptr) AccessChain 20 34
36: 17(int) Load 35
25: 24(ptr) AccessChain 21 23
26: 18(int) Load 25
29: 27(bool) INotEqual 26 28
SelectionMerge 31 None
BranchConditional 29 30 37
30: Label
Line 2 1 0
35: 24(ptr) AccessChain 21 34
36: 18(int) Load 35
Store 33(u) 36
Branch 30
Branch 31
37: Label
Line 1 30 0
39: 23(ptr) AccessChain 20 38
40: 17(int) Load 39
39: 24(ptr) AccessChain 21 38
40: 18(int) Load 39
Store 33(u) 40
Branch 30
30: Label
Branch 31
31: Label
Line 1 31 0
48: 17(int) Load 33(u)
48: 18(int) Load 33(u)
50: 49(ptr) AccessChain 47(g_tColor) 48
51: 43 Load 50
55: 52 Load 54(g_sAniso)
57: 56 SampledImage 51 55
59: 58(ptr) AccessChain 14(i) 34
60: 8(fvec2) Load 59
61: 11(fvec4) ImageSampleImplicitLod 57 60
59: 58(ptr) AccessChain 15(i) 34
60: 9(fvec2) Load 59
61: 12(fvec4) ImageSampleImplicitLod 57 60
63: 62(ptr) AccessChain 42(ps_output) 34
Store 63 61
Line 1 32 0
64:12(PS_OUTPUT) Load 42(ps_output)
64:13(PS_OUTPUT) Load 42(ps_output)
ReturnValue 64
FunctionEnd

View File

@ -668,6 +668,8 @@ public:
const std::string& getSourceFile() const { return sourceFile; }
void addSourceText(const char* text) { sourceText = sourceText + text; }
const std::string& getSourceText() const { return sourceText; }
const std::map<std::string, std::string>& getIncludeText() const { return includeText; }
void addIncludeText(const char* name, const char* text, size_t len) { includeText[name].assign(text,len); }
void addProcesses(const std::vector<std::string>& p)
{
for (int i = 0; i < (int)p.size(); ++i)
@ -815,6 +817,9 @@ protected:
std::string sourceFile;
std::string sourceText;
// Included text. First string is a name, second is the included text
std::map<std::string, std::string> includeText;
// for OpModuleProcessed, or equivalent
TProcesses processes;

View File

@ -653,6 +653,7 @@ int TPpContext::CPPinclude(TPpToken* ppToken)
epilogue << (res->headerData[res->headerLength - 1] == '\n'? "" : "\n") <<
"#line " << directiveLoc.line + forNextLine << " " << directiveLoc.getStringNameOrNum() << "\n";
pushInput(new TokenizableIncludeFile(directiveLoc, prologue.str(), res, epilogue.str(), this));
parseContext.intermediate.addIncludeText(res->headerName.c_str(), res->headerData, res->headerLength);
// There's no "current" location anymore.
parseContext.setCurrentColumn(0);
} else {

View File

@ -1,4 +1,4 @@
$input v_wpos, v_view, v_normal, v_tangent, v_bitangent, v_texcoord0 // in...
$input v_wpos, v_view, v_normal, v_tangent, v_bitangent, v_texcoord0// in...
/*
* Copyright 2011-2018 Branimir Karadzic. All rights reserved.
@ -15,7 +15,8 @@ uniform vec4 u_lightRgbInnerR[4];
vec2 blinn(vec3 _lightDir, vec3 _normal, vec3 _viewDir)
{
float ndotl = dot(_normal, _lightDir);
vec3 reflected = _lightDir - 2.0*ndotl*_normal; // reflect(_lightDir, _normal);
//vec3 reflected = _lightDir - 2.0*ndotl*_normal; // reflect(_lightDir, _normal);
vec3 reflected = 2.0*ndotl*_normal - _lightDir;
float rdotv = dot(reflected, _viewDir);
return vec2(ndotl, rdotv);
}
@ -45,25 +46,31 @@ vec3 calcLight(int _idx, mat3 _tbn, vec3 _wpos, vec3 _normal, vec3 _view)
{
vec3 lp = u_lightPosRadius[_idx].xyz - _wpos;
float attn = 1.0 - smoothstep(u_lightRgbInnerR[_idx].w, 1.0, length(lp) / u_lightPosRadius[_idx].w);
vec3 lightDir = mul(_tbn, normalize(lp) );
vec3 lightDir = mul( normalize(lp), _tbn );
vec2 bln = blinn(lightDir, _normal, _view);
vec4 lc = lit(bln.x, bln.y, 1.0);
vec3 rgb = u_lightRgbInnerR[_idx].xyz * saturate(lc.y) * attn;
return rgb;
}
mat3 mtx3FromCols(vec3 c0, vec3 c1, vec3 c2)
{
#ifdef BGFX_SHADER_LANGUAGE_GLSL
return mat3(c0, c1, c2);
#else
return transpose(mat3(c0, c1, c2));
#endif
}
void main()
{
mat3 tbn = mat3(
normalize(v_tangent),
normalize(v_bitangent),
normalize(v_normal)
);
mat3 tbn = mtx3FromCols(v_tangent, v_bitangent, v_normal);
vec3 normal;
normal.xy = texture2D(s_texNormal, v_texcoord0).xy * 2.0 - 1.0;
normal.z = sqrt(1.0 - dot(normal.xy, normal.xy) );
vec3 view = -normalize(v_view);
vec3 view = normalize(v_view);
vec3 lightColor;
lightColor = calcLight(0, tbn, v_wpos, normal, view);

View File

@ -8,30 +8,37 @@ $output v_wpos, v_view, v_normal, v_tangent, v_bitangent, v_texcoord0
#include "../common/common.sh"
mat3 mtx3FromCols(vec3 c0, vec3 c1, vec3 c2)
{
#ifdef BGFX_SHADER_LANGUAGE_GLSL
return mat3(c0, c1, c2);
#else
return transpose(mat3(c0, c1, c2));
#endif
}
void main()
{
vec3 wpos = mul(u_model[0], vec4(a_position, 1.0) ).xyz;
v_wpos = wpos;
gl_Position = mul(u_viewProj, vec4(wpos, 1.0) );
vec4 normal = a_normal * 2.0 - 1.0;
vec3 wnormal = mul(u_model[0], vec4(normal.xyz, 0.0) ).xyz;
vec4 tangent = a_tangent * 2.0 - 1.0;
vec3 wnormal = mul(u_model[0], vec4(normal.xyz, 0.0) ).xyz;
vec3 wtangent = mul(u_model[0], vec4(tangent.xyz, 0.0) ).xyz;
vec3 viewNormal = normalize(mul(u_view, vec4(wnormal, 0.0) ).xyz);
vec3 viewTangent = normalize(mul(u_view, vec4(wtangent, 0.0) ).xyz);
vec3 viewBitangent = cross(viewNormal, viewTangent) * tangent.w;
mat3 tbn = mat3(viewTangent, viewBitangent, viewNormal);
v_normal = normalize(wnormal);
v_tangent = normalize(wtangent);
v_bitangent = cross(v_normal, v_tangent) * tangent.w;
v_wpos = wpos;
vec3 view = mul(u_view, vec4(wpos, 0.0) ).xyz;
v_view = mul(view, tbn);
v_normal = viewNormal;
v_tangent = viewTangent;
v_bitangent = viewBitangent;
mat3 tbn = mtx3FromCols(v_tangent, v_bitangent, v_normal);
// eye position in world space
vec3 weyepos = mul(vec4(0.0, 0.0, 0.0, 1.0), u_view).xyz;
// tangent space view dir
v_view = mul(weyepos - wpos, tbn);
v_texcoord0 = a_texcoord0;
}

View File

@ -25,19 +25,16 @@ void main()
vec4 tangent = a_tangent * 2.0 - 1.0;
vec3 wtangent = instMul(model, vec4(tangent.xyz, 0.0) ).xyz;
vec3 viewNormal = normalize(mul(u_view, vec4(wnormal, 0.0) ).xyz);
vec3 viewTangent = normalize(mul(u_view, vec4(wtangent, 0.0) ).xyz);
vec3 viewBitangent = cross(viewNormal, viewTangent) * tangent.w;
mat3 tbn = mat3(viewTangent, viewBitangent, viewNormal);
v_normal = wnormal;
v_tangent = wtangent;
v_bitangent = cross(v_normal, v_tangent) * tangent.w;
mat3 tbn = mat3(v_tangent, v_bitangent, v_normal);
v_wpos = wpos;
vec3 view = mul(u_view, vec4(wpos, 0.0) ).xyz;
v_view = instMul(view, tbn);
v_normal = viewNormal;
v_tangent = viewTangent;
v_bitangent = viewBitangent;
vec3 weyepos = mul(vec4(0.0, 0.0, 0.0, 1.0), u_view).xyz;
v_view = instMul(weyepos - wpos, tbn);
v_texcoord0 = a_texcoord0;
}

View File

@ -518,6 +518,32 @@ void drawGraph(struct NVGcontext* vg, float x, float y, float w, float h, float
nvgStrokeWidth(vg, 1.0f);
}
void drawSpinner(struct NVGcontext* vg, float cx, float cy, float r, float t)
{
float a0 = 0.0f + t*6;
float a1 = NVG_PI + t*6;
float r0 = r;
float r1 = r * 0.75f;
float ax,ay, bx,by;
struct NVGpaint paint;
nvgSave(vg);
nvgBeginPath(vg);
nvgArc(vg, cx,cy, r0, a0, a1, NVG_CW);
nvgArc(vg, cx,cy, r1, a1, a0, NVG_CCW);
nvgClosePath(vg);
ax = cx + cosf(a0) * (r0+r1)*0.5f;
ay = cy + sinf(a0) * (r0+r1)*0.5f;
bx = cx + cosf(a1) * (r0+r1)*0.5f;
by = cy + sinf(a1) * (r0+r1)*0.5f;
paint = nvgLinearGradient(vg, ax,ay, bx,by, nvgRGBA(0,0,0,0), nvgRGBA(0,0,0,128) );
nvgFillPaint(vg, paint);
nvgFill(vg);
nvgRestore(vg);
}
void drawThumbnails(struct NVGcontext* vg, float x, float y, float w, float h, const int* images, int nimages, float t)
{
float cornerRadius = 3.0f;
@ -529,7 +555,8 @@ void drawThumbnails(struct NVGcontext* vg, float x, float y, float w, float h, c
float stackh = (nimages/2) * (thumb+10) + 10;
int i;
float u = (1+cosf(t*0.5f) )*0.5f;
float scrollh;
float u2 = (1-cosf(t*0.2f) )*0.5f;
float scrollh, dv;
nvgSave(vg);
// nvgClearState(vg);
@ -556,8 +583,10 @@ void drawThumbnails(struct NVGcontext* vg, float x, float y, float w, float h, c
nvgScissor(vg, x,y,w,h);
nvgTranslate(vg, 0, -(stackh - h)*u);
dv = 1.0f / (float)(nimages-1);
for (i = 0; i < nimages; i++) {
float tx, ty;
float tx, ty, v, a;
tx = x+10;
ty = y+10;
tx += (i%2) * (thumb+10);
@ -574,7 +603,14 @@ void drawThumbnails(struct NVGcontext* vg, float x, float y, float w, float h, c
ix = -(iw-thumb)*0.5f;
iy = 0;
}
imgPaint = nvgImagePattern(vg, tx+ix, ty+iy, iw,ih, 0.0f/180.0f*NVG_PI, images[i], 1.0f);
v = i * dv;
a = bx::clamp((u2-v) / dv, 0.0f, 1.0f);
if (a < 1.0f)
drawSpinner(vg, tx+thumb/2,ty+thumb/2, thumb*0.25f, t);
imgPaint = nvgImagePattern(vg, tx+ix, ty+iy, iw,ih, 0.0f/180.0f*NVG_PI, images[i], a);
nvgBeginPath(vg);
nvgRoundedRect(vg, tx,ty, thumb,thumb, 5);
nvgFillPaint(vg, imgPaint);
@ -786,6 +822,7 @@ void drawLines(struct NVGcontext* vg, float x, float y, float w, float h, float
}
}
nvgRestore(vg);
}
@ -939,7 +976,7 @@ void drawBlendish(struct NVGcontext* _vg, float _x, float _y, float _w, float _h
struct DemoData
{
int fontNormal, fontBold, fontIcons;
int fontNormal, fontBold, fontIcons, fontEmoji;
int images[12];
};
@ -980,12 +1017,17 @@ int createImage(struct NVGcontext* _ctx, const char* _filePath, int _imageFlags)
int loadDemoData(struct NVGcontext* vg, struct DemoData* data)
{
for (uint32_t ii = 0; ii < 12; ++ii)
int i;
if (vg == NULL)
return -1;
for (i = 0; i < 12; i++)
{
char file[128];
bx::snprintf(file, 128, "images/image%d.jpg", ii+1);
data->images[ii] = createImage(vg, file, 0);
if (data->images[ii] == 0)
bx::snprintf(file, 128, "images/image%d.jpg", i+1);
data->images[i] = createImage(vg, file, 0);
if (data->images[i] == 0)
{
printf("Could not load %s.\n", file);
return -1;
@ -1013,6 +1055,15 @@ int loadDemoData(struct NVGcontext* vg, struct DemoData* data)
return -1;
}
data->fontEmoji = nvgCreateFont(vg, "emoji", "font/NotoEmoji-Regular.ttf");
if (data->fontEmoji == -1)
{
printf("Could not add font emoji.\n");
return -1;
}
nvgAddFallbackFontId(vg, data->fontNormal, data->fontEmoji);
nvgAddFallbackFontId(vg, data->fontBold, data->fontEmoji);
return 0;
}
@ -1031,13 +1082,14 @@ void drawParagraph(struct NVGcontext* vg, float x, float y, float width, float h
{
struct NVGtextRow rows[3];
struct NVGglyphPosition glyphs[100];
const char* text = "This is longer chunk of text.\n \n Would have used lorem ipsum but she was busy jumping over the lazy dog with the fox and all the men who came to the aid of the party.";
const char* text = "This is longer chunk of text.\n \n Would have used lorem ipsum but she was busy jumping over the lazy dog with the fox and all the men who came to the aid of the party.🎉";
const char* start;
const char* end;
int nrows, i, nglyphs, j, lnum = 0;
float lineh;
float caretx, px;
float bounds[4];
float a;
float gx = 0.0f, gy = 0.0f;
int gutter = 0;
NVG_NOTUSED(height);
@ -1061,7 +1113,7 @@ void drawParagraph(struct NVGcontext* vg, float x, float y, float width, float h
int hit = mx > x && mx < (x+width) && my >= y && my < (y+lineh);
nvgBeginPath(vg);
nvgFillColor(vg, nvgRGBA(255,255,255,hit?64:8) );
nvgFillColor(vg, nvgRGBA(255,255,255,hit?64:16) );
nvgRect(vg, x, y, row->width, lineh);
nvgFill(vg);
@ -1127,6 +1179,14 @@ void drawParagraph(struct NVGcontext* vg, float x, float y, float width, float h
nvgTextLineHeight(vg, 1.2f);
nvgTextBoxBounds(vg, x,y, 150, "Hover your mouse over the text to see calculated caret position.", NULL, bounds);
// Fade the tooltip out when close to it.
gx = bx::abs((mx - (bounds[0]+bounds[2])*0.5f) / (bounds[0] - bounds[2]) );
gy = bx::abs((my - (bounds[1]+bounds[3])*0.5f) / (bounds[1] - bounds[3]) );
a = bx::max(gx, gy) - 0.5f;
a = bx::clamp(a, 0.0f, 1.0f);
nvgGlobalAlpha(vg, a);
nvgBeginPath(vg);
nvgFillColor(vg, nvgRGBA(220,220,220,255) );
nvgRoundedRect(vg
@ -1150,13 +1210,15 @@ void drawParagraph(struct NVGcontext* vg, float x, float y, float width, float h
void drawWidths(struct NVGcontext* vg, float x, float y, float width)
{
int i;
nvgSave(vg);
nvgStrokeColor(vg, nvgRGBA(0,0,0,255) );
for (uint32_t ii = 0; ii < 20; ++ii)
for (i = 0; i < 20; i++)
{
float w = (ii+0.5f)*0.1f;
float w = (i+0.5f)*0.1f;
nvgStrokeWidth(vg, w);
nvgBeginPath(vg);
nvgMoveTo(vg, x,y);
@ -1168,6 +1230,73 @@ void drawWidths(struct NVGcontext* vg, float x, float y, float width)
nvgRestore(vg);
}
void drawCaps(struct NVGcontext* vg, float x, float y, float width)
{
int i;
int caps[3] = {NVG_BUTT, NVG_ROUND, NVG_SQUARE};
float lineWidth = 8.0f;
nvgSave(vg);
nvgBeginPath(vg);
nvgRect(vg, x-lineWidth/2, y, width+lineWidth, 40);
nvgFillColor(vg, nvgRGBA(255,255,255,32) );
nvgFill(vg);
nvgBeginPath(vg);
nvgRect(vg, x, y, width, 40);
nvgFillColor(vg, nvgRGBA(255,255,255,32) );
nvgFill(vg);
nvgStrokeWidth(vg, lineWidth);
for (i = 0; i < 3; i++) {
nvgLineCap(vg, caps[i]);
nvgStrokeColor(vg, nvgRGBA(0,0,0,255) );
nvgBeginPath(vg);
nvgMoveTo(vg, x, y + i*10 + 5);
nvgLineTo(vg, x+width, y + i*10 + 5);
nvgStroke(vg);
}
nvgRestore(vg);
}
void drawScissor(struct NVGcontext* vg, float x, float y, float t)
{
nvgSave(vg);
// Draw first rect and set scissor to it's area.
nvgTranslate(vg, x, y);
nvgRotate(vg, nvgDegToRad(5) );
nvgBeginPath(vg);
nvgRect(vg, -20,-20,60,40);
nvgFillColor(vg, nvgRGBA(255,0,0,255) );
nvgFill(vg);
nvgScissor(vg, -20,-20,60,40);
// Draw second rectangle with offset and rotation.
nvgTranslate(vg, 40,0);
nvgRotate(vg, t);
// Draw the intended second rectangle without any scissoring.
nvgSave(vg);
nvgResetScissor(vg);
nvgBeginPath(vg);
nvgRect(vg, -20,-10,60,30);
nvgFillColor(vg, nvgRGBA(255,128,0,64) );
nvgFill(vg);
nvgRestore(vg);
// Draw second rectangle with combined scissoring.
nvgIntersectScissor(vg, -20,-10,60,30);
nvgBeginPath(vg);
nvgRect(vg, -20,-10,60,30);
nvgFillColor(vg, nvgRGBA(255,128,0,255) );
nvgFill(vg);
nvgRestore(vg);
}
void renderDemo(struct NVGcontext* vg, float mx, float my, float width, float height, float t, int blowup, struct DemoData* data)
{
float x,y,popx,popy;
@ -1181,6 +1310,14 @@ void renderDemo(struct NVGcontext* vg, float mx, float my, float width, float he
// Line joints
drawLines(vg, 50, height-50, 600, 35, t);
// Line caps
drawWidths(vg, width-50, 35, 30);
// Line caps
drawCaps(vg, width-50, 260, 30);
drawScissor(vg, 40, height-150, t);
nvgSave(vg);
if (blowup)
{
@ -1188,9 +1325,6 @@ void renderDemo(struct NVGcontext* vg, float mx, float my, float width, float he
nvgScale(vg, 2.0f, 2.0f);
}
// Line width.
drawWidths(vg, width-50, 35, 30);
// Widgets.
x = width-520; y = height-420;
drawWindow(vg, "Widgets `n Stuff", x, y, 300, 400);
@ -1325,7 +1459,7 @@ public:
// if no other draw calls are submitted to view 0.
bgfx::touch(0);
nvgBeginFrame(m_nvg, m_width, m_height, 1.0f);
nvgBeginFrame(m_nvg, float(m_width), float(m_height), 1.0f);
renderDemo(m_nvg, float(m_mouseState.m_mx), float(m_mouseState.m_my), float(m_width), float(m_height), time, 0, &m_data);

View File

@ -89,7 +89,7 @@ typedef struct FONStextIter FONStextIter;
typedef struct FONScontext FONScontext;
// Contructor and destructor.
// Constructor and destructor.
FONScontext* fonsCreateInternal(FONSparams* params);
void fonsDeleteInternal(FONScontext* s);
@ -98,7 +98,7 @@ void fonsSetErrorCallback(FONScontext* s, void (*callback)(void* uptr, int error
void fonsGetAtlasSize(FONScontext* s, int* width, int* height);
// Expands the atlas size.
int fonsExpandAtlas(FONScontext* s, int width, int height);
// Reseta the whole stash.
// Resets the whole stash.
int fonsResetAtlas(FONScontext* stash, int width, int height);
// Add fonts
@ -162,11 +162,19 @@ static FT_Library ftLibrary;
int fons__tt_init(FONScontext *context)
{
FT_Error ftError;
FONS_NOTUSED(context);
FONS_NOTUSED(context);
ftError = FT_Init_FreeType(&ftLibrary);
return ftError == 0;
}
int fons__tt_done(FONScontext *context)
{
FT_Error ftError;
FONS_NOTUSED(context);
ftError = FT_Done_FreeType(ftLibrary);
return ftError == 0;
}
int fons__tt_loadFont(FONScontext *context, FONSttFontImpl *font, unsigned char *data, int dataSize)
{
FT_Error ftError;
@ -204,7 +212,7 @@ int fons__tt_buildGlyphBitmap(FONSttFontImpl *font, int glyph, float size, float
ftError = FT_Set_Pixel_Sizes(font->font, 0, (FT_UInt)(size * (float)font->font->units_per_EM / (float)(font->font->ascender - font->font->descender)));
if (ftError) return 0;
ftError = FT_Load_Glyph(font->font, glyph, FT_LOAD_RENDER);
ftError = FT_Load_Glyph(font->font, glyph, FT_LOAD_RENDER | FT_LOAD_FORCE_AUTOHINT);
if (ftError) return 0;
ftError = FT_Get_Advance(font->font, glyph, FT_LOAD_NO_SCALE, &advFixed);
if (ftError) return 0;
@ -271,6 +279,12 @@ int fons__tt_init(FONScontext *context)
return 1;
}
int fons__tt_done(FONScontext *context)
{
FONS_NOTUSED(context);
return 1;
}
int fons__tt_loadFont(FONScontext *context, FONSttFontImpl *font, unsigned char *data, int dataSize)
{
int stbError;
@ -319,7 +333,7 @@ int fons__tt_getGlyphKernAdvance(FONSttFontImpl *font, int glyph1, int glyph2)
#endif
#ifndef FONS_SCRATCH_BUF_SIZE
# define FONS_SCRATCH_BUF_SIZE 64000
# define FONS_SCRATCH_BUF_SIZE 96000
#endif
#ifndef FONS_HASH_LUT_SIZE
# define FONS_HASH_LUT_SIZE 256
@ -406,7 +420,7 @@ struct FONSstate
typedef struct FONSstate FONSstate;
struct FONSatlasNode {
short x, y, width;
short x, y, width;
};
typedef struct FONSatlasNode FONSatlasNode;
@ -497,11 +511,11 @@ static unsigned int fons__decutf8(unsigned int* state, unsigned int* codep, unsi
12,12,12,12,12,12,12,24,12,12,12,12, 12,24,12,12,12,12,12,12,12,24,12,12,
12,12,12,12,12,12,12,36,12,36,12,12, 12,36,12,12,12,12,12,36,12,36,12,12,
12,36,12,12,12,12,12,12,12,12,12,12,
};
};
unsigned int type = utf8d[byte];
*codep = (*state != FONS_UTF8_ACCEPT) ?
*codep = (*state != FONS_UTF8_ACCEPT) ?
(byte & 0x3fu) | (*codep << 6) :
(0xff >> type) & (byte);
@ -886,7 +900,7 @@ error:
int fonsAddFont(FONScontext* stash, const char* name, const char* path)
{
FILE* fp = 0;
size_t dataSize = 0;
int dataSize = 0;
size_t readed;
unsigned char* data = NULL;
@ -894,16 +908,16 @@ int fonsAddFont(FONScontext* stash, const char* name, const char* path)
fp = fopen(path, "rb");
if (fp == NULL) goto error;
fseek(fp,0,SEEK_END);
dataSize = ftell(fp);
dataSize = (int)ftell(fp);
fseek(fp,0,SEEK_SET);
data = (unsigned char*)malloc(dataSize);
if (data == NULL) goto error;
readed = fread(data, 1, dataSize, fp);
fclose(fp);
fp = 0;
if (readed != dataSize) goto error;
if ((int)readed != dataSize) goto error;
return fonsAddFontMem(stash, name, data, int(dataSize), 1);
return fonsAddFontMem(stash, name, data, dataSize, 1);
error:
if (data) free(data);
@ -1637,6 +1651,7 @@ void fonsDeleteInternal(FONScontext* stash)
if (stash->texData) free(stash->texData);
if (stash->scratch) free(stash->scratch);
free(stash);
fons__tt_done(stash);
}
void fonsSetErrorCallback(FONScontext* stash, void (*callback)(void* uptr, int error, int val), void* uptr)

View File

@ -347,7 +347,7 @@ error:
NVGparams* nvgInternalParams(NVGcontext* ctx)
{
return &ctx->params;
return &ctx->params;
}
void nvgDeleteInternal(NVGcontext* ctx)
@ -373,7 +373,7 @@ void nvgDeleteInternal(NVGcontext* ctx)
free(ctx);
}
void nvgBeginFrame(NVGcontext* ctx, int windowWidth, int windowHeight, float devicePixelRatio)
void nvgBeginFrame(NVGcontext* ctx, float windowWidth, float windowHeight, float devicePixelRatio)
{
/* printf("Tris: draws:%d fill:%d stroke:%d text:%d TOT:%d\n",
ctx->drawCallCount, ctx->fillTriCount, ctx->strokeTriCount, ctx->textTriCount,
@ -1421,7 +1421,8 @@ static void nvg__chooseBevel(int bevel, NVGpoint* p0, NVGpoint* p1, float w,
}
static NVGvertex* nvg__roundJoin(NVGvertex* dst, NVGpoint* p0, NVGpoint* p1,
float lw, float rw, float lu, float ru, int ncap, float fringe)
float lw, float rw, float lu, float ru, int ncap,
float fringe)
{
int i, n;
float dlx0 = p0->dy;
@ -1554,36 +1555,39 @@ static NVGvertex* nvg__bevelJoin(NVGvertex* dst, NVGpoint* p0, NVGpoint* p1,
}
static NVGvertex* nvg__buttCapStart(NVGvertex* dst, NVGpoint* p,
float dx, float dy, float w, float d, float aa)
float dx, float dy, float w, float d,
float aa, float u0, float u1)
{
float px = p->x - dx*d;
float py = p->y - dy*d;
float dlx = dy;
float dly = -dx;
nvg__vset(dst, px + dlx*w - dx*aa, py + dly*w - dy*aa, 0,0); dst++;
nvg__vset(dst, px - dlx*w - dx*aa, py - dly*w - dy*aa, 1,0); dst++;
nvg__vset(dst, px + dlx*w, py + dly*w, 0,1); dst++;
nvg__vset(dst, px - dlx*w, py - dly*w, 1,1); dst++;
nvg__vset(dst, px + dlx*w - dx*aa, py + dly*w - dy*aa, u0,0); dst++;
nvg__vset(dst, px - dlx*w - dx*aa, py - dly*w - dy*aa, u1,0); dst++;
nvg__vset(dst, px + dlx*w, py + dly*w, u0,1); dst++;
nvg__vset(dst, px - dlx*w, py - dly*w, u1,1); dst++;
return dst;
}
static NVGvertex* nvg__buttCapEnd(NVGvertex* dst, NVGpoint* p,
float dx, float dy, float w, float d, float aa)
float dx, float dy, float w, float d,
float aa, float u0, float u1)
{
float px = p->x + dx*d;
float py = p->y + dy*d;
float dlx = dy;
float dly = -dx;
nvg__vset(dst, px + dlx*w, py + dly*w, 0,1); dst++;
nvg__vset(dst, px - dlx*w, py - dly*w, 1,1); dst++;
nvg__vset(dst, px + dlx*w + dx*aa, py + dly*w + dy*aa, 0,0); dst++;
nvg__vset(dst, px - dlx*w + dx*aa, py - dly*w + dy*aa, 1,0); dst++;
nvg__vset(dst, px + dlx*w, py + dly*w, u0,1); dst++;
nvg__vset(dst, px - dlx*w, py - dly*w, u1,1); dst++;
nvg__vset(dst, px + dlx*w + dx*aa, py + dly*w + dy*aa, u0,0); dst++;
nvg__vset(dst, px - dlx*w + dx*aa, py - dly*w + dy*aa, u1,0); dst++;
return dst;
}
static NVGvertex* nvg__roundCapStart(NVGvertex* dst, NVGpoint* p,
float dx, float dy, float w, int ncap, float aa)
float dx, float dy, float w, int ncap,
float aa, float u0, float u1)
{
int i;
float px = p->x;
@ -1594,16 +1598,17 @@ static NVGvertex* nvg__roundCapStart(NVGvertex* dst, NVGpoint* p,
for (i = 0; i < ncap; i++) {
float a = i/(float)(ncap-1)*NVG_PI;
float ax = cosf(a) * w, ay = sinf(a) * w;
nvg__vset(dst, px - dlx*ax - dx*ay, py - dly*ax - dy*ay, 0,1); dst++;
nvg__vset(dst, px - dlx*ax - dx*ay, py - dly*ax - dy*ay, u0,1); dst++;
nvg__vset(dst, px, py, 0.5f,1); dst++;
}
nvg__vset(dst, px + dlx*w, py + dly*w, 0,1); dst++;
nvg__vset(dst, px - dlx*w, py - dly*w, 1,1); dst++;
nvg__vset(dst, px + dlx*w, py + dly*w, u0,1); dst++;
nvg__vset(dst, px - dlx*w, py - dly*w, u1,1); dst++;
return dst;
}
static NVGvertex* nvg__roundCapEnd(NVGvertex* dst, NVGpoint* p,
float dx, float dy, float w, int ncap, float aa)
float dx, float dy, float w, int ncap,
float aa, float u0, float u1)
{
int i;
float px = p->x;
@ -1611,13 +1616,13 @@ static NVGvertex* nvg__roundCapEnd(NVGvertex* dst, NVGpoint* p,
float dlx = dy;
float dly = -dx;
NVG_NOTUSED(aa);
nvg__vset(dst, px + dlx*w, py + dly*w, 0,1); dst++;
nvg__vset(dst, px - dlx*w, py - dly*w, 1,1); dst++;
nvg__vset(dst, px + dlx*w, py + dly*w, u0,1); dst++;
nvg__vset(dst, px - dlx*w, py - dly*w, u1,1); dst++;
for (i = 0; i < ncap; i++) {
float a = i/(float)(ncap-1)*NVG_PI;
float ax = cosf(a) * w, ay = sinf(a) * w;
nvg__vset(dst, px, py, 0.5f,1); dst++;
nvg__vset(dst, px - dlx*ax + dx*ay, py - dly*ax + dy*ay, 0,1); dst++;
nvg__vset(dst, px - dlx*ax + dx*ay, py - dly*ax + dy*ay, u0,1); dst++;
}
return dst;
}
@ -1693,15 +1698,24 @@ static void nvg__calculateJoins(NVGcontext* ctx, float w, int lineJoin, float mi
}
static int nvg__expandStroke(NVGcontext* ctx, float w, int lineCap, int lineJoin, float miterLimit)
static int nvg__expandStroke(NVGcontext* ctx, float w, float fringe, int lineCap, int lineJoin, float miterLimit)
{
NVGpathCache* cache = ctx->cache;
NVGvertex* verts;
NVGvertex* dst;
int cverts, i, j;
float aa = ctx->fringeWidth;
float aa = fringe;//ctx->fringeWidth;
float u0 = 0.0f, u1 = 1.0f;
int ncap = nvg__curveDivs(w, NVG_PI, ctx->tessTol); // Calculate divisions per half circle.
w += aa * 0.5f;
// Disable the gradient used for antialiasing when antialiasing is not used.
if (aa == 0.0f) {
u0 = 0.5f;
u1 = 0.5f;
}
nvg__calculateJoins(ctx, w, lineJoin, miterLimit);
// Calculate max vertex usage.
@ -1762,42 +1776,42 @@ static int nvg__expandStroke(NVGcontext* ctx, float w, int lineCap, int lineJoin
dy = p1->y - p0->y;
nvg__normalize(&dx, &dy);
if (lineCap == NVG_BUTT)
dst = nvg__buttCapStart(dst, p0, dx, dy, w, -aa*0.5f, aa);
dst = nvg__buttCapStart(dst, p0, dx, dy, w, -aa*0.5f, aa, u0, u1);
else if (lineCap == NVG_BUTT || lineCap == NVG_SQUARE)
dst = nvg__buttCapStart(dst, p0, dx, dy, w, w-aa, aa);
dst = nvg__buttCapStart(dst, p0, dx, dy, w, w-aa, aa, u0, u1);
else if (lineCap == NVG_ROUND)
dst = nvg__roundCapStart(dst, p0, dx, dy, w, ncap, aa);
dst = nvg__roundCapStart(dst, p0, dx, dy, w, ncap, aa, u0, u1);
}
for (j = s; j < e; ++j) {
if ((p1->flags & (NVG_PT_BEVEL | NVG_PR_INNERBEVEL)) != 0) {
if (lineJoin == NVG_ROUND) {
dst = nvg__roundJoin(dst, p0, p1, w, w, 0, 1, ncap, aa);
dst = nvg__roundJoin(dst, p0, p1, w, w, u0, u1, ncap, aa);
} else {
dst = nvg__bevelJoin(dst, p0, p1, w, w, 0, 1, aa);
dst = nvg__bevelJoin(dst, p0, p1, w, w, u0, u1, aa);
}
} else {
nvg__vset(dst, p1->x + (p1->dmx * w), p1->y + (p1->dmy * w), 0,1); dst++;
nvg__vset(dst, p1->x - (p1->dmx * w), p1->y - (p1->dmy * w), 1,1); dst++;
nvg__vset(dst, p1->x + (p1->dmx * w), p1->y + (p1->dmy * w), u0,1); dst++;
nvg__vset(dst, p1->x - (p1->dmx * w), p1->y - (p1->dmy * w), u1,1); dst++;
}
p0 = p1++;
}
if (loop) {
// Loop it
nvg__vset(dst, verts[0].x, verts[0].y, 0,1); dst++;
nvg__vset(dst, verts[1].x, verts[1].y, 1,1); dst++;
nvg__vset(dst, verts[0].x, verts[0].y, u0,1); dst++;
nvg__vset(dst, verts[1].x, verts[1].y, u1,1); dst++;
} else {
// Add cap
dx = p1->x - p0->x;
dy = p1->y - p0->y;
nvg__normalize(&dx, &dy);
if (lineCap == NVG_BUTT)
dst = nvg__buttCapEnd(dst, p1, dx, dy, w, -aa*0.5f, aa);
dst = nvg__buttCapEnd(dst, p1, dx, dy, w, -aa*0.5f, aa, u0, u1);
else if (lineCap == NVG_BUTT || lineCap == NVG_SQUARE)
dst = nvg__buttCapEnd(dst, p1, dx, dy, w, w-aa, aa);
dst = nvg__buttCapEnd(dst, p1, dx, dy, w, w-aa, aa, u0, u1);
else if (lineCap == NVG_ROUND)
dst = nvg__roundCapEnd(dst, p1, dx, dy, w, ncap, aa);
dst = nvg__roundCapEnd(dst, p1, dx, dy, w, ncap, aa, u0, u1);
}
path->nstroke = (int)(dst - verts);
@ -1956,13 +1970,13 @@ void nvgBezierTo(NVGcontext* ctx, float c1x, float c1y, float c2x, float c2y, fl
void nvgQuadTo(NVGcontext* ctx, float cx, float cy, float x, float y)
{
float x0 = ctx->commandx;
float y0 = ctx->commandy;
float vals[] = { NVG_BEZIERTO,
x0 + 2.0f/3.0f*(cx - x0), y0 + 2.0f/3.0f*(cy - y0),
x + 2.0f/3.0f*(cx - x), y + 2.0f/3.0f*(cy - y),
x, y };
nvg__appendCommands(ctx, vals, NVG_COUNTOF(vals));
float x0 = ctx->commandx;
float y0 = ctx->commandy;
float vals[] = { NVG_BEZIERTO,
x0 + 2.0f/3.0f*(cx - x0), y0 + 2.0f/3.0f*(cy - y0),
x + 2.0f/3.0f*(cx - x), y + 2.0f/3.0f*(cy - y),
x, y };
nvg__appendCommands(ctx, vals, NVG_COUNTOF(vals));
}
void nvgArcTo(NVGcontext* ctx, float x1, float y1, float x2, float y2, float radius)
@ -2221,6 +2235,7 @@ void nvgStroke(NVGcontext* ctx)
const NVGpath* path;
int i;
if (strokeWidth < ctx->fringeWidth) {
// If the stroke width is less than pixel size, use alpha to emulate coverage.
// Since coverage is area, scale by alpha*alpha.
@ -2237,9 +2252,9 @@ void nvgStroke(NVGcontext* ctx)
nvg__flattenPaths(ctx);
if (ctx->params.edgeAntiAlias && state->shapeAntiAlias)
nvg__expandStroke(ctx, strokeWidth*0.5f + ctx->fringeWidth*0.5f, state->lineCap, state->lineJoin, state->miterLimit);
nvg__expandStroke(ctx, strokeWidth*0.5f, ctx->fringeWidth, state->lineCap, state->lineJoin, state->miterLimit);
else
nvg__expandStroke(ctx, strokeWidth*0.5f, state->lineCap, state->lineJoin, state->miterLimit);
nvg__expandStroke(ctx, strokeWidth*0.5f, 0.0f, state->lineCap, state->lineJoin, state->miterLimit);
ctx->params.renderStroke(ctx->params.userPtr, &strokePaint, state->compositeOperation, &state->scissor, ctx->fringeWidth,
strokeWidth, ctx->cache->paths, ctx->cache->npaths);
@ -2426,12 +2441,12 @@ float nvgText(NVGcontext* ctx, float x, float y, const char* string, const char*
while (fonsTextIterNext(ctx->fs, &iter, &q)) {
float c[4*2];
if (iter.prevGlyphIndex == -1) { // can not retrieve glyph?
if (!nvg__allocTextAtlas(ctx))
break; // no memory :(
if (nverts != 0) {
nvg__renderText(ctx, verts, nverts);
nverts = 0;
}
if (!nvg__allocTextAtlas(ctx))
break; // no memory :(
iter = prevIter;
fonsTextIterNext(ctx->fs, &iter, &q); // try again
if (iter.prevGlyphIndex == -1) // still can not find glyph?

View File

@ -138,7 +138,7 @@ struct NVGtextRow {
typedef struct NVGtextRow NVGtextRow;
enum NVGimageFlags {
NVG_IMAGE_GENERATE_MIPMAPS = 1<<0, // Generate mipmaps during creation of the image.
NVG_IMAGE_GENERATE_MIPMAPS = 1<<0, // Generate mipmaps during creation of the image.
NVG_IMAGE_REPEATX = 1<<1, // Repeat image in X direction.
NVG_IMAGE_REPEATY = 1<<2, // Repeat image in Y direction.
NVG_IMAGE_FLIPY = 1<<3, // Flips (inverses) image in Y direction when rendered.
@ -154,7 +154,7 @@ enum NVGimageFlags {
// For example, GLFW returns two dimension for an opened window: window size and
// frame buffer size. In that case you would set windowWidth/Height to the window size
// devicePixelRatio to: frameBufferWidth / windowWidth.
void nvgBeginFrame(NVGcontext* ctx, int windowWidth, int windowHeight, float devicePixelRatio);
void nvgBeginFrame(NVGcontext* ctx, float windowWidth, float windowHeight, float devicePixelRatio);
// Cancels drawing the current frame.
void nvgCancelFrame(NVGcontext* ctx);
@ -271,7 +271,7 @@ void nvgLineCap(NVGcontext* ctx, int cap);
void nvgLineJoin(NVGcontext* ctx, int join);
// Sets the transparency applied to all rendered shapes.
// Alreade transparent paths will get proportionally more transparent as well.
// Already transparent paths will get proportionally more transparent as well.
void nvgGlobalAlpha(NVGcontext* ctx, float alpha);
//
@ -395,7 +395,7 @@ NVGpaint nvgLinearGradient(NVGcontext* ctx, float sx, float sy, float ex, float
NVGcolor icol, NVGcolor ocol);
// Creates and returns a box gradient. Box gradient is a feathered rounded rectangle, it is useful for rendering
// drop shadows or hilights for boxes. Parameters (x,y) define the top-left corner of the rectangle,
// drop shadows or highlights for boxes. Parameters (x,y) define the top-left corner of the rectangle,
// (w,h) define the size of the rectangle, r defines the corner radius, and f feather. Feather defines how blurry
// the border of the rectangle is. Parameter icol specifies the inner color and ocol the outer color of the gradient.
// The gradient is transformed by the current transform when it is passed to nvgFillPaint() or nvgStrokePaint().
@ -647,7 +647,7 @@ struct NVGparams {
int (*renderDeleteTexture)(void* uptr, int image);
int (*renderUpdateTexture)(void* uptr, int image, int x, int y, int w, int h, const unsigned char* data);
int (*renderGetTextureSize)(void* uptr, int image, int* w, int* h);
void (*renderViewport)(void* uptr, int width, int height, float devicePixelRatio);
void (*renderViewport)(void* uptr, float width, float height, float devicePixelRatio);
void (*renderCancel)(void* uptr);
void (*renderFlush)(void* uptr);
void (*renderFill)(void* uptr, NVGpaint* paint, NVGcompositeOperationState compositeOperation, NVGscissor* scissor, float fringe, const float* bounds, const NVGpath* paths, int npaths);

View File

@ -554,11 +554,11 @@ namespace
gl->th = handle;
}
static void nvgRenderViewport(void* _userPtr, int width, int height, float devicePixelRatio)
static void nvgRenderViewport(void* _userPtr, float width, float height, float devicePixelRatio)
{
struct GLNVGcontext* gl = (struct GLNVGcontext*)_userPtr;
gl->view[0] = (float)width;
gl->view[1] = (float)height;
gl->view[0] = width;
gl->view[1] = height;
bgfx::setViewRect(gl->viewId, 0, 0, width * devicePixelRatio, height * devicePixelRatio);
}

Binary file not shown.

View File

@ -121,17 +121,20 @@ BIN += $(CS_BIN)
ASM += $(CS_ASM)
endif
$(BUILD_INTERMEDIATE_DIR)/vs_%.bin : $(SHADERS_DIR)vs_%.sc
$(BUILD_INTERMEDIATE_DIR):
mkdir -p $@
$(BUILD_INTERMEDIATE_DIR)/vs_%.bin : $(SHADERS_DIR)vs_%.sc | $(BUILD_INTERMEDIATE_DIR)
@echo [$(<)]
$(SILENT) $(SHADERC) $(VS_FLAGS) --type vertex --depends -o $(@) -f $(<) --disasm
$(SILENT) cp $(@) $(BUILD_OUTPUT_DIR)/$(@F)
$(BUILD_INTERMEDIATE_DIR)/fs_%.bin : $(SHADERS_DIR)fs_%.sc
$(BUILD_INTERMEDIATE_DIR)/fs_%.bin : $(SHADERS_DIR)fs_%.sc | $(BUILD_INTERMEDIATE_DIR)
@echo [$(<)]
$(SILENT) $(SHADERC) $(FS_FLAGS) --type fragment --depends -o $(@) -f $(<) --disasm
$(SILENT) cp $(@) $(BUILD_OUTPUT_DIR)/$(@F)
$(BUILD_INTERMEDIATE_DIR)/cs_%.bin : $(SHADERS_DIR)cs_%.sc
$(BUILD_INTERMEDIATE_DIR)/cs_%.bin : $(SHADERS_DIR)cs_%.sc | $(BUILD_INTERMEDIATE_DIR)
@echo [$(<)]
$(SILENT) $(SHADERC) $(CS_FLAGS) --type compute --depends -o $(@) -f $(<) --disasm
$(SILENT) cp $(@) $(BUILD_OUTPUT_DIR)/$(@F)

View File

@ -11,6 +11,8 @@
# include <Cocoa/Cocoa.h>
# include <bx/os.h>
BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wdeprecated-declarations")
namespace bgfx { namespace gl
{

View File

@ -683,7 +683,7 @@ namespace bgfx { namespace mtl
typename HashMap::iterator it = m_hashMap.find(_id);
if (it != m_hashMap.end() )
{
MTL_RELEASE(it->second);
release(it->second);
m_hashMap.erase(it);
}
}
@ -790,15 +790,6 @@ namespace bgfx { namespace mtl
ProgramMtl()
: m_vsh(NULL)
, m_fsh(NULL)
, m_vshConstantBuffer(NULL)
, m_fshConstantBuffer(NULL)
, m_vshConstantBufferSize(0)
, m_vshConstantBufferAlignmentMask(0)
, m_fshConstantBufferSize(0)
, m_fshConstantBufferAlignmentMask(0)
, m_samplerCount(0)
, m_numPredefined(0)
, m_processedUniforms(false)
{
}
@ -811,6 +802,37 @@ namespace bgfx { namespace mtl
const ShaderMtl* m_vsh;
const ShaderMtl* m_fsh;
};
struct PipelineStateMtl
{
PipelineStateMtl()
: m_vshConstantBuffer(NULL)
, m_fshConstantBuffer(NULL)
, m_vshConstantBufferSize(0)
, m_vshConstantBufferAlignmentMask(0)
, m_fshConstantBufferSize(0)
, m_fshConstantBufferAlignmentMask(0)
, m_samplerCount(0)
, m_numPredefined(0)
{
}
~PipelineStateMtl()
{
if (NULL != m_vshConstantBuffer)
{
UniformBuffer::destroy(m_vshConstantBuffer);
m_vshConstantBuffer = NULL;
}
if (NULL != m_fshConstantBuffer)
{
UniformBuffer::destroy(m_fshConstantBuffer);
m_fshConstantBuffer = NULL;
}
}
UniformBuffer* m_vshConstantBuffer;
UniformBuffer* m_fshConstantBuffer;
@ -824,9 +846,15 @@ namespace bgfx { namespace mtl
PredefinedUniform m_predefined[PredefinedUniform::Count*2];
uint8_t m_numPredefined;
bool m_processedUniforms;
RenderPipelineState m_rps;
};
void release(PipelineStateMtl* _ptr)
{
BX_DELETE(g_allocator, _ptr);
}
struct TextureMtl
{
enum Enum
@ -920,7 +948,9 @@ namespace bgfx { namespace mtl
struct FrameBufferMtl
{
FrameBufferMtl()
: m_denseIdx(UINT16_MAX)
: m_swapChain(NULL)
, m_nwh(NULL)
, m_denseIdx(UINT16_MAX)
, m_pixelFormatHash(0)
, m_num(0)
{
@ -940,6 +970,7 @@ namespace bgfx { namespace mtl
uint16_t destroy();
SwapChainMtl* m_swapChain;
void* m_nwh;
uint32_t m_width;
uint32_t m_height;
uint16_t m_denseIdx;

View File

@ -304,7 +304,7 @@ namespace bgfx { namespace mtl
};
BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
int s_msaa[] =
int32_t s_msaa[] =
{
1,
2,
@ -387,9 +387,18 @@ namespace bgfx { namespace mtl
}
retain(m_device);
createFrameBuffer(m_fbh, g_platformData.nwh, 0, 0, TextureFormat::Unknown, TextureFormat::UnknownDepth);
if ( NULL == m_mainFrameBuffer.m_swapChain->m_metalLayer )
m_mainFrameBuffer.create(
0
, g_platformData.nwh
, _init.resolution.width
, _init.resolution.height
, TextureFormat::Unknown
, TextureFormat::UnknownDepth
);
m_numWindows = 1;
if (NULL == m_mainFrameBuffer.m_swapChain->m_metalLayer)
{
release(m_device);
return false;
@ -600,11 +609,17 @@ namespace bgfx { namespace mtl
}
}
for (uint32_t ii = 1; ii < 5; ++ii)
for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
{
if (!m_device.supportsTextureSampleCount(s_msaa[ii]) )
const int32_t sampleCount = 1; //1<<ii;
if (m_device.supportsTextureSampleCount(sampleCount) )
{
s_msaa[ii] = s_msaa[ii-1];
s_msaa[ii] = sampleCount;
last = ii;
}
else
{
s_msaa[ii] = s_msaa[last];
}
}
@ -630,6 +645,7 @@ namespace bgfx { namespace mtl
#if BX_PLATFORM_OSX
[m_pool release];
#endif
m_occlusionQuery.postReset();
m_gpuTimer.shutdown();
@ -661,11 +677,7 @@ namespace bgfx { namespace mtl
MTL_RELEASE(m_textureDescriptor);
MTL_RELEASE(m_samplerDescriptor);
MTL_RELEASE(m_mainFrameBuffer.m_swapChain->m_backBufferDepth);
if (BX_ENABLED(BX_PLATFORM_IOS) )
{
MTL_RELEASE(m_mainFrameBuffer.m_swapChain->m_backBufferStencil);
}
m_mainFrameBuffer.destroy();
for (uint8_t i=0; i < MTL_MAX_FRAMES_IN_FLIGHT; ++i)
{
@ -872,29 +884,37 @@ namespace bgfx { namespace mtl
void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat) override
{
uint16_t denseIdx = m_numWindows++;
for (uint32_t ii = 0, num = m_numWindows; ii < num; ++ii)
{
FrameBufferHandle handle = m_windows[ii];
if (isValid(handle)
&& m_frameBuffers[handle.idx].m_nwh == _nwh)
{
destroyFrameBuffer(handle);
}
}
uint16_t denseIdx = m_numWindows++;
m_windows[denseIdx] = _handle;
if (!isValid(_handle))
{
m_mainFrameBuffer.create(denseIdx, _nwh, _width, _height, _format, _depthFormat);
}
else
{
m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _format, _depthFormat);
m_frameBuffers[_handle.idx].m_swapChain->resize(m_frameBuffers[_handle.idx], _width, _height, 0);//_resolution.reset);
}
FrameBufferMtl& fb = m_frameBuffers[_handle.idx];
fb.create(denseIdx, _nwh, _width, _height, _format, _depthFormat);
fb.m_swapChain->resize(m_frameBuffers[_handle.idx], _width, _height, 0);
}
void destroyFrameBuffer(FrameBufferHandle _handle) override
{
uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
if (UINT16_MAX != denseIdx)
{
--m_numWindows;
if (m_numWindows > 1)
{
FrameBufferHandle handle = m_windows[m_numWindows];
m_windows[m_numWindows] = {kInvalidHandle};
if (m_numWindows != denseIdx)
{
m_windows[denseIdx] = handle;
@ -1067,7 +1087,7 @@ namespace bgfx { namespace mtl
setDepthStencilState(state);
RenderPipelineState pso = getPipelineState(
PipelineStateMtl* pso = getPipelineState(
state
, 0
, fbh
@ -1075,29 +1095,29 @@ namespace bgfx { namespace mtl
, _blitter.m_program
, 0
);
rce.setRenderPipelineState(pso);
rce.setRenderPipelineState(pso->m_rps);
ProgramMtl& program = m_program[_blitter.m_program.idx];
uint32_t vertexUniformBufferSize = program.m_vshConstantBufferSize;
uint32_t fragmentUniformBufferSize = program.m_fshConstantBufferSize;
const uint32_t vertexUniformBufferSize = pso->m_vshConstantBufferSize;
const uint32_t fragmentUniformBufferSize = pso->m_fshConstantBufferSize;
if (vertexUniformBufferSize )
if (vertexUniformBufferSize)
{
m_uniformBufferVertexOffset = BX_ALIGN_MASK(m_uniformBufferVertexOffset, program.m_vshConstantBufferAlignmentMask);
m_uniformBufferVertexOffset = BX_ALIGN_MASK(m_uniformBufferVertexOffset, pso->m_vshConstantBufferAlignmentMask);
rce.setVertexBuffer(m_uniformBuffer, m_uniformBufferVertexOffset, 0);
}
m_uniformBufferFragmentOffset = m_uniformBufferVertexOffset + vertexUniformBufferSize;
if (fragmentUniformBufferSize )
if (0 != fragmentUniformBufferSize)
{
m_uniformBufferFragmentOffset = BX_ALIGN_MASK(m_uniformBufferFragmentOffset, program.m_fshConstantBufferAlignmentMask);
m_uniformBufferFragmentOffset = BX_ALIGN_MASK(m_uniformBufferFragmentOffset, pso->m_fshConstantBufferAlignmentMask);
rce.setFragmentBuffer(m_uniformBuffer, m_uniformBufferFragmentOffset, 0);
}
float proj[16];
bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f, 0.0f, false);
PredefinedUniform& predefined = program.m_predefined[0];
PredefinedUniform& predefined = pso->m_predefined[0];
uint8_t flags = predefined.m_type;
setShaderUniform(flags, predefined.m_loc, proj, 4);
@ -1109,13 +1129,30 @@ namespace bgfx { namespace mtl
const uint32_t numVertices = _numIndices*4/6;
if (0 < numVertices)
{
m_indexBuffers [_blitter.m_ib->handle.idx].update(0, _numIndices*2, _blitter.m_ib->data, true);
m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
m_indexBuffers [_blitter.m_ib->handle.idx].update(
0
, _numIndices*2
, _blitter.m_ib->data
, true
);
m_vertexBuffers[_blitter.m_vb->handle.idx].update(
0
, numVertices*_blitter.m_decl.m_stride
, _blitter.m_vb->data
, true
);
VertexBufferMtl& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
m_renderCommandEncoder.setVertexBuffer(vb.getBuffer(), 0, 1);
m_renderCommandEncoder.drawIndexedPrimitives(MTLPrimitiveTypeTriangle, _numIndices, MTLIndexTypeUInt16, m_indexBuffers[_blitter.m_ib->handle.idx].getBuffer(), 0, 1);
m_renderCommandEncoder.drawIndexedPrimitives(
MTLPrimitiveTypeTriangle
, _numIndices
, MTLIndexTypeUInt16
, m_indexBuffers[_blitter.m_ib->handle.idx].getBuffer()
, 0
, 1
);
}
}
@ -1189,6 +1226,7 @@ namespace bgfx { namespace mtl
{
MTL_RELEASE(m_screenshotBlitRenderPipelineState)
reset(m_renderPipelineDescriptor);
m_renderPipelineDescriptor.colorAttachments[0].pixelFormat = m_mainFrameBuffer.m_swapChain->m_metalLayer.pixelFormat;
m_renderPipelineDescriptor.vertexFunction = m_screenshotBlitProgram.m_vsh->m_function;
m_renderPipelineDescriptor.fragmentFunction = m_screenshotBlitProgram.m_fsh->m_function;
@ -1283,7 +1321,7 @@ namespace bgfx { namespace mtl
{
g_callback->captureEnd();
BX_FREE(g_allocator, m_capture);
m_capture = NULL;
m_capture = NULL;
m_captureSize = 0;
}
}
@ -1427,14 +1465,13 @@ namespace bgfx { namespace mtl
uint32_t numMrt = 1;
FrameBufferHandle fbh = m_fbh;
if (isValid(fbh) )
if (isValid(fbh) && m_frameBuffers[fbh.idx].m_swapChain == NULL)
{
const FrameBufferMtl& fb = m_frameBuffers[fbh.idx];
numMrt = bx::uint32_max(1, fb.m_num);
}
const ProgramMtl& program = m_program[_clearQuad.m_program[numMrt-1].idx];
RenderPipelineState pso = getPipelineState(
const PipelineStateMtl* pso = getPipelineState(
state
, 0
, fbh
@ -1442,14 +1479,14 @@ namespace bgfx { namespace mtl
, _clearQuad.m_program[numMrt-1]
, 0
);
m_renderCommandEncoder.setRenderPipelineState(pso);
m_renderCommandEncoder.setRenderPipelineState(pso->m_rps);
uint32_t fragmentUniformBufferSize = program.m_fshConstantBufferSize;
uint32_t fragmentUniformBufferSize = pso->m_fshConstantBufferSize;
m_uniformBufferFragmentOffset = m_uniformBufferVertexOffset;
if (fragmentUniformBufferSize)
{
m_uniformBufferFragmentOffset = BX_ALIGN_MASK(m_uniformBufferFragmentOffset, program.m_fshConstantBufferAlignmentMask);
m_uniformBufferFragmentOffset = BX_ALIGN_MASK(m_uniformBufferFragmentOffset, pso->m_fshConstantBufferAlignmentMask);
m_renderCommandEncoder.setFragmentBuffer(m_uniformBuffer, m_uniformBufferFragmentOffset, 0);
}
@ -1534,15 +1571,17 @@ namespace bgfx { namespace mtl
void setFrameBuffer(RenderPassDescriptor renderPassDescriptor, FrameBufferHandle _fbh, bool _msaa = true)
{
if (!isValid(_fbh) || m_frameBuffers[_fbh.idx].m_swapChain)
if (!isValid(_fbh)
|| m_frameBuffers[_fbh.idx].m_swapChain)
{
SwapChainMtl* swapChain =
!isValid(_fbh) ?
m_mainFrameBuffer.m_swapChain :
m_frameBuffers[_fbh.idx].m_swapChain;
if (NULL != m_backBufferColorMsaa)
SwapChainMtl* swapChain = !isValid(_fbh)
? m_mainFrameBuffer.m_swapChain
: m_frameBuffers[_fbh.idx].m_swapChain
;
if (NULL != swapChain->m_backBufferColorMsaa)
{
renderPassDescriptor.colorAttachments[0].texture = swapChain->m_backBufferColorMsaa;
renderPassDescriptor.colorAttachments[0].texture = swapChain->m_backBufferColorMsaa;
renderPassDescriptor.colorAttachments[0].resolveTexture = NULL != m_screenshotTarget
? m_screenshotTarget.m_obj
: swapChain->currentDrawable().texture
@ -1649,10 +1688,10 @@ namespace bgfx { namespace mtl
frontFaceDesc.readMask = readMask;
frontFaceDesc.writeMask = writeMask;
backfaceDesc.stencilFailureOperation = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
backfaceDesc.depthFailureOperation = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
backfaceDesc.depthStencilPassOperation = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
backfaceDesc.stencilCompareFunction = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
backfaceDesc.stencilFailureOperation = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
backfaceDesc.depthFailureOperation = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
backfaceDesc.depthStencilPassOperation = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
backfaceDesc.stencilCompareFunction = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
backfaceDesc.readMask = readMask;
backfaceDesc.writeMask = writeMask;
@ -1674,7 +1713,7 @@ namespace bgfx { namespace mtl
m_renderCommandEncoder.setStencilReferenceValue(ref);
}
RenderPipelineState getPipelineState(
PipelineStateMtl* getPipelineState(
uint64_t _state
, uint32_t _rgba
, FrameBufferHandle _fbh
@ -1695,7 +1734,7 @@ namespace bgfx { namespace mtl
);
const bool independentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
ProgramMtl& program = m_program[_program.idx];
const ProgramMtl& program = m_program[_program.idx];
bx::HashMurmur2A murmur;
murmur.begin();
@ -1705,7 +1744,7 @@ namespace bgfx { namespace mtl
if (!isValid(_fbh) )
{
murmur.add(m_backBufferPixelFormatHash);
murmur.add(m_mainFrameBuffer.m_pixelFormatHash);
}
else
{
@ -1726,10 +1765,12 @@ namespace bgfx { namespace mtl
uint32_t hash = murmur.end();
RenderPipelineState pso = m_pipelineStateCache.find(hash);
PipelineStateMtl* pso = m_pipelineStateCache.find(hash);
if (NULL == pso)
{
pso = BX_NEW(g_allocator, PipelineStateMtl);
RenderPipelineDescriptor pd = m_renderPipelineDescriptor;
reset(pd);
@ -1912,23 +1953,17 @@ namespace bgfx { namespace mtl
pd.vertexDescriptor = vertexDesc;
if (program.m_processedUniforms)
{
pso = m_device.newRenderPipelineStateWithDescriptor(pd);
}
else
{
program.m_numPredefined = 0;
RenderPipelineReflection reflection = NULL;
pso = m_device.newRenderPipelineStateWithDescriptor(pd, MTLPipelineOptionBufferTypeInfo, &reflection);
pso->m_rps = m_device.newRenderPipelineStateWithDescriptor(pd, MTLPipelineOptionBufferTypeInfo, &reflection);
if (NULL != reflection)
{
for (uint32_t shaderType = 0; shaderType < 2; ++shaderType)
{
UniformBuffer*& constantBuffer = shaderType == 0
? program.m_vshConstantBuffer
: program.m_fshConstantBuffer
? pso->m_vshConstantBuffer
: pso->m_fshConstantBuffer
;
uint8_t fragmentBit = (1 == shaderType ? BGFX_UNIFORM_FRAGMENTBIT : 0);
@ -1940,20 +1975,20 @@ namespace bgfx { namespace mtl
if (arg.type == MTLArgumentTypeBuffer
&& 0 == bx::strCmp(utf8String(arg.name), SHADER_UNIFORM_NAME) )
{
BX_CHECK( arg.index == 0, "Uniform buffer must be in the buffer slot 0.");
BX_CHECK( MTLDataTypeStruct == arg.bufferDataType, "%s's type must be a struct",SHADER_UNIFORM_NAME );
BX_CHECK(arg.index == 0, "Uniform buffer must be in the buffer slot 0.");
BX_CHECK(MTLDataTypeStruct == arg.bufferDataType, "%s's type must be a struct", SHADER_UNIFORM_NAME);
if (MTLDataTypeStruct == arg.bufferDataType)
{
if (shaderType == 0)
{
program.m_vshConstantBufferSize = (uint32_t)arg.bufferDataSize;
program.m_vshConstantBufferAlignmentMask = (uint32_t)arg.bufferAlignment - 1;
pso->m_vshConstantBufferSize = (uint32_t)arg.bufferDataSize;
pso->m_vshConstantBufferAlignmentMask = (uint32_t)arg.bufferAlignment - 1;
}
else
{
program.m_fshConstantBufferSize = (uint32_t)arg.bufferDataSize;
program.m_fshConstantBufferAlignmentMask = (uint32_t)arg.bufferAlignment - 1;
pso->m_fshConstantBufferSize = (uint32_t)arg.bufferDataSize;
pso->m_fshConstantBufferAlignmentMask = (uint32_t)arg.bufferAlignment - 1;
}
for (MTLStructMember* uniform in arg.bufferStructType.members )
@ -1984,12 +2019,12 @@ namespace bgfx { namespace mtl
PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
if (PredefinedUniform::Count != predefined)
{
PredefinedUniform& pu = program.m_predefined[program.m_numPredefined];
PredefinedUniform& pu = pso->m_predefined[pso->m_numPredefined];
pu.m_loc = uint32_t(uniform.offset);
pu.m_count = uint16_t(num);
pu.m_type = uint8_t(predefined|fragmentBit);
++program.m_numPredefined;
++pso->m_numPredefined;
}
else
{
@ -2019,19 +2054,19 @@ namespace bgfx { namespace mtl
if (NULL != info)
{
if (program.m_samplerCount >= BGFX_CONFIG_MAX_TEXTURE_SAMPLERS)
if (pso->m_samplerCount >= BGFX_CONFIG_MAX_TEXTURE_SAMPLERS)
{
BX_WARN(NULL != info, "Too many samplers in shader(only %d is supported). User defined uniform '%s' won't be set.", BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, name);
}
else
{
SamplerInfo& si = program.m_samplers[program.m_samplerCount];
SamplerInfo& si = pso->m_samplers[pso->m_samplerCount];
si.m_index = uint32_t(arg.index);
si.m_uniform = info->m_handle;
si.m_fragment = fragmentBit ? 1 : 0;
++program.m_samplerCount;
++pso->m_samplerCount;
BX_TRACE("texture %s %d index:%d", name, info->m_handle, uint32_t(arg.index) );
}
@ -2050,8 +2085,6 @@ namespace bgfx { namespace mtl
}
}
}
program.m_processedUniforms = true;
}
m_pipelineStateCache.add(hash, pso);
@ -2061,7 +2094,7 @@ namespace bgfx { namespace mtl
return pso;
}
RenderPipelineState getPipelineState(
PipelineStateMtl* getPipelineState(
uint64_t _state
, uint32_t _rgba
, FrameBufferHandle _fbh
@ -2089,20 +2122,19 @@ namespace bgfx { namespace mtl
if (NULL == sampler)
{
m_samplerDescriptor.sAddressMode = s_textureAddress[(_flags&BGFX_SAMPLER_U_MASK)>>BGFX_SAMPLER_U_SHIFT];
m_samplerDescriptor.tAddressMode = s_textureAddress[(_flags&BGFX_SAMPLER_V_MASK)>>BGFX_SAMPLER_V_SHIFT];
m_samplerDescriptor.rAddressMode = s_textureAddress[(_flags&BGFX_SAMPLER_W_MASK)>>BGFX_SAMPLER_W_SHIFT];
m_samplerDescriptor.minFilter = s_textureFilterMinMag[(_flags&BGFX_SAMPLER_MIN_MASK)>>BGFX_SAMPLER_MIN_SHIFT];
m_samplerDescriptor.magFilter = s_textureFilterMinMag[(_flags&BGFX_SAMPLER_MAG_MASK)>>BGFX_SAMPLER_MAG_SHIFT];
m_samplerDescriptor.mipFilter = s_textureFilterMip[(_flags&BGFX_SAMPLER_MIP_MASK)>>BGFX_SAMPLER_MIP_SHIFT];
m_samplerDescriptor.lodMinClamp = 0;
m_samplerDescriptor.lodMaxClamp = FLT_MAX;
m_samplerDescriptor.minFilter = s_textureFilterMinMag[(_flags&BGFX_SAMPLER_MIN_MASK)>>BGFX_SAMPLER_MIN_SHIFT];
m_samplerDescriptor.magFilter = s_textureFilterMinMag[(_flags&BGFX_SAMPLER_MAG_MASK)>>BGFX_SAMPLER_MAG_SHIFT];
m_samplerDescriptor.mipFilter = s_textureFilterMip[(_flags&BGFX_SAMPLER_MIP_MASK)>>BGFX_SAMPLER_MIP_SHIFT];
m_samplerDescriptor.lodMinClamp = 0;
m_samplerDescriptor.lodMaxClamp = FLT_MAX;
m_samplerDescriptor.normalizedCoordinates = TRUE;
m_samplerDescriptor.maxAnisotropy = (0 != (_flags & (BGFX_SAMPLER_MIN_ANISOTROPIC|BGFX_SAMPLER_MAG_ANISOTROPIC) ) ) ? m_mainFrameBuffer.m_swapChain->m_maxAnisotropy : 1;
if (m_macOS11Runtime
|| [m_device supportsFeatureSet:(MTLFeatureSet)4 /*MTLFeatureSet_iOS_GPUFamily3_v1*/])
|| [m_device supportsFeatureSet:(MTLFeatureSet)4 /*MTLFeatureSet_iOS_GPUFamily3_v1*/])
{
const uint32_t cmpFunc = (_flags&BGFX_SAMPLER_COMPARE_MASK)>>BGFX_SAMPLER_COMPARE_SHIFT;
m_samplerDescriptor.compareFunction = 0 == cmpFunc
@ -2126,9 +2158,9 @@ namespace bgfx { namespace mtl
BlitCommandEncoder getBlitCommandEncoder()
{
if (m_blitCommandEncoder == NULL)
if (NULL == m_blitCommandEncoder)
{
if (m_commandBuffer == NULL)
if (NULL == m_commandBuffer)
{
m_commandBuffer = m_cmd.alloc();
}
@ -2144,13 +2176,6 @@ namespace bgfx { namespace mtl
TimerQueryMtl m_gpuTimer;
CommandQueueMtl m_cmd;
CAMetalLayer* m_metalLayer;
Texture m_backBufferColorMsaa;
Texture m_backBufferDepth;
Texture m_backBufferStencil;
uint32_t m_backBufferPixelFormatHash;
uint32_t m_maxAnisotropy;
bool m_iOS9Runtime;
bool m_macOS11Runtime;
bool m_hasPixelFormatDepth32Float_Stencil8;
@ -2185,9 +2210,10 @@ namespace bgfx { namespace mtl
typedef stl::vector<PipelineProgram> PipelineProgramArray;
PipelineProgramArray m_pipelineProgram;
StateCacheT<RenderPipelineState> m_pipelineStateCache;
StateCacheT<DepthStencilState> m_depthStencilStateCache;
StateCacheT<SamplerState> m_samplerStateCache;
StateCacheT<PipelineStateMtl*> m_pipelineStateCache;
StateCacheT<DepthStencilState> m_depthStencilStateCache;
StateCacheT<SamplerState> m_samplerStateCache;
TextVideoMem m_textVideoMem;
@ -2381,27 +2407,6 @@ namespace bgfx { namespace mtl
{
m_vsh = NULL;
m_fsh = NULL;
if (NULL != m_vshConstantBuffer)
{
UniformBuffer::destroy(m_vshConstantBuffer);
m_vshConstantBuffer = NULL;
}
if (NULL != m_fshConstantBuffer)
{
UniformBuffer::destroy(m_fshConstantBuffer);
m_fshConstantBuffer = NULL;
}
m_vshConstantBufferSize = 0;
m_vshConstantBufferAlignmentMask = 0;
m_fshConstantBufferSize = 0;
m_fshConstantBufferAlignmentMask = 0;
m_samplerCount = 0;
m_processedUniforms = false;
m_numPredefined = 0;
}
void BufferMtl::create(uint32_t _size, void* _data, uint16_t _flags, uint16_t _stride, bool _vertex)
@ -2544,14 +2549,14 @@ namespace bgfx { namespace mtl
, textureWidth
, textureHeight
, imageContainer.m_cubeMap ? "x6" : ""
, renderTarget ? 'x' : '.'
, writeOnly ? 'x' : '.'
, computeWrite ? 'x' : '.'
, srgb ? 'x' : '.'
, renderTarget ? 'x' : ' '
, writeOnly ? 'x' : ' '
, computeWrite ? 'x' : ' '
, srgb ? 'x' : ' '
);
const uint32_t msaaQuality = bx::uint32_satsub( (_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
int sampleCount = s_msaa[msaaQuality];
const int32_t sampleCount = s_msaa[msaaQuality];
MTLPixelFormat format = MTLPixelFormatInvalid;
if (srgb)
@ -2714,8 +2719,8 @@ namespace bgfx { namespace mtl
const uint32_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
const uint32_t rectpitch = _rect.m_width*bpp/8;
const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
const uint32_t slice = ( (m_type == Texture3D) ? 0 : _side + _z * (m_type == TextureCube ? 6 : 1) );
const uint16_t z = (m_type == Texture3D) ? _z : 0 ;
const uint32_t slice = ( (m_type == Texture3D) ? 0 : _side + _z * (m_type == TextureCube ? 6 : 1) );
const uint16_t zz = (m_type == Texture3D) ? _z : 0 ;
const bool convert = m_textureFormat != m_requestedFormat;
@ -2743,7 +2748,7 @@ namespace bgfx { namespace mtl
MTLRegion region =
{
{ _rect.m_x, _rect.m_y, z },
{ _rect.m_x, _rect.m_y, zz },
{ _rect.m_width, _rect.m_height, _depth },
};
@ -2774,7 +2779,7 @@ namespace bgfx { namespace mtl
, m_ptr
, slice
, _mip
, MTLOriginMake(_rect.m_x, _rect.m_y, z)
, MTLOriginMake(_rect.m_x, _rect.m_y, zz)
);
release(tempBuffer);
}
@ -2812,11 +2817,18 @@ namespace bgfx { namespace mtl
SwapChainMtl::~SwapChainMtl()
{
MTL_RELEASE(m_backBufferDepth);
if (BX_ENABLED(BX_PLATFORM_IOS) )
{
MTL_RELEASE(m_backBufferStencil);
if(m_drawable != nil) {
release(m_drawable);
m_drawable = nil;
}
MTL_RELEASE(m_backBufferDepth);
MTL_RELEASE(m_backBufferStencil);
if (NULL != m_backBufferColorMsaa)
{
MTL_RELEASE(m_backBufferColorMsaa);
}
}
void SwapChainMtl::init(void* _nwh)
@ -2856,9 +2868,17 @@ namespace bgfx { namespace mtl
else
{
NSWindow* nsWindow = (NSWindow*)_nwh;
[nsWindow.contentView setWantsLayer:YES];
m_metalLayer = [CAMetalLayer layer];
[nsWindow.contentView setLayer:m_metalLayer];
CALayer* layer = nsWindow.contentView.layer;
if(NULL != layer && [layer isKindOfClass:NSClassFromString(@"CAMetalLayer")])
{
m_metalLayer = (CAMetalLayer*)layer;
}
else
{
[nsWindow.contentView setWantsLayer:YES];
m_metalLayer = [CAMetalLayer layer];
[nsWindow.contentView setLayer:m_metalLayer];
}
}
}
#endif // BX_PLATFORM_*
@ -2877,7 +2897,7 @@ namespace bgfx { namespace mtl
void SwapChainMtl::resize(FrameBufferMtl &_frameBuffer, uint32_t _width, uint32_t _height, uint32_t _flags)
{
int sampleCount = s_msaa[(_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
const int32_t sampleCount = s_msaa[(_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
#if BX_PLATFORM_OSX > 101300
m_metalLayer.displaySyncEnabled = 0 != (_flags&BGFX_RESET_VSYNC);
@ -2940,7 +2960,7 @@ namespace bgfx { namespace mtl
m_backBufferStencil = s_renderMtl->m_device.newTextureWithDescriptor(desc);
}
if ( sampleCount > 1 )
if (sampleCount > 1)
{
if (NULL != m_backBufferColorMsaa)
{
@ -2954,10 +2974,10 @@ namespace bgfx { namespace mtl
bx::HashMurmur2A murmur;
murmur.begin();
murmur.add(1);
murmur.add((uint32_t)m_metalLayer.pixelFormat);
murmur.add((uint32_t)m_backBufferDepth.pixelFormat());
murmur.add((uint32_t)m_backBufferStencil.pixelFormat());
murmur.add((uint32_t)sampleCount);
murmur.add( (uint32_t)m_metalLayer.pixelFormat);
murmur.add( (uint32_t)m_backBufferDepth.pixelFormat());
murmur.add( (uint32_t)m_backBufferStencil.pixelFormat());
murmur.add( (uint32_t)sampleCount);
_frameBuffer.m_pixelFormatHash = murmur.end();
}
@ -2975,10 +2995,10 @@ namespace bgfx { namespace mtl
void FrameBufferMtl::create(uint8_t _num, const Attachment* _attachment)
{
m_swapChain = NULL;
m_denseIdx = UINT16_MAX;
m_num = 0;
m_width = 0;
m_height = 0;
m_denseIdx = UINT16_MAX;
m_num = 0;
m_width = 0;
m_height = 0;
for (uint32_t ii = 0; ii < _num; ++ii)
{
@ -3040,8 +3060,10 @@ namespace bgfx { namespace mtl
{
BX_UNUSED(_format, _depthFormat);
m_swapChain = BX_NEW(g_allocator, SwapChainMtl);
m_num = 0;
m_width = _width;
m_height = _height;
m_nwh = _nwh;
m_denseIdx = _denseIdx;
m_swapChain->init(_nwh);
@ -3060,6 +3082,7 @@ namespace bgfx { namespace mtl
}
m_num = 0;
m_nwh = NULL;
m_depthHandle.idx = kInvalidHandle;
uint16_t denseIdx = m_denseIdx;
@ -3467,16 +3490,17 @@ namespace bgfx { namespace mtl
PrimInfo prim = s_primInfo[primIndex];
RenderCommandEncoder rce;
PipelineStateMtl* currentPso = NULL;
bool wasCompute = false;
bool wasCompute = false;
bool viewHasScissor = false;
Rect viewScissorRect;
viewScissorRect.clear();
uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
uint32_t statsNumDrawIndirect[BX_COUNTOF(s_primInfo)] = {};
uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
uint32_t statsNumDrawIndirect[BX_COUNTOF(s_primInfo)] = {};
uint32_t statsNumIndices = 0;
uint32_t statsKeyType[2] = {};
@ -3587,11 +3611,13 @@ namespace bgfx { namespace mtl
{
desc.loadAction = MTLLoadActionLoad;
}
desc.storeAction = desc.texture.sampleCount > 1 ? MTLStoreActionMultisampleResolve : MTLStoreActionStore;
}
}
RenderPassDepthAttachmentDescriptor depthAttachment = renderPassDescriptor.depthAttachment;
if (NULL != depthAttachment.texture)
{
depthAttachment.clearDepth = clr.m_depth;
@ -3606,6 +3632,7 @@ namespace bgfx { namespace mtl
}
RenderPassStencilAttachmentDescriptor stencilAttachment = renderPassDescriptor.stencilAttachment;
if (NULL != stencilAttachment.texture)
{
stencilAttachment.clearStencil = clr.m_stencil;
@ -3631,6 +3658,7 @@ namespace bgfx { namespace mtl
}
RenderPassDepthAttachmentDescriptor depthAttachment = renderPassDescriptor.depthAttachment;
if (NULL != depthAttachment.texture)
{
depthAttachment.loadAction = MTLLoadActionLoad;
@ -3638,6 +3666,7 @@ namespace bgfx { namespace mtl
}
RenderPassStencilAttachmentDescriptor stencilAttachment = renderPassDescriptor.stencilAttachment;
if (NULL != stencilAttachment.texture)
{
stencilAttachment.loadAction = MTLLoadActionLoad;
@ -3896,11 +3925,11 @@ namespace bgfx { namespace mtl
}
else
{
RenderPipelineState pso = NULL;
currentPso = NULL;
if (0 < numStreams)
{
pso = getPipelineState(
currentPso = getPipelineState(
newFlags
, draw.m_rgba
, fbh
@ -3911,13 +3940,13 @@ namespace bgfx { namespace mtl
);
}
if (NULL == pso)
if (NULL == currentPso)
{
currentProgram = BGFX_INVALID_HANDLE;
continue;
}
rce.setRenderPipelineState(pso);
rce.setRenderPipelineState(currentPso->m_rps);
}
if (isValid(draw.m_instanceDataBuffer) )
@ -3932,55 +3961,51 @@ namespace bgfx { namespace mtl
if (isValid(currentProgram) )
{
ProgramMtl& program = m_program[currentProgram.idx];
uint32_t vertexUniformBufferSize = program.m_vshConstantBufferSize;
uint32_t fragmentUniformBufferSize = program.m_fshConstantBufferSize;
const uint32_t vertexUniformBufferSize = currentPso->m_vshConstantBufferSize;
const uint32_t fragmentUniformBufferSize = currentPso->m_fshConstantBufferSize;
if (0 != vertexUniformBufferSize)
{
m_uniformBufferVertexOffset = BX_ALIGN_MASK(m_uniformBufferVertexOffset, program.m_vshConstantBufferAlignmentMask);
m_uniformBufferVertexOffset = BX_ALIGN_MASK(m_uniformBufferVertexOffset, currentPso->m_vshConstantBufferAlignmentMask);
rce.setVertexBuffer(m_uniformBuffer, m_uniformBufferVertexOffset, 0);
}
m_uniformBufferFragmentOffset = m_uniformBufferVertexOffset + vertexUniformBufferSize;
if (0 != fragmentUniformBufferSize)
{
m_uniformBufferFragmentOffset = BX_ALIGN_MASK(m_uniformBufferFragmentOffset, program.m_fshConstantBufferAlignmentMask);
m_uniformBufferFragmentOffset = BX_ALIGN_MASK(m_uniformBufferFragmentOffset, currentPso->m_fshConstantBufferAlignmentMask);
rce.setFragmentBuffer(m_uniformBuffer, m_uniformBufferFragmentOffset, 0);
}
if (constantsChanged)
{
UniformBuffer* vcb = program.m_vshConstantBuffer;
UniformBuffer* vcb = currentPso->m_vshConstantBuffer;
if (NULL != vcb)
{
commit(*vcb);
}
UniformBuffer* fcb = program.m_fshConstantBuffer;
UniformBuffer* fcb = currentPso->m_fshConstantBuffer;
if (NULL != fcb)
{
commit(*fcb);
}
}
viewState.setPredefined<4>(this, view, program, _render, draw);
viewState.setPredefined<4>(this, view, *currentPso, _render, draw);
m_uniformBufferFragmentOffset += fragmentUniformBufferSize;
m_uniformBufferVertexOffset = m_uniformBufferFragmentOffset;
m_uniformBufferVertexOffset = m_uniformBufferFragmentOffset;
}
if (isValid(currentProgram) )
{
ProgramMtl& program = m_program[currentProgram.idx];
for (uint32_t sampler = 0; sampler < program.m_samplerCount; ++sampler)
for (uint32_t sampler = 0, numSamplers = currentPso->m_samplerCount; sampler < numSamplers; ++sampler)
{
SamplerInfo& samplerInfo = program.m_samplers[sampler];
const SamplerInfo& samplerInfo = currentPso->m_samplers[sampler];
UniformHandle handle = samplerInfo.m_uniform;
int stage = *((int*)m_uniforms[handle.idx]);
int stage = *( (int*)m_uniforms[handle.idx]);
const Binding& bind = renderBind.m_bind[stage];
Binding& current = currentBind.m_bind[stage];

View File

@ -258,6 +258,60 @@ namespace bgfx { namespace glsl
parse = eol.getPtr() + 1;
}
}
bx::StringView mainEntry("xlatMtlShaderOutput xlatMtlMain (");
parse = bx::strFind(optimizedShader, mainEntry);
end = parse;
if (!parse.isEmpty())
{
parse.set(parse.getPtr() + mainEntry.getLength(), optShader.getTerm());
end = bx::strFind(parse, "{");
}
while (parse.getPtr() < end.getPtr()
&& !parse.isEmpty())
{
parse.set(bx::strLTrimSpace(parse).getPtr(), optShader.getTerm());
const bx::StringView textureNameMark("[[texture(");
const bx::StringView textureName = bx::strFind(parse, textureNameMark);
if (!textureName.isEmpty())
{
Uniform un;
un.type = nameToUniformTypeEnum("int"); // int for sampler
const char* varNameEnd = textureName.getPtr() - 1;
parse.set(parse.getPtr(), varNameEnd - 1);
const char* varNameBeg = parse.getPtr();
for (int ii = parse.getLength() - 1; 0 <= ii; --ii)
{
if (varNameBeg[ii] == ' ')
{
parse.set(varNameBeg + ii + 1, varNameEnd);
break;
}
}
char uniformName[256];
bx::strCopy(uniformName, parse.getLength() + 1, parse);
un.name = uniformName;
const char* regIndexBeg = textureName.getPtr() + textureNameMark.getLength();
bx::StringView regIndex = bx::strFind(regIndexBeg, ")");
regIndex.set(regIndexBeg, regIndex.getPtr());
uint32_t tmp;
bx::fromString(&tmp, regIndex);
un.regIndex = uint16_t(tmp);
un.num = 1;
un.regCount = 1;
uniforms.push_back(un);
parse = regIndex.getPtr() + 1;
}
else
{
parse = textureName;
}
}
}
uint16_t count = (uint16_t)uniforms.size();

View File

@ -5,11 +5,15 @@
#include <bgfx_shader.sh>
uniform vec4 u_params;
#define u_textureLod u_params.x
#define u_textureLayer u_params.y
#define u_inLinear u_params.z
#define u_ev u_params.w
uniform vec4 u_params0;
#define u_textureLod u_params0.x
#define u_textureLayer u_params0.y
#define u_inLinear u_params0.z
#define u_ev u_params0.w
uniform vec4 u_params1;
#define u_outputFormat u_params1.x
#define u_sdrWhiteNits u_params1.y
vec3 toLinear(vec3 _rgb)
{
@ -21,8 +25,107 @@ vec3 toGamma(vec3 _rgb)
return pow(abs(_rgb), vec3_splat(1.0/2.2) );
}
vec3 applyExposure(vec3 _rgb)
{
vec3 rgb = mix(toLinear(_rgb.xyz), _rgb.xyz, u_inLinear);
return (rgb * pow(2.0, u_ev) );
}
vec4 toEv(vec4 _color)
{
vec3 rgb = mix(toLinear(_color.xyz), _color.xyz, u_inLinear);
return vec4(toGamma(rgb * pow(2.0, u_ev) ), _color.w);
return vec4(toGamma(applyExposure(_color.xyz) ), _color.w);
}
float toSrgbGamma(float _val)
{
if (_val <= 0.0031308)
{
return 12.92 * _val;
}
else
{
return 1.055 * pow(_val, (1.0/2.4) ) - 0.055;
}
}
vec3 toSrgbGamma(vec3 _rgb)
{
_rgb.x = toSrgbGamma(_rgb.x);
_rgb.y = toSrgbGamma(_rgb.y);
_rgb.z = toSrgbGamma(_rgb.z);
return _rgb;
}
vec3 toXyzFromSrgb(vec3 _rgb)
{
mat3 toXYZ = mat3(
0.4125564, 0.3575761, 0.1804375,
0.2126729, 0.7151522, 0.0721750,
0.0193339, 0.1191920, 0.9503041
);
return mul(toXYZ, _rgb);
}
vec3 toRec2020FromXyz(vec3 _xyz)
{
mat3 toRec2020 = mat3(
1.7166512, -0.3556708, -0.2533663,
-0.6666844, 1.6164812, 0.0157685,
0.0176399, -0.0427706, 0.9421031
);
return mul(toRec2020, _xyz);
}
vec3 toPqOetf(vec3 _color)
{
// reference PQ OETF will yield reference OOTF when
// displayed on a reference monitor employing EOTF
float m1 = 0.1593017578125;
float m2 = 78.84375;
float c1 = 0.8359375;
float c2 = 18.8515625;
float c3 = 18.6875;
vec3 Ym1 = pow(_color.xyz * (1.0/10000.0), vec3_splat(m1) );
_color = pow((c1 + c2*Ym1) / (vec3_splat(1.0) + c3*Ym1), vec3_splat(m2) );
return _color;
}
vec4 toOutput(vec4 _color, float _outputFormat, float _sdrWhiteNits)
{
// assumed that _color is linear with sRGB/rec709 primaries
// and 1.0 is SDR white point
vec3 outColor = vec3_splat(0.0);
if (_outputFormat < 0.5)
{
// output == 0 -> sRGB/rec709, apply gamma
// values over 1.0 will saturate
outColor = toSrgbGamma(saturate(_color.xyz));
}
else if (_outputFormat < 1.5)
{
// output == 1 -> scRGB, remains linear.
// values over 1.0 will appear as HDR
outColor = _color.xyz;
}
else if (_outputFormat < 2.5)
{
// output == 2 -> PQ
// change primaries from sRGB/rec709 to rec2020
vec3 _xyz = toXyzFromSrgb(_color.xyz);
outColor = toRec2020FromXyz(_xyz);
// if 1.0 is SDR white, should map to 80 nits
// but that could lead to dim results as SDR
// monitors tend to be brighter than standard
outColor = toPqOetf(outColor * _sdrWhiteNits);
}
return vec4(outColor, _color.w);
}

File diff suppressed because it is too large Load Diff

View File

@ -12,5 +12,8 @@ SAMPLER2D(s_texColor, 0);
void main()
{
vec4 color = texture2DLod(s_texColor, v_texcoord0.xy, u_textureLod);
gl_FragColor = toEv(color * v_color0);
color.xyz = applyExposure(color.xyz);
color *= v_color0;
gl_FragColor = toOutput(color, u_outputFormat, u_sdrWhiteNits);
}

File diff suppressed because it is too large Load Diff

View File

@ -12,5 +12,7 @@ SAMPLER3D(s_texColor, 0);
void main()
{
vec4 color = texture3DLod(s_texColor, vec3(v_texcoord0.xy, u_textureLayer), u_textureLod);
gl_FragColor = toEv(color * v_color0);
color.xyz = applyExposure(color.xyz);
color *= v_color0;
gl_FragColor = toOutput(color, u_outputFormat, u_sdrWhiteNits);
}

File diff suppressed because it is too large Load Diff

View File

@ -16,5 +16,8 @@ void main()
dir = normalize(mul(u_mtx, vec4(dir, 0.0) ).xyz);
vec4 color = textureCubeLod(s_texColor, dir, u_textureLod);
gl_FragColor = toEv(color * v_color0);
color.xyz = applyExposure(color.xyz);
color *= v_color0;
gl_FragColor = toOutput(color, u_outputFormat, u_sdrWhiteNits);
}

File diff suppressed because it is too large Load Diff

View File

@ -12,5 +12,8 @@ SAMPLERCUBE(s_texColor, 0);
void main()
{
vec4 color = textureCubeLod(s_texColor, v_texcoord0, u_textureLod);
gl_FragColor = toEv(color * v_color0);
color.xyz = applyExposure(color.xyz);
color *= v_color0;
gl_FragColor = toOutput(color, u_outputFormat, u_sdrWhiteNits);
}

View File

@ -1,292 +1,303 @@
static const uint8_t fs_texture_msdf_glsl[483] =
static const uint8_t fs_texture_msdf_glsl[605] =
{
0x46, 0x53, 0x48, 0x06, 0x01, 0x83, 0xf2, 0xe1, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x08, 0x75, // FSH............u
0x5f, 0x70, 0x61, 0x72, 0x61, 0x6d, 0x73, 0x02, 0x01, 0x00, 0x00, 0x01, 0x00, 0x0a, 0x73, 0x5f, // _params.......s_
0x74, 0x65, 0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x00, 0x01, 0x00, 0x00, 0x01, 0x00, 0xb0, 0x01, // texColor........
0x00, 0x00, 0x76, 0x61, 0x72, 0x79, 0x69, 0x6e, 0x67, 0x20, 0x76, 0x65, 0x63, 0x33, 0x20, 0x76, // ..varying vec3 v
0x5f, 0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x3b, 0x0a, 0x75, 0x6e, 0x69, 0x66, // _texcoord0;.unif
0x6f, 0x72, 0x6d, 0x20, 0x76, 0x65, 0x63, 0x34, 0x20, 0x75, 0x5f, 0x70, 0x61, 0x72, 0x61, 0x6d, // orm vec4 u_param
0x73, 0x3b, 0x0a, 0x75, 0x6e, 0x69, 0x66, 0x6f, 0x72, 0x6d, 0x20, 0x73, 0x61, 0x6d, 0x70, 0x6c, // s;.uniform sampl
0x65, 0x72, 0x32, 0x44, 0x20, 0x73, 0x5f, 0x74, 0x65, 0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x3b, // er2D s_texColor;
0x0a, 0x76, 0x6f, 0x69, 0x64, 0x20, 0x6d, 0x61, 0x69, 0x6e, 0x20, 0x28, 0x29, 0x0a, 0x7b, 0x0a, // .void main ().{.
0x20, 0x20, 0x76, 0x65, 0x63, 0x33, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x3b, // vec3 tmpvar_1;
0x0a, 0x20, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x20, 0x3d, 0x20, 0x74, 0x65, // . tmpvar_1 = te
0x78, 0x74, 0x75, 0x72, 0x65, 0x32, 0x44, 0x4c, 0x6f, 0x64, 0x20, 0x28, 0x73, 0x5f, 0x74, 0x65, // xture2DLod (s_te
0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x2c, 0x20, 0x76, 0x5f, 0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, // xColor, v_texcoo
0x72, 0x64, 0x30, 0x2e, 0x78, 0x79, 0x2c, 0x20, 0x75, 0x5f, 0x70, 0x61, 0x72, 0x61, 0x6d, 0x73, // rd0.xy, u_params
0x2e, 0x78, 0x29, 0x2e, 0x78, 0x79, 0x7a, 0x3b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, // .x).xyz;. float
0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x32, 0x3b, 0x0a, 0x20, 0x20, 0x74, 0x6d, 0x70, // tmpvar_2;. tmp
0x76, 0x61, 0x72, 0x5f, 0x32, 0x20, 0x3d, 0x20, 0x28, 0x6d, 0x61, 0x78, 0x20, 0x28, 0x6d, 0x69, // var_2 = (max (mi
0x6e, 0x20, 0x28, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x2e, 0x78, 0x2c, 0x20, 0x74, // n (tmpvar_1.x, t
0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x2e, 0x79, 0x29, 0x2c, 0x20, 0x6d, 0x69, 0x6e, 0x20, // mpvar_1.y), min
0x28, 0x0a, 0x20, 0x20, 0x20, 0x20, 0x6d, 0x61, 0x78, 0x20, 0x28, 0x74, 0x6d, 0x70, 0x76, 0x61, // (. max (tmpva
0x72, 0x5f, 0x31, 0x2e, 0x78, 0x2c, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x2e, // r_1.x, tmpvar_1.
0x79, 0x29, 0x0a, 0x20, 0x20, 0x2c, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x2e, // y). , tmpvar_1.
0x7a, 0x29, 0x29, 0x20, 0x2d, 0x20, 0x30, 0x2e, 0x35, 0x29, 0x3b, 0x0a, 0x20, 0x20, 0x67, 0x6c, // z)) - 0.5);. gl
0x5f, 0x46, 0x72, 0x61, 0x67, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x20, 0x3d, 0x20, 0x76, 0x65, 0x63, // _FragColor = vec
0x34, 0x28, 0x63, 0x6c, 0x61, 0x6d, 0x70, 0x20, 0x28, 0x28, 0x28, 0x74, 0x6d, 0x70, 0x76, 0x61, // 4(clamp (((tmpva
0x72, 0x5f, 0x32, 0x20, 0x2f, 0x20, 0x0a, 0x20, 0x20, 0x20, 0x20, 0x28, 0x61, 0x62, 0x73, 0x28, // r_2 / . (abs(
0x64, 0x46, 0x64, 0x78, 0x28, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x32, 0x29, 0x29, 0x20, // dFdx(tmpvar_2))
0x2b, 0x20, 0x61, 0x62, 0x73, 0x28, 0x64, 0x46, 0x64, 0x79, 0x28, 0x74, 0x6d, 0x70, 0x76, 0x61, // + abs(dFdy(tmpva
0x72, 0x5f, 0x32, 0x29, 0x29, 0x29, 0x0a, 0x20, 0x20, 0x29, 0x20, 0x2b, 0x20, 0x30, 0x2e, 0x35, // r_2))). ) + 0.5
0x29, 0x2c, 0x20, 0x30, 0x2e, 0x30, 0x2c, 0x20, 0x31, 0x2e, 0x30, 0x29, 0x29, 0x3b, 0x0a, 0x7d, // ), 0.0, 1.0));.}
0x0a, 0x0a, 0x00, // ...
0x46, 0x53, 0x48, 0x06, 0x01, 0x83, 0xf2, 0xe1, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x09, 0x75, // FSH............u
0x5f, 0x70, 0x61, 0x72, 0x61, 0x6d, 0x73, 0x30, 0x02, 0x01, 0x00, 0x00, 0x01, 0x00, 0x0a, 0x73, // _params0.......s
0x5f, 0x74, 0x65, 0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x00, 0x01, 0x00, 0x00, 0x01, 0x00, 0x29, // _texColor......)
0x02, 0x00, 0x00, 0x76, 0x61, 0x72, 0x79, 0x69, 0x6e, 0x67, 0x20, 0x68, 0x69, 0x67, 0x68, 0x70, // ...varying highp
0x20, 0x76, 0x65, 0x63, 0x33, 0x20, 0x76, 0x5f, 0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, // vec3 v_texcoord
0x30, 0x3b, 0x0a, 0x75, 0x6e, 0x69, 0x66, 0x6f, 0x72, 0x6d, 0x20, 0x68, 0x69, 0x67, 0x68, 0x70, // 0;.uniform highp
0x20, 0x76, 0x65, 0x63, 0x34, 0x20, 0x75, 0x5f, 0x70, 0x61, 0x72, 0x61, 0x6d, 0x73, 0x30, 0x3b, // vec4 u_params0;
0x0a, 0x75, 0x6e, 0x69, 0x66, 0x6f, 0x72, 0x6d, 0x20, 0x73, 0x61, 0x6d, 0x70, 0x6c, 0x65, 0x72, // .uniform sampler
0x32, 0x44, 0x20, 0x73, 0x5f, 0x74, 0x65, 0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x3b, 0x0a, 0x76, // 2D s_texColor;.v
0x6f, 0x69, 0x64, 0x20, 0x6d, 0x61, 0x69, 0x6e, 0x20, 0x28, 0x29, 0x0a, 0x7b, 0x0a, 0x20, 0x20, // oid main ().{.
0x6c, 0x6f, 0x77, 0x70, 0x20, 0x76, 0x65, 0x63, 0x33, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, // lowp vec3 tmpvar
0x5f, 0x31, 0x3b, 0x0a, 0x20, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x20, 0x3d, // _1;. tmpvar_1 =
0x20, 0x74, 0x65, 0x78, 0x74, 0x75, 0x72, 0x65, 0x32, 0x44, 0x4c, 0x6f, 0x64, 0x20, 0x20, 0x20, // texture2DLod
0x20, 0x28, 0x73, 0x5f, 0x74, 0x65, 0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x2c, 0x20, 0x76, 0x5f, // (s_texColor, v_
0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x2e, 0x78, 0x79, 0x2c, 0x20, 0x75, 0x5f, // texcoord0.xy, u_
0x70, 0x61, 0x72, 0x61, 0x6d, 0x73, 0x30, 0x2e, 0x78, 0x29, 0x2e, 0x78, 0x79, 0x7a, 0x3b, 0x0a, // params0.x).xyz;.
0x20, 0x20, 0x6c, 0x6f, 0x77, 0x70, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x20, 0x74, 0x6d, 0x70, // lowp float tmp
0x76, 0x61, 0x72, 0x5f, 0x32, 0x3b, 0x0a, 0x20, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, // var_2;. tmpvar_
0x32, 0x20, 0x3d, 0x20, 0x28, 0x6d, 0x61, 0x78, 0x20, 0x28, 0x6d, 0x69, 0x6e, 0x20, 0x28, 0x74, // 2 = (max (min (t
0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x2e, 0x78, 0x2c, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, // mpvar_1.x, tmpva
0x72, 0x5f, 0x31, 0x2e, 0x79, 0x29, 0x2c, 0x20, 0x6d, 0x69, 0x6e, 0x20, 0x28, 0x0a, 0x20, 0x20, // r_1.y), min (.
0x20, 0x20, 0x6d, 0x61, 0x78, 0x20, 0x28, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x2e, // max (tmpvar_1.
0x78, 0x2c, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x2e, 0x79, 0x29, 0x0a, 0x20, // x, tmpvar_1.y).
0x20, 0x2c, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x2e, 0x7a, 0x29, 0x29, 0x20, // , tmpvar_1.z))
0x2d, 0x20, 0x30, 0x2e, 0x35, 0x29, 0x3b, 0x0a, 0x20, 0x20, 0x6c, 0x6f, 0x77, 0x70, 0x20, 0x66, // - 0.5);. lowp f
0x6c, 0x6f, 0x61, 0x74, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x33, 0x3b, 0x0a, 0x20, // loat tmpvar_3;.
0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x33, 0x20, 0x3d, 0x20, 0x63, 0x6c, 0x61, 0x6d, // tmpvar_3 = clam
0x70, 0x20, 0x28, 0x28, 0x28, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x32, 0x20, 0x2f, 0x20, // p (((tmpvar_2 /
0x0a, 0x20, 0x20, 0x20, 0x20, 0x28, 0x61, 0x62, 0x73, 0x28, 0x64, 0x46, 0x64, 0x78, 0x28, 0x74, // . (abs(dFdx(t
0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x32, 0x29, 0x29, 0x20, 0x2b, 0x20, 0x61, 0x62, 0x73, 0x28, // mpvar_2)) + abs(
0x64, 0x46, 0x64, 0x79, 0x28, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x32, 0x29, 0x29, 0x29, // dFdy(tmpvar_2)))
0x0a, 0x20, 0x20, 0x29, 0x20, 0x2b, 0x20, 0x30, 0x2e, 0x35, 0x29, 0x2c, 0x20, 0x30, 0x2e, 0x30, // . ) + 0.5), 0.0
0x2c, 0x20, 0x31, 0x2e, 0x30, 0x29, 0x3b, 0x0a, 0x20, 0x20, 0x6d, 0x65, 0x64, 0x69, 0x75, 0x6d, // , 1.0);. medium
0x70, 0x20, 0x76, 0x65, 0x63, 0x34, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x34, 0x3b, // p vec4 tmpvar_4;
0x0a, 0x20, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x34, 0x20, 0x3d, 0x20, 0x76, 0x65, // . tmpvar_4 = ve
0x63, 0x34, 0x28, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x33, 0x29, 0x3b, 0x0a, 0x20, 0x20, // c4(tmpvar_3);.
0x67, 0x6c, 0x5f, 0x46, 0x72, 0x61, 0x67, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x20, 0x3d, 0x20, 0x74, // gl_FragColor = t
0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x34, 0x3b, 0x0a, 0x7d, 0x0a, 0x0a, 0x00, // mpvar_4;.}...
};
static const uint8_t fs_texture_msdf_spv[1817] =
static const uint8_t fs_texture_msdf_spv[1834] =
{
0x46, 0x53, 0x48, 0x06, 0x01, 0x83, 0xf2, 0xe1, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x08, 0x75, // FSH............u
0x5f, 0x70, 0x61, 0x72, 0x61, 0x6d, 0x73, 0x12, 0x01, 0x00, 0x00, 0x01, 0x00, 0xf4, 0x06, 0x00, // _params.........
0x00, 0x03, 0x02, 0x23, 0x07, 0x00, 0x00, 0x01, 0x00, 0x07, 0x00, 0x08, 0x00, 0x03, 0x01, 0x00, // ...#............
0x00, 0x00, 0x00, 0x00, 0x00, 0x11, 0x00, 0x02, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0b, 0x00, 0x06, // ................
0x00, 0x01, 0x00, 0x00, 0x00, 0x47, 0x4c, 0x53, 0x4c, 0x2e, 0x73, 0x74, 0x64, 0x2e, 0x34, 0x35, // .....GLSL.std.45
0x30, 0x00, 0x00, 0x00, 0x00, 0x0e, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, // 0...............
0x00, 0x0f, 0x00, 0x08, 0x00, 0x04, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x6d, 0x61, 0x69, // .............mai
0x6e, 0x00, 0x00, 0x00, 0x00, 0x95, 0x00, 0x00, 0x00, 0x99, 0x00, 0x00, 0x00, 0xa4, 0x00, 0x00, // n...............
0x00, 0x10, 0x00, 0x03, 0x00, 0x04, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x03, 0x00, 0x03, // ................
0x00, 0x05, 0x00, 0x00, 0x00, 0xf4, 0x01, 0x00, 0x00, 0x05, 0x00, 0x04, 0x00, 0x04, 0x00, 0x00, // ................
0x00, 0x6d, 0x61, 0x69, 0x6e, 0x00, 0x00, 0x00, 0x00, 0x05, 0x00, 0x06, 0x00, 0x09, 0x00, 0x00, // .main...........
0x00, 0x42, 0x67, 0x66, 0x78, 0x53, 0x61, 0x6d, 0x70, 0x6c, 0x65, 0x72, 0x32, 0x44, 0x00, 0x00, // .BgfxSampler2D..
0x00, 0x06, 0x00, 0x06, 0x00, 0x09, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x6d, 0x5f, 0x73, // .............m_s
0x61, 0x6d, 0x70, 0x6c, 0x65, 0x72, 0x00, 0x00, 0x00, 0x06, 0x00, 0x06, 0x00, 0x09, 0x00, 0x00, // ampler..........
0x00, 0x01, 0x00, 0x00, 0x00, 0x6d, 0x5f, 0x74, 0x65, 0x78, 0x74, 0x75, 0x72, 0x65, 0x00, 0x00, // .....m_texture..
0x00, 0x05, 0x00, 0x05, 0x00, 0x2d, 0x00, 0x00, 0x00, 0x73, 0x5f, 0x74, 0x65, 0x78, 0x43, 0x6f, // .....-...s_texCo
0x6c, 0x6f, 0x72, 0x00, 0x00, 0x05, 0x00, 0x07, 0x00, 0x2f, 0x00, 0x00, 0x00, 0x73, 0x5f, 0x74, // lor....../...s_t
0x65, 0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x53, 0x61, 0x6d, 0x70, 0x6c, 0x65, 0x72, 0x00, 0x00, // exColorSampler..
0x00, 0x05, 0x00, 0x07, 0x00, 0x32, 0x00, 0x00, 0x00, 0x73, 0x5f, 0x74, 0x65, 0x78, 0x43, 0x6f, // .....2...s_texCo
0x6c, 0x6f, 0x72, 0x54, 0x65, 0x78, 0x74, 0x75, 0x72, 0x65, 0x00, 0x00, 0x00, 0x05, 0x00, 0x04, // lorTexture......
0x00, 0x70, 0x00, 0x00, 0x00, 0x24, 0x47, 0x6c, 0x6f, 0x62, 0x61, 0x6c, 0x00, 0x06, 0x00, 0x06, // .p...$Global....
0x00, 0x70, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x75, 0x5f, 0x70, 0x61, 0x72, 0x61, 0x6d, // .p.......u_param
0x73, 0x00, 0x00, 0x00, 0x00, 0x05, 0x00, 0x03, 0x00, 0x72, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // s........r......
0x00, 0x05, 0x00, 0x05, 0x00, 0x95, 0x00, 0x00, 0x00, 0x76, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, // .........v_color
0x30, 0x00, 0x00, 0x00, 0x00, 0x05, 0x00, 0x05, 0x00, 0x99, 0x00, 0x00, 0x00, 0x76, 0x5f, 0x74, // 0............v_t
0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x00, 0x05, 0x00, 0x06, 0x00, 0xa4, 0x00, 0x00, // excoord0........
0x00, 0x62, 0x67, 0x66, 0x78, 0x5f, 0x46, 0x72, 0x61, 0x67, 0x44, 0x61, 0x74, 0x61, 0x30, 0x00, // .bgfx_FragData0.
0x00, 0x47, 0x00, 0x04, 0x00, 0x32, 0x00, 0x00, 0x00, 0x22, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // .G...2..."......
0x00, 0x47, 0x00, 0x04, 0x00, 0x32, 0x00, 0x00, 0x00, 0x21, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // .G...2...!......
0x00, 0x48, 0x00, 0x05, 0x00, 0x70, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x23, 0x00, 0x00, // .H...p.......#..
0x00, 0x00, 0x00, 0x00, 0x00, 0x47, 0x00, 0x03, 0x00, 0x70, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, // .....G...p......
0x00, 0x47, 0x00, 0x04, 0x00, 0x72, 0x00, 0x00, 0x00, 0x22, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // .G...r..."......
0x00, 0x47, 0x00, 0x04, 0x00, 0x95, 0x00, 0x00, 0x00, 0x1e, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // .G..............
0x00, 0x47, 0x00, 0x04, 0x00, 0x99, 0x00, 0x00, 0x00, 0x1e, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, // .G..............
0x00, 0x47, 0x00, 0x04, 0x00, 0xa4, 0x00, 0x00, 0x00, 0x1e, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // .G..............
0x00, 0x13, 0x00, 0x02, 0x00, 0x02, 0x00, 0x00, 0x00, 0x21, 0x00, 0x03, 0x00, 0x03, 0x00, 0x00, // .........!......
0x00, 0x02, 0x00, 0x00, 0x00, 0x1a, 0x00, 0x02, 0x00, 0x06, 0x00, 0x00, 0x00, 0x16, 0x00, 0x03, // ................
0x00, 0x07, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x19, 0x00, 0x09, 0x00, 0x08, 0x00, 0x00, // ..... ..........
0x00, 0x07, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1e, 0x00, 0x04, // ................
0x00, 0x09, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x17, 0x00, 0x04, // ................
0x00, 0x0b, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x17, 0x00, 0x04, // ................
0x00, 0x0e, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x17, 0x00, 0x04, // ................
0x00, 0x20, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x20, 0x00, 0x04, // . ........... ..
0x00, 0x2c, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x09, 0x00, 0x00, 0x00, 0x3b, 0x00, 0x04, // .,...........;..
0x00, 0x2c, 0x00, 0x00, 0x00, 0x2d, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x20, 0x00, 0x04, // .,...-....... ..
0x00, 0x2e, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x3b, 0x00, 0x04, // .............;..
0x00, 0x2e, 0x00, 0x00, 0x00, 0x2f, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x20, 0x00, 0x04, // ...../....... ..
0x00, 0x31, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x3b, 0x00, 0x04, // .1...........;..
0x00, 0x31, 0x00, 0x00, 0x00, 0x32, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x15, 0x00, 0x04, // .1...2..........
0x00, 0x35, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x2b, 0x00, 0x04, // .5... .......+..
0x00, 0x35, 0x00, 0x00, 0x00, 0x3a, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1b, 0x00, 0x03, // .5...:..........
0x00, 0x3e, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x15, 0x00, 0x04, 0x00, 0x52, 0x00, 0x00, // .>...........R..
0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x2b, 0x00, 0x04, 0x00, 0x52, 0x00, 0x00, // . .......+...R..
0x00, 0x53, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x2b, 0x00, 0x04, 0x00, 0x07, 0x00, 0x00, // .S.......+......
0x00, 0x67, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x2c, 0x00, 0x07, 0x00, 0x0e, 0x00, 0x00, // .g.......,......
0x00, 0x6b, 0x00, 0x00, 0x00, 0x67, 0x00, 0x00, 0x00, 0x67, 0x00, 0x00, 0x00, 0x67, 0x00, 0x00, // .k...g...g...g..
0x00, 0x67, 0x00, 0x00, 0x00, 0x2b, 0x00, 0x04, 0x00, 0x07, 0x00, 0x00, 0x00, 0x6d, 0x00, 0x00, // .g...+.......m..
0x00, 0x00, 0x00, 0x80, 0x3f, 0x2c, 0x00, 0x07, 0x00, 0x0e, 0x00, 0x00, 0x00, 0x6e, 0x00, 0x00, // ....?,.......n..
0x00, 0x6d, 0x00, 0x00, 0x00, 0x6d, 0x00, 0x00, 0x00, 0x6d, 0x00, 0x00, 0x00, 0x6d, 0x00, 0x00, // .m...m...m...m..
0x00, 0x1e, 0x00, 0x03, 0x00, 0x70, 0x00, 0x00, 0x00, 0x0e, 0x00, 0x00, 0x00, 0x20, 0x00, 0x04, // .....p....... ..
0x00, 0x71, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x70, 0x00, 0x00, 0x00, 0x3b, 0x00, 0x04, // .q.......p...;..
0x00, 0x71, 0x00, 0x00, 0x00, 0x72, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x20, 0x00, 0x04, // .q...r....... ..
0x00, 0x79, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x2b, 0x00, 0x04, // .y...........+..
0x00, 0x07, 0x00, 0x00, 0x00, 0x82, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3f, 0x20, 0x00, 0x04, // ............? ..
0x00, 0x94, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0e, 0x00, 0x00, 0x00, 0x3b, 0x00, 0x04, // .............;..
0x00, 0x94, 0x00, 0x00, 0x00, 0x95, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x20, 0x00, 0x04, // ............. ..
0x00, 0x98, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x3b, 0x00, 0x04, // ......... ...;..
0x00, 0x98, 0x00, 0x00, 0x00, 0x99, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x20, 0x00, 0x04, // ............. ..
0x00, 0xa3, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x0e, 0x00, 0x00, 0x00, 0x3b, 0x00, 0x04, // .............;..
0x00, 0xa3, 0x00, 0x00, 0x00, 0xa4, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x36, 0x00, 0x05, // .............6..
0x00, 0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, // ................
0x00, 0xf8, 0x00, 0x02, 0x00, 0x05, 0x00, 0x00, 0x00, 0x3d, 0x00, 0x04, 0x00, 0x06, 0x00, 0x00, // .........=......
0x00, 0x30, 0x00, 0x00, 0x00, 0x2f, 0x00, 0x00, 0x00, 0x3d, 0x00, 0x04, 0x00, 0x08, 0x00, 0x00, // .0.../...=......
0x00, 0x33, 0x00, 0x00, 0x00, 0x32, 0x00, 0x00, 0x00, 0x50, 0x00, 0x05, 0x00, 0x09, 0x00, 0x00, // .3...2...P......
0x00, 0x34, 0x00, 0x00, 0x00, 0x30, 0x00, 0x00, 0x00, 0x33, 0x00, 0x00, 0x00, 0x3e, 0x00, 0x03, // .4...0...3...>..
0x00, 0x2d, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x3d, 0x00, 0x04, 0x00, 0x20, 0x00, 0x00, // .-...4...=... ..
0x00, 0x9a, 0x00, 0x00, 0x00, 0x99, 0x00, 0x00, 0x00, 0x3d, 0x00, 0x04, 0x00, 0x09, 0x00, 0x00, // .........=......
0x00, 0xc7, 0x00, 0x00, 0x00, 0x2d, 0x00, 0x00, 0x00, 0x51, 0x00, 0x05, 0x00, 0x06, 0x00, 0x00, // .....-...Q......
0x00, 0x01, 0x01, 0x00, 0x00, 0xc7, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x51, 0x00, 0x05, // .............Q..
0x00, 0x08, 0x00, 0x00, 0x00, 0x02, 0x01, 0x00, 0x00, 0xc7, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, // ................
0x00, 0x4f, 0x00, 0x07, 0x00, 0x0b, 0x00, 0x00, 0x00, 0xc9, 0x00, 0x00, 0x00, 0x9a, 0x00, 0x00, // .O..............
0x00, 0x9a, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x41, 0x00, 0x06, // .............A..
0x00, 0x79, 0x00, 0x00, 0x00, 0xca, 0x00, 0x00, 0x00, 0x72, 0x00, 0x00, 0x00, 0x3a, 0x00, 0x00, // .y.......r...:..
0x00, 0x53, 0x00, 0x00, 0x00, 0x3d, 0x00, 0x04, 0x00, 0x07, 0x00, 0x00, 0x00, 0xcb, 0x00, 0x00, // .S...=..........
0x00, 0xca, 0x00, 0x00, 0x00, 0x56, 0x00, 0x05, 0x00, 0x3e, 0x00, 0x00, 0x00, 0xe7, 0x00, 0x00, // .....V...>......
0x00, 0x02, 0x01, 0x00, 0x00, 0x01, 0x01, 0x00, 0x00, 0x58, 0x00, 0x07, 0x00, 0x0e, 0x00, 0x00, // .........X......
0x00, 0xea, 0x00, 0x00, 0x00, 0xe7, 0x00, 0x00, 0x00, 0xc9, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, // ................
0x00, 0xcb, 0x00, 0x00, 0x00, 0x51, 0x00, 0x05, 0x00, 0x07, 0x00, 0x00, 0x00, 0xed, 0x00, 0x00, // .....Q..........
0x00, 0xea, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x51, 0x00, 0x05, 0x00, 0x07, 0x00, 0x00, // .........Q......
0x00, 0xef, 0x00, 0x00, 0x00, 0xea, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0c, 0x00, 0x07, // ................
0x00, 0x07, 0x00, 0x00, 0x00, 0xf0, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x25, 0x00, 0x00, // .............%..
0x00, 0xed, 0x00, 0x00, 0x00, 0xef, 0x00, 0x00, 0x00, 0x51, 0x00, 0x05, 0x00, 0x07, 0x00, 0x00, // .........Q......
0x00, 0xf2, 0x00, 0x00, 0x00, 0xea, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x51, 0x00, 0x05, // .............Q..
0x00, 0x07, 0x00, 0x00, 0x00, 0xf4, 0x00, 0x00, 0x00, 0xea, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, // ................
0x00, 0x0c, 0x00, 0x07, 0x00, 0x07, 0x00, 0x00, 0x00, 0xf5, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, // ................
0x00, 0x28, 0x00, 0x00, 0x00, 0xf2, 0x00, 0x00, 0x00, 0xf4, 0x00, 0x00, 0x00, 0x51, 0x00, 0x05, // .(...........Q..
0x00, 0x07, 0x00, 0x00, 0x00, 0xf7, 0x00, 0x00, 0x00, 0xea, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, // ................
0x00, 0x0c, 0x00, 0x07, 0x00, 0x07, 0x00, 0x00, 0x00, 0xf8, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, // ................
0x00, 0x25, 0x00, 0x00, 0x00, 0xf5, 0x00, 0x00, 0x00, 0xf7, 0x00, 0x00, 0x00, 0x0c, 0x00, 0x07, // .%..............
0x00, 0x07, 0x00, 0x00, 0x00, 0xf9, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, // .............(..
0x00, 0xf0, 0x00, 0x00, 0x00, 0xf8, 0x00, 0x00, 0x00, 0x83, 0x00, 0x05, 0x00, 0x07, 0x00, 0x00, // ................
0x00, 0xd0, 0x00, 0x00, 0x00, 0xf9, 0x00, 0x00, 0x00, 0x82, 0x00, 0x00, 0x00, 0xd1, 0x00, 0x04, // ................
0x00, 0x07, 0x00, 0x00, 0x00, 0xd3, 0x00, 0x00, 0x00, 0xd0, 0x00, 0x00, 0x00, 0x88, 0x00, 0x05, // ................
0x00, 0x07, 0x00, 0x00, 0x00, 0xd4, 0x00, 0x00, 0x00, 0xd0, 0x00, 0x00, 0x00, 0xd3, 0x00, 0x00, // ................
0x00, 0x81, 0x00, 0x05, 0x00, 0x07, 0x00, 0x00, 0x00, 0xd5, 0x00, 0x00, 0x00, 0xd4, 0x00, 0x00, // ................
0x00, 0x82, 0x00, 0x00, 0x00, 0x0c, 0x00, 0x08, 0x00, 0x07, 0x00, 0x00, 0x00, 0xd6, 0x00, 0x00, // ................
0x00, 0x01, 0x00, 0x00, 0x00, 0x2b, 0x00, 0x00, 0x00, 0xd5, 0x00, 0x00, 0x00, 0x67, 0x00, 0x00, // .....+.......g..
0x00, 0x6d, 0x00, 0x00, 0x00, 0x50, 0x00, 0x07, 0x00, 0x0e, 0x00, 0x00, 0x00, 0xd8, 0x00, 0x00, // .m...P..........
0x00, 0xd6, 0x00, 0x00, 0x00, 0xd6, 0x00, 0x00, 0x00, 0xd6, 0x00, 0x00, 0x00, 0xd6, 0x00, 0x00, // ................
0x00, 0x0c, 0x00, 0x08, 0x00, 0x0e, 0x00, 0x00, 0x00, 0xfe, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, // ................
0x00, 0x2e, 0x00, 0x00, 0x00, 0x6b, 0x00, 0x00, 0x00, 0x6e, 0x00, 0x00, 0x00, 0xd8, 0x00, 0x00, // .....k...n......
0x00, 0x3e, 0x00, 0x03, 0x00, 0xa4, 0x00, 0x00, 0x00, 0xfe, 0x00, 0x00, 0x00, 0xfd, 0x00, 0x01, // .>..............
0x00, 0x38, 0x00, 0x01, 0x00, 0x00, 0x00, 0x10, 0x00, // .8.......
0x46, 0x53, 0x48, 0x06, 0x01, 0x83, 0xf2, 0xe1, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x09, 0x75, // FSH............u
0x5f, 0x70, 0x61, 0x72, 0x61, 0x6d, 0x73, 0x30, 0x12, 0x01, 0x00, 0x00, 0x01, 0x00, 0x04, 0x07, // _params0........
0x00, 0x00, 0x03, 0x02, 0x23, 0x07, 0x00, 0x00, 0x01, 0x00, 0x07, 0x00, 0x08, 0x00, 0x04, 0x01, // ....#...........
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x11, 0x00, 0x02, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0b, 0x00, // ................
0x06, 0x00, 0x01, 0x00, 0x00, 0x00, 0x47, 0x4c, 0x53, 0x4c, 0x2e, 0x73, 0x74, 0x64, 0x2e, 0x34, // ......GLSL.std.4
0x35, 0x30, 0x00, 0x00, 0x00, 0x00, 0x0e, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, // 50..............
0x00, 0x00, 0x0f, 0x00, 0x08, 0x00, 0x04, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x6d, 0x61, // ..............ma
0x69, 0x6e, 0x00, 0x00, 0x00, 0x00, 0x95, 0x00, 0x00, 0x00, 0x99, 0x00, 0x00, 0x00, 0xa4, 0x00, // in..............
0x00, 0x00, 0x10, 0x00, 0x03, 0x00, 0x04, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x03, 0x00, // ................
0x03, 0x00, 0x05, 0x00, 0x00, 0x00, 0xf4, 0x01, 0x00, 0x00, 0x05, 0x00, 0x04, 0x00, 0x04, 0x00, // ................
0x00, 0x00, 0x6d, 0x61, 0x69, 0x6e, 0x00, 0x00, 0x00, 0x00, 0x05, 0x00, 0x06, 0x00, 0x09, 0x00, // ..main..........
0x00, 0x00, 0x42, 0x67, 0x66, 0x78, 0x53, 0x61, 0x6d, 0x70, 0x6c, 0x65, 0x72, 0x32, 0x44, 0x00, // ..BgfxSampler2D.
0x00, 0x00, 0x06, 0x00, 0x06, 0x00, 0x09, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x6d, 0x5f, // ..............m_
0x73, 0x61, 0x6d, 0x70, 0x6c, 0x65, 0x72, 0x00, 0x00, 0x00, 0x06, 0x00, 0x06, 0x00, 0x09, 0x00, // sampler.........
0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x6d, 0x5f, 0x74, 0x65, 0x78, 0x74, 0x75, 0x72, 0x65, 0x00, // ......m_texture.
0x00, 0x00, 0x05, 0x00, 0x05, 0x00, 0x2d, 0x00, 0x00, 0x00, 0x73, 0x5f, 0x74, 0x65, 0x78, 0x43, // ......-...s_texC
0x6f, 0x6c, 0x6f, 0x72, 0x00, 0x00, 0x05, 0x00, 0x07, 0x00, 0x2f, 0x00, 0x00, 0x00, 0x73, 0x5f, // olor....../...s_
0x74, 0x65, 0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x53, 0x61, 0x6d, 0x70, 0x6c, 0x65, 0x72, 0x00, // texColorSampler.
0x00, 0x00, 0x05, 0x00, 0x07, 0x00, 0x32, 0x00, 0x00, 0x00, 0x73, 0x5f, 0x74, 0x65, 0x78, 0x43, // ......2...s_texC
0x6f, 0x6c, 0x6f, 0x72, 0x54, 0x65, 0x78, 0x74, 0x75, 0x72, 0x65, 0x00, 0x00, 0x00, 0x05, 0x00, // olorTexture.....
0x04, 0x00, 0x70, 0x00, 0x00, 0x00, 0x24, 0x47, 0x6c, 0x6f, 0x62, 0x61, 0x6c, 0x00, 0x06, 0x00, // ..p...$Global...
0x06, 0x00, 0x70, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x75, 0x5f, 0x70, 0x61, 0x72, 0x61, // ..p.......u_para
0x6d, 0x73, 0x30, 0x00, 0x00, 0x00, 0x05, 0x00, 0x03, 0x00, 0x72, 0x00, 0x00, 0x00, 0x00, 0x00, // ms0.......r.....
0x00, 0x00, 0x05, 0x00, 0x05, 0x00, 0x95, 0x00, 0x00, 0x00, 0x76, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, // ..........v_colo
0x72, 0x30, 0x00, 0x00, 0x00, 0x00, 0x05, 0x00, 0x05, 0x00, 0x99, 0x00, 0x00, 0x00, 0x76, 0x5f, // r0............v_
0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x00, 0x05, 0x00, 0x06, 0x00, 0xa4, 0x00, // texcoord0.......
0x00, 0x00, 0x62, 0x67, 0x66, 0x78, 0x5f, 0x46, 0x72, 0x61, 0x67, 0x44, 0x61, 0x74, 0x61, 0x30, // ..bgfx_FragData0
0x00, 0x00, 0x47, 0x00, 0x04, 0x00, 0x32, 0x00, 0x00, 0x00, 0x22, 0x00, 0x00, 0x00, 0x00, 0x00, // ..G...2...".....
0x00, 0x00, 0x47, 0x00, 0x04, 0x00, 0x32, 0x00, 0x00, 0x00, 0x21, 0x00, 0x00, 0x00, 0x00, 0x00, // ..G...2...!.....
0x00, 0x00, 0x48, 0x00, 0x05, 0x00, 0x70, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x23, 0x00, // ..H...p.......#.
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x47, 0x00, 0x03, 0x00, 0x70, 0x00, 0x00, 0x00, 0x02, 0x00, // ......G...p.....
0x00, 0x00, 0x47, 0x00, 0x04, 0x00, 0x72, 0x00, 0x00, 0x00, 0x22, 0x00, 0x00, 0x00, 0x00, 0x00, // ..G...r...".....
0x00, 0x00, 0x47, 0x00, 0x04, 0x00, 0x72, 0x00, 0x00, 0x00, 0x21, 0x00, 0x00, 0x00, 0x00, 0x00, // ..G...r...!.....
0x00, 0x00, 0x47, 0x00, 0x04, 0x00, 0x95, 0x00, 0x00, 0x00, 0x1e, 0x00, 0x00, 0x00, 0x00, 0x00, // ..G.............
0x00, 0x00, 0x47, 0x00, 0x04, 0x00, 0x99, 0x00, 0x00, 0x00, 0x1e, 0x00, 0x00, 0x00, 0x01, 0x00, // ..G.............
0x00, 0x00, 0x47, 0x00, 0x04, 0x00, 0xa4, 0x00, 0x00, 0x00, 0x1e, 0x00, 0x00, 0x00, 0x00, 0x00, // ..G.............
0x00, 0x00, 0x13, 0x00, 0x02, 0x00, 0x02, 0x00, 0x00, 0x00, 0x21, 0x00, 0x03, 0x00, 0x03, 0x00, // ..........!.....
0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x1a, 0x00, 0x02, 0x00, 0x06, 0x00, 0x00, 0x00, 0x16, 0x00, // ................
0x03, 0x00, 0x07, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x19, 0x00, 0x09, 0x00, 0x08, 0x00, // ...... .........
0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1e, 0x00, // ................
0x04, 0x00, 0x09, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x17, 0x00, // ................
0x04, 0x00, 0x0b, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x17, 0x00, // ................
0x04, 0x00, 0x0e, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x17, 0x00, // ................
0x04, 0x00, 0x20, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x20, 0x00, // .. ........... .
0x04, 0x00, 0x2c, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x09, 0x00, 0x00, 0x00, 0x3b, 0x00, // ..,...........;.
0x04, 0x00, 0x2c, 0x00, 0x00, 0x00, 0x2d, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x20, 0x00, // ..,...-....... .
0x04, 0x00, 0x2e, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x3b, 0x00, // ..............;.
0x04, 0x00, 0x2e, 0x00, 0x00, 0x00, 0x2f, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x20, 0x00, // ....../....... .
0x04, 0x00, 0x31, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x3b, 0x00, // ..1...........;.
0x04, 0x00, 0x31, 0x00, 0x00, 0x00, 0x32, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x15, 0x00, // ..1...2.........
0x04, 0x00, 0x35, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x2b, 0x00, // ..5... .......+.
0x04, 0x00, 0x35, 0x00, 0x00, 0x00, 0x3a, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1b, 0x00, // ..5...:.........
0x03, 0x00, 0x3e, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x15, 0x00, 0x04, 0x00, 0x52, 0x00, // ..>...........R.
0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x2b, 0x00, 0x04, 0x00, 0x52, 0x00, // .. .......+...R.
0x00, 0x00, 0x53, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x2b, 0x00, 0x04, 0x00, 0x07, 0x00, // ..S.......+.....
0x00, 0x00, 0x67, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x2c, 0x00, 0x07, 0x00, 0x0e, 0x00, // ..g.......,.....
0x00, 0x00, 0x6b, 0x00, 0x00, 0x00, 0x67, 0x00, 0x00, 0x00, 0x67, 0x00, 0x00, 0x00, 0x67, 0x00, // ..k...g...g...g.
0x00, 0x00, 0x67, 0x00, 0x00, 0x00, 0x2b, 0x00, 0x04, 0x00, 0x07, 0x00, 0x00, 0x00, 0x6d, 0x00, // ..g...+.......m.
0x00, 0x00, 0x00, 0x00, 0x80, 0x3f, 0x2c, 0x00, 0x07, 0x00, 0x0e, 0x00, 0x00, 0x00, 0x6e, 0x00, // .....?,.......n.
0x00, 0x00, 0x6d, 0x00, 0x00, 0x00, 0x6d, 0x00, 0x00, 0x00, 0x6d, 0x00, 0x00, 0x00, 0x6d, 0x00, // ..m...m...m...m.
0x00, 0x00, 0x1e, 0x00, 0x03, 0x00, 0x70, 0x00, 0x00, 0x00, 0x0e, 0x00, 0x00, 0x00, 0x20, 0x00, // ......p....... .
0x04, 0x00, 0x71, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x70, 0x00, 0x00, 0x00, 0x3b, 0x00, // ..q.......p...;.
0x04, 0x00, 0x71, 0x00, 0x00, 0x00, 0x72, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x20, 0x00, // ..q...r....... .
0x04, 0x00, 0x79, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x2b, 0x00, // ..y...........+.
0x04, 0x00, 0x07, 0x00, 0x00, 0x00, 0x82, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3f, 0x20, 0x00, // .............? .
0x04, 0x00, 0x94, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0e, 0x00, 0x00, 0x00, 0x3b, 0x00, // ..............;.
0x04, 0x00, 0x94, 0x00, 0x00, 0x00, 0x95, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x20, 0x00, // .............. .
0x04, 0x00, 0x98, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x3b, 0x00, // .......... ...;.
0x04, 0x00, 0x98, 0x00, 0x00, 0x00, 0x99, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x20, 0x00, // .............. .
0x04, 0x00, 0xa3, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x0e, 0x00, 0x00, 0x00, 0x3b, 0x00, // ..............;.
0x04, 0x00, 0xa3, 0x00, 0x00, 0x00, 0xa4, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x36, 0x00, // ..............6.
0x05, 0x00, 0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, // ................
0x00, 0x00, 0xf8, 0x00, 0x02, 0x00, 0x05, 0x00, 0x00, 0x00, 0x3d, 0x00, 0x04, 0x00, 0x06, 0x00, // ..........=.....
0x00, 0x00, 0x30, 0x00, 0x00, 0x00, 0x2f, 0x00, 0x00, 0x00, 0x3d, 0x00, 0x04, 0x00, 0x08, 0x00, // ..0.../...=.....
0x00, 0x00, 0x33, 0x00, 0x00, 0x00, 0x32, 0x00, 0x00, 0x00, 0x50, 0x00, 0x05, 0x00, 0x09, 0x00, // ..3...2...P.....
0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x30, 0x00, 0x00, 0x00, 0x33, 0x00, 0x00, 0x00, 0x3e, 0x00, // ..4...0...3...>.
0x03, 0x00, 0x2d, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x3d, 0x00, 0x04, 0x00, 0x20, 0x00, // ..-...4...=... .
0x00, 0x00, 0x9a, 0x00, 0x00, 0x00, 0x99, 0x00, 0x00, 0x00, 0x3d, 0x00, 0x04, 0x00, 0x09, 0x00, // ..........=.....
0x00, 0x00, 0xc8, 0x00, 0x00, 0x00, 0x2d, 0x00, 0x00, 0x00, 0x51, 0x00, 0x05, 0x00, 0x06, 0x00, // ......-...Q.....
0x00, 0x00, 0x02, 0x01, 0x00, 0x00, 0xc8, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x51, 0x00, // ..............Q.
0x05, 0x00, 0x08, 0x00, 0x00, 0x00, 0x03, 0x01, 0x00, 0x00, 0xc8, 0x00, 0x00, 0x00, 0x01, 0x00, // ................
0x00, 0x00, 0x4f, 0x00, 0x07, 0x00, 0x0b, 0x00, 0x00, 0x00, 0xca, 0x00, 0x00, 0x00, 0x9a, 0x00, // ..O.............
0x00, 0x00, 0x9a, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x41, 0x00, // ..............A.
0x06, 0x00, 0x79, 0x00, 0x00, 0x00, 0xcb, 0x00, 0x00, 0x00, 0x72, 0x00, 0x00, 0x00, 0x3a, 0x00, // ..y.......r...:.
0x00, 0x00, 0x53, 0x00, 0x00, 0x00, 0x3d, 0x00, 0x04, 0x00, 0x07, 0x00, 0x00, 0x00, 0xcc, 0x00, // ..S...=.........
0x00, 0x00, 0xcb, 0x00, 0x00, 0x00, 0x56, 0x00, 0x05, 0x00, 0x3e, 0x00, 0x00, 0x00, 0xe8, 0x00, // ......V...>.....
0x00, 0x00, 0x03, 0x01, 0x00, 0x00, 0x02, 0x01, 0x00, 0x00, 0x58, 0x00, 0x07, 0x00, 0x0e, 0x00, // ..........X.....
0x00, 0x00, 0xeb, 0x00, 0x00, 0x00, 0xe8, 0x00, 0x00, 0x00, 0xca, 0x00, 0x00, 0x00, 0x02, 0x00, // ................
0x00, 0x00, 0xcc, 0x00, 0x00, 0x00, 0x51, 0x00, 0x05, 0x00, 0x07, 0x00, 0x00, 0x00, 0xee, 0x00, // ......Q.........
0x00, 0x00, 0xeb, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x51, 0x00, 0x05, 0x00, 0x07, 0x00, // ..........Q.....
0x00, 0x00, 0xf0, 0x00, 0x00, 0x00, 0xeb, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0c, 0x00, // ................
0x07, 0x00, 0x07, 0x00, 0x00, 0x00, 0xf1, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x25, 0x00, // ..............%.
0x00, 0x00, 0xee, 0x00, 0x00, 0x00, 0xf0, 0x00, 0x00, 0x00, 0x51, 0x00, 0x05, 0x00, 0x07, 0x00, // ..........Q.....
0x00, 0x00, 0xf3, 0x00, 0x00, 0x00, 0xeb, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x51, 0x00, // ..............Q.
0x05, 0x00, 0x07, 0x00, 0x00, 0x00, 0xf5, 0x00, 0x00, 0x00, 0xeb, 0x00, 0x00, 0x00, 0x01, 0x00, // ................
0x00, 0x00, 0x0c, 0x00, 0x07, 0x00, 0x07, 0x00, 0x00, 0x00, 0xf6, 0x00, 0x00, 0x00, 0x01, 0x00, // ................
0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0xf3, 0x00, 0x00, 0x00, 0xf5, 0x00, 0x00, 0x00, 0x51, 0x00, // ..(...........Q.
0x05, 0x00, 0x07, 0x00, 0x00, 0x00, 0xf8, 0x00, 0x00, 0x00, 0xeb, 0x00, 0x00, 0x00, 0x02, 0x00, // ................
0x00, 0x00, 0x0c, 0x00, 0x07, 0x00, 0x07, 0x00, 0x00, 0x00, 0xf9, 0x00, 0x00, 0x00, 0x01, 0x00, // ................
0x00, 0x00, 0x25, 0x00, 0x00, 0x00, 0xf6, 0x00, 0x00, 0x00, 0xf8, 0x00, 0x00, 0x00, 0x0c, 0x00, // ..%.............
0x07, 0x00, 0x07, 0x00, 0x00, 0x00, 0xfa, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x28, 0x00, // ..............(.
0x00, 0x00, 0xf1, 0x00, 0x00, 0x00, 0xf9, 0x00, 0x00, 0x00, 0x83, 0x00, 0x05, 0x00, 0x07, 0x00, // ................
0x00, 0x00, 0xd1, 0x00, 0x00, 0x00, 0xfa, 0x00, 0x00, 0x00, 0x82, 0x00, 0x00, 0x00, 0xd1, 0x00, // ................
0x04, 0x00, 0x07, 0x00, 0x00, 0x00, 0xd4, 0x00, 0x00, 0x00, 0xd1, 0x00, 0x00, 0x00, 0x88, 0x00, // ................
0x05, 0x00, 0x07, 0x00, 0x00, 0x00, 0xd5, 0x00, 0x00, 0x00, 0xd1, 0x00, 0x00, 0x00, 0xd4, 0x00, // ................
0x00, 0x00, 0x81, 0x00, 0x05, 0x00, 0x07, 0x00, 0x00, 0x00, 0xd6, 0x00, 0x00, 0x00, 0xd5, 0x00, // ................
0x00, 0x00, 0x82, 0x00, 0x00, 0x00, 0x0c, 0x00, 0x08, 0x00, 0x07, 0x00, 0x00, 0x00, 0xd7, 0x00, // ................
0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x2b, 0x00, 0x00, 0x00, 0xd6, 0x00, 0x00, 0x00, 0x67, 0x00, // ......+.......g.
0x00, 0x00, 0x6d, 0x00, 0x00, 0x00, 0x50, 0x00, 0x07, 0x00, 0x0e, 0x00, 0x00, 0x00, 0xd9, 0x00, // ..m...P.........
0x00, 0x00, 0xd7, 0x00, 0x00, 0x00, 0xd7, 0x00, 0x00, 0x00, 0xd7, 0x00, 0x00, 0x00, 0xd7, 0x00, // ................
0x00, 0x00, 0x0c, 0x00, 0x08, 0x00, 0x0e, 0x00, 0x00, 0x00, 0xff, 0x00, 0x00, 0x00, 0x01, 0x00, // ................
0x00, 0x00, 0x2e, 0x00, 0x00, 0x00, 0x6b, 0x00, 0x00, 0x00, 0x6e, 0x00, 0x00, 0x00, 0xd9, 0x00, // ......k...n.....
0x00, 0x00, 0x3e, 0x00, 0x03, 0x00, 0xa4, 0x00, 0x00, 0x00, 0xff, 0x00, 0x00, 0x00, 0xfd, 0x00, // ..>.............
0x01, 0x00, 0x38, 0x00, 0x01, 0x00, 0x00, 0x00, 0x10, 0x00, // ..8.......
};
static const uint8_t fs_texture_msdf_dx9[499] =
static const uint8_t fs_texture_msdf_dx9[500] =
{
0x46, 0x53, 0x48, 0x06, 0x01, 0x83, 0xf2, 0xe1, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x0a, 0x73, // FSH............s
0x5f, 0x74, 0x65, 0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x01, 0x00, 0x00, 0x01, 0x00, 0x08, // _texColor0......
0x75, 0x5f, 0x70, 0x61, 0x72, 0x61, 0x6d, 0x73, 0x12, 0x01, 0x00, 0x00, 0x01, 0x00, 0xc0, 0x01, // u_params........
0x00, 0x00, 0x00, 0x03, 0xff, 0xff, 0xfe, 0xff, 0x2c, 0x00, 0x43, 0x54, 0x41, 0x42, 0x1c, 0x00, // ........,.CTAB..
0x00, 0x00, 0x83, 0x00, 0x00, 0x00, 0x00, 0x03, 0xff, 0xff, 0x02, 0x00, 0x00, 0x00, 0x1c, 0x00, // ................
0x00, 0x00, 0x00, 0x91, 0x00, 0x00, 0x7c, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x03, 0x00, // ......|...D.....
0x00, 0x00, 0x01, 0x00, 0x02, 0x00, 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x60, 0x00, // ......P.......`.
0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x6c, 0x00, 0x00, 0x00, 0x00, 0x00, // ..........l.....
0x00, 0x00, 0x73, 0x5f, 0x74, 0x65, 0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x00, 0xab, 0x04, 0x00, // ..s_texColor....
0x0c, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x75, 0x5f, // ..............u_
0x70, 0x61, 0x72, 0x61, 0x6d, 0x73, 0x00, 0xab, 0xab, 0xab, 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, // params..........
0x04, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x70, 0x73, 0x5f, 0x33, 0x5f, 0x30, // ..........ps_3_0
0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, // .Microsoft (R) H
0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, // LSL Shader Compi
0x6c, 0x65, 0x72, 0x20, 0x31, 0x30, 0x2e, 0x31, 0x00, 0xab, 0x51, 0x00, 0x00, 0x05, 0x01, 0x00, // ler 10.1..Q.....
0x0f, 0xa0, 0x00, 0x00, 0x80, 0x3f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xbf, 0x00, 0x00, // .....?..........
0x00, 0x3f, 0x1f, 0x00, 0x00, 0x02, 0x05, 0x00, 0x00, 0x80, 0x00, 0x00, 0x03, 0x90, 0x1f, 0x00, // .?..............
0x00, 0x02, 0x00, 0x00, 0x00, 0x90, 0x00, 0x08, 0x0f, 0xa0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, // ................
0x07, 0x80, 0x01, 0x00, 0xd0, 0xa0, 0x00, 0x00, 0xc4, 0x90, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, // ................
0x08, 0x80, 0x00, 0x00, 0x00, 0xa0, 0x5f, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, // ......_.........
0xe4, 0x80, 0x00, 0x08, 0xe4, 0xa0, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x08, 0x80, 0x00, 0x00, // ................
0x55, 0x81, 0x00, 0x00, 0x00, 0x80, 0x58, 0x00, 0x00, 0x04, 0x00, 0x00, 0x03, 0x80, 0x00, 0x00, // U.....X.........
0xff, 0x80, 0x00, 0x00, 0xe1, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x0a, 0x00, 0x00, 0x03, 0x01, 0x00, // ................
0x01, 0x80, 0x00, 0x00, 0xaa, 0x80, 0x00, 0x00, 0x55, 0x80, 0x0b, 0x00, 0x00, 0x03, 0x02, 0x00, // ........U.......
0x01, 0x80, 0x00, 0x00, 0x00, 0x80, 0x01, 0x00, 0x00, 0x80, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, // ................
0x01, 0x80, 0x02, 0x00, 0x00, 0x80, 0x01, 0x00, 0xaa, 0xa0, 0x5b, 0x00, 0x00, 0x02, 0x00, 0x00, // ..........[.....
0x02, 0x80, 0x00, 0x00, 0x00, 0x80, 0x5c, 0x00, 0x00, 0x02, 0x00, 0x00, 0x04, 0x80, 0x00, 0x00, // ................
0x00, 0x80, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x02, 0x80, 0x00, 0x00, 0xaa, 0x8b, 0x00, 0x00, // ................
0x55, 0x8b, 0x06, 0x00, 0x00, 0x02, 0x00, 0x00, 0x02, 0x80, 0x00, 0x00, 0x55, 0x80, 0x04, 0x00, // U...........U...
0x00, 0x04, 0x00, 0x00, 0x01, 0x80, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x55, 0x80, 0x01, 0x00, // ............U...
0xff, 0xa0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x1f, 0x80, 0x00, 0x00, 0x00, 0x80, 0xff, 0xff, // ................
0x00, 0x00, 0x00, // ...
0x5f, 0x74, 0x65, 0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x01, 0x00, 0x00, 0x01, 0x00, 0x09, // _texColor0......
0x75, 0x5f, 0x70, 0x61, 0x72, 0x61, 0x6d, 0x73, 0x30, 0x12, 0x01, 0x00, 0x00, 0x01, 0x00, 0xc0, // u_params0.......
0x01, 0x00, 0x00, 0x00, 0x03, 0xff, 0xff, 0xfe, 0xff, 0x2c, 0x00, 0x43, 0x54, 0x41, 0x42, 0x1c, // .........,.CTAB.
0x00, 0x00, 0x00, 0x83, 0x00, 0x00, 0x00, 0x00, 0x03, 0xff, 0xff, 0x02, 0x00, 0x00, 0x00, 0x1c, // ................
0x00, 0x00, 0x00, 0x00, 0x91, 0x00, 0x00, 0x7c, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x03, // .......|...D....
0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00, 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x60, // .......P.......`
0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x6c, 0x00, 0x00, 0x00, 0x00, // ...........l....
0x00, 0x00, 0x00, 0x73, 0x5f, 0x74, 0x65, 0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x00, 0xab, 0x04, // ...s_texColor...
0x00, 0x0c, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x75, // ...............u
0x5f, 0x70, 0x61, 0x72, 0x61, 0x6d, 0x73, 0x30, 0x00, 0xab, 0xab, 0x01, 0x00, 0x03, 0x00, 0x01, // _params0........
0x00, 0x04, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x70, 0x73, 0x5f, 0x33, 0x5f, // ...........ps_3_
0x30, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, // 0.Microsoft (R)
0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, // HLSL Shader Comp
0x69, 0x6c, 0x65, 0x72, 0x20, 0x31, 0x30, 0x2e, 0x31, 0x00, 0xab, 0x51, 0x00, 0x00, 0x05, 0x01, // iler 10.1..Q....
0x00, 0x0f, 0xa0, 0x00, 0x00, 0x80, 0x3f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xbf, 0x00, // ......?.........
0x00, 0x00, 0x3f, 0x1f, 0x00, 0x00, 0x02, 0x05, 0x00, 0x00, 0x80, 0x00, 0x00, 0x03, 0x90, 0x1f, // ..?.............
0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90, 0x00, 0x08, 0x0f, 0xa0, 0x05, 0x00, 0x00, 0x03, 0x00, // ................
0x00, 0x07, 0x80, 0x01, 0x00, 0xd0, 0xa0, 0x00, 0x00, 0xc4, 0x90, 0x01, 0x00, 0x00, 0x02, 0x00, // ................
0x00, 0x08, 0x80, 0x00, 0x00, 0x00, 0xa0, 0x5f, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, 0x00, // ......._........
0x00, 0xe4, 0x80, 0x00, 0x08, 0xe4, 0xa0, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x08, 0x80, 0x00, // ................
0x00, 0x55, 0x81, 0x00, 0x00, 0x00, 0x80, 0x58, 0x00, 0x00, 0x04, 0x00, 0x00, 0x03, 0x80, 0x00, // .U.....X........
0x00, 0xff, 0x80, 0x00, 0x00, 0xe1, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x0a, 0x00, 0x00, 0x03, 0x01, // ................
0x00, 0x01, 0x80, 0x00, 0x00, 0xaa, 0x80, 0x00, 0x00, 0x55, 0x80, 0x0b, 0x00, 0x00, 0x03, 0x02, // .........U......
0x00, 0x01, 0x80, 0x00, 0x00, 0x00, 0x80, 0x01, 0x00, 0x00, 0x80, 0x02, 0x00, 0x00, 0x03, 0x00, // ................
0x00, 0x01, 0x80, 0x02, 0x00, 0x00, 0x80, 0x01, 0x00, 0xaa, 0xa0, 0x5b, 0x00, 0x00, 0x02, 0x00, // ...........[....
0x00, 0x02, 0x80, 0x00, 0x00, 0x00, 0x80, 0x5c, 0x00, 0x00, 0x02, 0x00, 0x00, 0x04, 0x80, 0x00, // ................
0x00, 0x00, 0x80, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x02, 0x80, 0x00, 0x00, 0xaa, 0x8b, 0x00, // ................
0x00, 0x55, 0x8b, 0x06, 0x00, 0x00, 0x02, 0x00, 0x00, 0x02, 0x80, 0x00, 0x00, 0x55, 0x80, 0x04, // .U...........U..
0x00, 0x00, 0x04, 0x00, 0x00, 0x01, 0x80, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x55, 0x80, 0x01, // .............U..
0x00, 0xff, 0xa0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x1f, 0x80, 0x00, 0x00, 0x00, 0x80, 0xff, // ................
0xff, 0x00, 0x00, 0x00, // ....
};
static const uint8_t fs_texture_msdf_dx11[674] =
static const uint8_t fs_texture_msdf_dx11[675] =
{
0x46, 0x53, 0x48, 0x06, 0x01, 0x83, 0xf2, 0xe1, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x08, 0x75, // FSH............u
0x5f, 0x70, 0x61, 0x72, 0x61, 0x6d, 0x73, 0x12, 0x00, 0x00, 0x00, 0x01, 0x00, 0x0a, 0x73, 0x5f, // _params.......s_
0x74, 0x65, 0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x01, 0x00, 0x00, 0x01, 0x00, 0x6c, 0x02, // texColor0.....l.
0x00, 0x00, 0x44, 0x58, 0x42, 0x43, 0xde, 0xd6, 0xcf, 0x5a, 0x51, 0xb1, 0xc9, 0x93, 0x7e, 0x1e, // ..DXBC...ZQ...~.
0x77, 0x4e, 0x30, 0x56, 0xcd, 0x6a, 0x01, 0x00, 0x00, 0x00, 0x6c, 0x02, 0x00, 0x00, 0x03, 0x00, // wN0V.j....l.....
0x00, 0x00, 0x2c, 0x00, 0x00, 0x00, 0xa0, 0x00, 0x00, 0x00, 0xd4, 0x00, 0x00, 0x00, 0x49, 0x53, // ..,...........IS
0x47, 0x4e, 0x6c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x50, 0x00, // GNl...........P.
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x5c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x62, 0x00, // ..............b.
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, // ................
0x00, 0x00, 0x07, 0x03, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x50, 0x4f, 0x53, 0x49, 0x54, 0x49, 0x4f, // ......SV_POSITIO
0x4e, 0x00, 0x43, 0x4f, 0x4c, 0x4f, 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, // N.COLOR.TEXCOORD
0x00, 0xab, 0x4f, 0x53, 0x47, 0x4e, 0x2c, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x08, 0x00, // ..OSGN,.........
0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, // .. .............
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x54, 0x41, 0x52, // ..........SV_TAR
0x47, 0x45, 0x54, 0x00, 0xab, 0xab, 0x53, 0x48, 0x44, 0x52, 0x90, 0x01, 0x00, 0x00, 0x40, 0x00, // GET...SHDR....@.
0x00, 0x00, 0x64, 0x00, 0x00, 0x00, 0x59, 0x00, 0x00, 0x04, 0x46, 0x8e, 0x20, 0x00, 0x00, 0x00, // ..d...Y...F. ...
0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x5a, 0x00, 0x00, 0x03, 0x00, 0x60, 0x10, 0x00, 0x00, 0x00, // ......Z....`....
0x00, 0x00, 0x58, 0x18, 0x00, 0x04, 0x00, 0x70, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x55, 0x55, // ..X....p......UU
0x00, 0x00, 0x62, 0x10, 0x00, 0x03, 0x32, 0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x65, 0x00, // ..b...2.......e.
0x00, 0x03, 0xf2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x02, 0x01, 0x00, // ... ......h.....
0x00, 0x00, 0x48, 0x00, 0x00, 0x0c, 0xf2, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x10, // ..H...........F.
0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x46, 0x7e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x60, // ......F~.......`
0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0a, 0x80, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ........ .......
0x00, 0x00, 0x34, 0x00, 0x00, 0x07, 0x82, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1a, 0x00, // ..4.............
0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0a, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x33, 0x00, // ..............3.
0x00, 0x07, 0x52, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x56, 0x06, 0x10, 0x00, 0x00, 0x00, // ..R.......V.....
0x00, 0x00, 0x06, 0x03, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x07, 0x12, 0x00, // ..........4.....
0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x2a, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0a, 0x00, // ......*.........
0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x07, 0x12, 0x00, 0x10, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x0a, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x40, 0x00, 0x00, 0x00, 0x00, // ...........@....
0x00, 0xbf, 0x0b, 0x00, 0x00, 0x05, 0x22, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0a, 0x00, // ......".........
0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0c, 0x00, 0x00, 0x05, 0x42, 0x00, 0x10, 0x00, 0x00, 0x00, // ..........B.....
0x00, 0x00, 0x0a, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x09, 0x22, 0x00, // ..............".
0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x2a, 0x00, 0x10, 0x80, 0x81, 0x00, 0x00, 0x00, 0x00, 0x00, // ......*.........
0x00, 0x00, 0x1a, 0x00, 0x10, 0x80, 0x81, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0e, 0x00, // ................
0x00, 0x07, 0x12, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0a, 0x00, 0x10, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x1a, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x07, 0x12, 0x00, // ................
0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0a, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x40, // ...............@
0x00, 0x00, 0x00, 0x00, 0x00, 0x3f, 0x36, 0x20, 0x00, 0x05, 0xf2, 0x20, 0x10, 0x00, 0x00, 0x00, // .....?6 ... ....
0x00, 0x00, 0x06, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3e, 0x00, 0x00, 0x01, 0x00, 0x00, // ..........>.....
0x10, 0x00, // ..
0x46, 0x53, 0x48, 0x06, 0x01, 0x83, 0xf2, 0xe1, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x09, 0x75, // FSH............u
0x5f, 0x70, 0x61, 0x72, 0x61, 0x6d, 0x73, 0x30, 0x12, 0x00, 0x00, 0x00, 0x01, 0x00, 0x0a, 0x73, // _params0.......s
0x5f, 0x74, 0x65, 0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x01, 0x00, 0x00, 0x01, 0x00, 0x6c, // _texColor0.....l
0x02, 0x00, 0x00, 0x44, 0x58, 0x42, 0x43, 0xde, 0xd6, 0xcf, 0x5a, 0x51, 0xb1, 0xc9, 0x93, 0x7e, // ...DXBC...ZQ...~
0x1e, 0x77, 0x4e, 0x30, 0x56, 0xcd, 0x6a, 0x01, 0x00, 0x00, 0x00, 0x6c, 0x02, 0x00, 0x00, 0x03, // .wN0V.j....l....
0x00, 0x00, 0x00, 0x2c, 0x00, 0x00, 0x00, 0xa0, 0x00, 0x00, 0x00, 0xd4, 0x00, 0x00, 0x00, 0x49, // ...,...........I
0x53, 0x47, 0x4e, 0x6c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x50, // SGNl...........P
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x5c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x62, // ...............b
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x02, // ................
0x00, 0x00, 0x00, 0x07, 0x03, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x50, 0x4f, 0x53, 0x49, 0x54, 0x49, // .......SV_POSITI
0x4f, 0x4e, 0x00, 0x43, 0x4f, 0x4c, 0x4f, 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, // ON.COLOR.TEXCOOR
0x44, 0x00, 0xab, 0x4f, 0x53, 0x47, 0x4e, 0x2c, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x08, // D..OSGN,........
0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, // ... ............
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x54, 0x41, // ...........SV_TA
0x52, 0x47, 0x45, 0x54, 0x00, 0xab, 0xab, 0x53, 0x48, 0x44, 0x52, 0x90, 0x01, 0x00, 0x00, 0x40, // RGET...SHDR....@
0x00, 0x00, 0x00, 0x64, 0x00, 0x00, 0x00, 0x59, 0x00, 0x00, 0x04, 0x46, 0x8e, 0x20, 0x00, 0x00, // ...d...Y...F. ..
0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x5a, 0x00, 0x00, 0x03, 0x00, 0x60, 0x10, 0x00, 0x00, // .......Z....`...
0x00, 0x00, 0x00, 0x58, 0x18, 0x00, 0x04, 0x00, 0x70, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x55, // ...X....p......U
0x55, 0x00, 0x00, 0x62, 0x10, 0x00, 0x03, 0x32, 0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x65, // U..b...2.......e
0x00, 0x00, 0x03, 0xf2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x02, 0x01, // .... ......h....
0x00, 0x00, 0x00, 0x48, 0x00, 0x00, 0x0c, 0xf2, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, // ...H...........F
0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x46, 0x7e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // .......F~.......
0x60, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0a, 0x80, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // `........ ......
0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x07, 0x82, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1a, // ...4............
0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0a, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x33, // ...............3
0x00, 0x00, 0x07, 0x52, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x56, 0x06, 0x10, 0x00, 0x00, // ...R.......V....
0x00, 0x00, 0x00, 0x06, 0x03, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x07, 0x12, // ...........4....
0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x2a, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0a, // .......*........
0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x07, 0x12, 0x00, 0x10, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x0a, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x40, 0x00, 0x00, 0x00, // ............@...
0x00, 0x00, 0xbf, 0x0b, 0x00, 0x00, 0x05, 0x22, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0a, // ......."........
0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0c, 0x00, 0x00, 0x05, 0x42, 0x00, 0x10, 0x00, 0x00, // ...........B....
0x00, 0x00, 0x00, 0x0a, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x09, 0x22, // ..............."
0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x2a, 0x00, 0x10, 0x80, 0x81, 0x00, 0x00, 0x00, 0x00, // .......*........
0x00, 0x00, 0x00, 0x1a, 0x00, 0x10, 0x80, 0x81, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0e, // ................
0x00, 0x00, 0x07, 0x12, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0a, 0x00, 0x10, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x1a, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x07, 0x12, // ................
0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0a, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, // ................
0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3f, 0x36, 0x20, 0x00, 0x05, 0xf2, 0x20, 0x10, 0x00, 0x00, // @.....?6 ... ...
0x00, 0x00, 0x00, 0x06, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3e, 0x00, 0x00, 0x01, 0x00, // ...........>....
0x00, 0x10, 0x00, // ...
};
static const uint8_t fs_texture_msdf_mtl[879] =
static const uint8_t fs_texture_msdf_mtl[914] =
{
0x46, 0x53, 0x48, 0x06, 0x01, 0x83, 0xf2, 0xe1, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x5c, 0x03, // FSH.............
0x00, 0x00, 0x75, 0x73, 0x69, 0x6e, 0x67, 0x20, 0x6e, 0x61, 0x6d, 0x65, 0x73, 0x70, 0x61, 0x63, // ..using namespac
0x65, 0x20, 0x6d, 0x65, 0x74, 0x61, 0x6c, 0x3b, 0x0a, 0x73, 0x74, 0x72, 0x75, 0x63, 0x74, 0x20, // e metal;.struct
0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x49, 0x6e, 0x70, // xlatMtlShaderInp
0x75, 0x74, 0x20, 0x7b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x33, 0x20, 0x76, 0x5f, // ut {. float3 v_
0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x3b, 0x0a, 0x7d, 0x3b, 0x0a, 0x73, 0x74, // texcoord0;.};.st
0x72, 0x75, 0x63, 0x74, 0x20, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, // ruct xlatMtlShad
0x65, 0x72, 0x4f, 0x75, 0x74, 0x70, 0x75, 0x74, 0x20, 0x7b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, // erOutput {. flo
0x61, 0x74, 0x34, 0x20, 0x67, 0x6c, 0x5f, 0x46, 0x72, 0x61, 0x67, 0x43, 0x6f, 0x6c, 0x6f, 0x72, // at4 gl_FragColor
0x3b, 0x0a, 0x7d, 0x3b, 0x0a, 0x73, 0x74, 0x72, 0x75, 0x63, 0x74, 0x20, 0x78, 0x6c, 0x61, 0x74, // ;.};.struct xlat
0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x55, 0x6e, 0x69, 0x66, 0x6f, 0x72, 0x6d, // MtlShaderUniform
0x20, 0x7b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x34, 0x20, 0x75, 0x5f, 0x70, 0x61, // {. float4 u_pa
0x72, 0x61, 0x6d, 0x73, 0x3b, 0x0a, 0x7d, 0x3b, 0x0a, 0x66, 0x72, 0x61, 0x67, 0x6d, 0x65, 0x6e, // rams;.};.fragmen
0x74, 0x20, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x4f, // t xlatMtlShaderO
0x75, 0x74, 0x70, 0x75, 0x74, 0x20, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x4d, 0x61, 0x69, // utput xlatMtlMai
0x6e, 0x20, 0x28, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, // n (xlatMtlShader
0x49, 0x6e, 0x70, 0x75, 0x74, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x69, 0x20, 0x5b, 0x5b, 0x73, // Input _mtl_i [[s
0x74, 0x61, 0x67, 0x65, 0x5f, 0x69, 0x6e, 0x5d, 0x5d, 0x2c, 0x20, 0x63, 0x6f, 0x6e, 0x73, 0x74, // tage_in]], const
0x61, 0x6e, 0x74, 0x20, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, // ant xlatMtlShade
0x72, 0x55, 0x6e, 0x69, 0x66, 0x6f, 0x72, 0x6d, 0x26, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x75, // rUniform& _mtl_u
0x20, 0x5b, 0x5b, 0x62, 0x75, 0x66, 0x66, 0x65, 0x72, 0x28, 0x30, 0x29, 0x5d, 0x5d, 0x0a, 0x20, // [[buffer(0)]].
0x20, 0x2c, 0x20, 0x20, 0x20, 0x74, 0x65, 0x78, 0x74, 0x75, 0x72, 0x65, 0x32, 0x64, 0x3c, 0x66, // , texture2d<f
0x6c, 0x6f, 0x61, 0x74, 0x3e, 0x20, 0x73, 0x5f, 0x74, 0x65, 0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, // loat> s_texColor
0x20, 0x5b, 0x5b, 0x74, 0x65, 0x78, 0x74, 0x75, 0x72, 0x65, 0x28, 0x30, 0x29, 0x5d, 0x5d, 0x2c, // [[texture(0)]],
0x20, 0x73, 0x61, 0x6d, 0x70, 0x6c, 0x65, 0x72, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x73, 0x6d, 0x70, // sampler _mtlsmp
0x5f, 0x73, 0x5f, 0x74, 0x65, 0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x20, 0x5b, 0x5b, 0x73, 0x61, // _s_texColor [[sa
0x6d, 0x70, 0x6c, 0x65, 0x72, 0x28, 0x30, 0x29, 0x5d, 0x5d, 0x29, 0x0a, 0x7b, 0x0a, 0x20, 0x20, // mpler(0)]]).{.
0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x4f, 0x75, 0x74, // xlatMtlShaderOut
0x70, 0x75, 0x74, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x6f, 0x3b, 0x0a, 0x20, 0x20, 0x66, 0x6c, // put _mtl_o;. fl
0x6f, 0x61, 0x74, 0x33, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x20, 0x3d, 0x20, // oat3 tmpvar_1 =
0x30, 0x3b, 0x0a, 0x20, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x20, 0x3d, 0x20, // 0;. tmpvar_1 =
0x73, 0x5f, 0x74, 0x65, 0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x2e, 0x73, 0x61, 0x6d, 0x70, 0x6c, // s_texColor.sampl
0x65, 0x28, 0x5f, 0x6d, 0x74, 0x6c, 0x73, 0x6d, 0x70, 0x5f, 0x73, 0x5f, 0x74, 0x65, 0x78, 0x43, // e(_mtlsmp_s_texC
0x6f, 0x6c, 0x6f, 0x72, 0x2c, 0x20, 0x28, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x32, 0x29, 0x28, 0x5f, // olor, (float2)(_
0x6d, 0x74, 0x6c, 0x5f, 0x69, 0x2e, 0x76, 0x5f, 0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, // mtl_i.v_texcoord
0x30, 0x2e, 0x78, 0x79, 0x29, 0x2c, 0x20, 0x6c, 0x65, 0x76, 0x65, 0x6c, 0x28, 0x5f, 0x6d, 0x74, // 0.xy), level(_mt
0x6c, 0x5f, 0x75, 0x2e, 0x75, 0x5f, 0x70, 0x61, 0x72, 0x61, 0x6d, 0x73, 0x2e, 0x78, 0x29, 0x29, // l_u.u_params.x))
0x2e, 0x78, 0x79, 0x7a, 0x3b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x20, 0x74, 0x6d, // .xyz;. float tm
0x70, 0x76, 0x61, 0x72, 0x5f, 0x32, 0x20, 0x3d, 0x20, 0x30, 0x3b, 0x0a, 0x20, 0x20, 0x74, 0x6d, // pvar_2 = 0;. tm
0x70, 0x76, 0x61, 0x72, 0x5f, 0x32, 0x20, 0x3d, 0x20, 0x28, 0x6d, 0x61, 0x78, 0x20, 0x28, 0x6d, // pvar_2 = (max (m
0x69, 0x6e, 0x20, 0x28, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x2e, 0x78, 0x2c, 0x20, // in (tmpvar_1.x,
0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x2e, 0x79, 0x29, 0x2c, 0x20, 0x6d, 0x69, 0x6e, // tmpvar_1.y), min
0x20, 0x28, 0x0a, 0x20, 0x20, 0x20, 0x20, 0x6d, 0x61, 0x78, 0x20, 0x28, 0x74, 0x6d, 0x70, 0x76, // (. max (tmpv
0x61, 0x72, 0x5f, 0x31, 0x2e, 0x78, 0x2c, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, // ar_1.x, tmpvar_1
0x2e, 0x79, 0x29, 0x0a, 0x20, 0x20, 0x2c, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, // .y). , tmpvar_1
0x2e, 0x7a, 0x29, 0x29, 0x20, 0x2d, 0x20, 0x30, 0x2e, 0x35, 0x29, 0x3b, 0x0a, 0x20, 0x20, 0x5f, // .z)) - 0.5);. _
0x6d, 0x74, 0x6c, 0x5f, 0x6f, 0x2e, 0x67, 0x6c, 0x5f, 0x46, 0x72, 0x61, 0x67, 0x43, 0x6f, 0x6c, // mtl_o.gl_FragCol
0x6f, 0x72, 0x20, 0x3d, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x34, 0x28, 0x63, 0x6c, 0x61, 0x6d, // or = float4(clam
0x70, 0x20, 0x28, 0x28, 0x28, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x32, 0x20, 0x2f, 0x20, // p (((tmpvar_2 /
0x0a, 0x20, 0x20, 0x20, 0x20, 0x28, 0x61, 0x62, 0x73, 0x28, 0x64, 0x66, 0x64, 0x78, 0x28, 0x74, // . (abs(dfdx(t
0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x32, 0x29, 0x29, 0x20, 0x2b, 0x20, 0x61, 0x62, 0x73, 0x28, // mpvar_2)) + abs(
0x64, 0x66, 0x64, 0x79, 0x28, 0x2d, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x32, 0x29, 0x29, // dfdy(-tmpvar_2))
0x29, 0x0a, 0x20, 0x20, 0x29, 0x20, 0x2b, 0x20, 0x30, 0x2e, 0x35, 0x29, 0x2c, 0x20, 0x30, 0x2e, // ). ) + 0.5), 0.
0x30, 0x2c, 0x20, 0x31, 0x2e, 0x30, 0x29, 0x29, 0x3b, 0x0a, 0x20, 0x20, 0x72, 0x65, 0x74, 0x75, // 0, 1.0));. retu
0x72, 0x6e, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x6f, 0x3b, 0x0a, 0x7d, 0x0a, 0x0a, 0x00, // rn _mtl_o;.}...
0x46, 0x53, 0x48, 0x06, 0x01, 0x83, 0xf2, 0xe1, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x09, 0x75, // FSH............u
0x5f, 0x70, 0x61, 0x72, 0x61, 0x6d, 0x73, 0x30, 0x02, 0x01, 0x00, 0x00, 0x01, 0x00, 0x0a, 0x73, // _params0.......s
0x5f, 0x74, 0x65, 0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x00, 0x01, 0x00, 0x00, 0x01, 0x00, 0x5e, // _texColor......^
0x03, 0x00, 0x00, 0x75, 0x73, 0x69, 0x6e, 0x67, 0x20, 0x6e, 0x61, 0x6d, 0x65, 0x73, 0x70, 0x61, // ...using namespa
0x63, 0x65, 0x20, 0x6d, 0x65, 0x74, 0x61, 0x6c, 0x3b, 0x0a, 0x73, 0x74, 0x72, 0x75, 0x63, 0x74, // ce metal;.struct
0x20, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x49, 0x6e, // xlatMtlShaderIn
0x70, 0x75, 0x74, 0x20, 0x7b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x33, 0x20, 0x76, // put {. float3 v
0x5f, 0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x3b, 0x0a, 0x7d, 0x3b, 0x0a, 0x73, // _texcoord0;.};.s
0x74, 0x72, 0x75, 0x63, 0x74, 0x20, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, // truct xlatMtlSha
0x64, 0x65, 0x72, 0x4f, 0x75, 0x74, 0x70, 0x75, 0x74, 0x20, 0x7b, 0x0a, 0x20, 0x20, 0x66, 0x6c, // derOutput {. fl
0x6f, 0x61, 0x74, 0x34, 0x20, 0x67, 0x6c, 0x5f, 0x46, 0x72, 0x61, 0x67, 0x43, 0x6f, 0x6c, 0x6f, // oat4 gl_FragColo
0x72, 0x3b, 0x0a, 0x7d, 0x3b, 0x0a, 0x73, 0x74, 0x72, 0x75, 0x63, 0x74, 0x20, 0x78, 0x6c, 0x61, // r;.};.struct xla
0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x55, 0x6e, 0x69, 0x66, 0x6f, 0x72, // tMtlShaderUnifor
0x6d, 0x20, 0x7b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x34, 0x20, 0x75, 0x5f, 0x70, // m {. float4 u_p
0x61, 0x72, 0x61, 0x6d, 0x73, 0x30, 0x3b, 0x0a, 0x7d, 0x3b, 0x0a, 0x66, 0x72, 0x61, 0x67, 0x6d, // arams0;.};.fragm
0x65, 0x6e, 0x74, 0x20, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, // ent xlatMtlShade
0x72, 0x4f, 0x75, 0x74, 0x70, 0x75, 0x74, 0x20, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x4d, // rOutput xlatMtlM
0x61, 0x69, 0x6e, 0x20, 0x28, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, // ain (xlatMtlShad
0x65, 0x72, 0x49, 0x6e, 0x70, 0x75, 0x74, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x69, 0x20, 0x5b, // erInput _mtl_i [
0x5b, 0x73, 0x74, 0x61, 0x67, 0x65, 0x5f, 0x69, 0x6e, 0x5d, 0x5d, 0x2c, 0x20, 0x63, 0x6f, 0x6e, // [stage_in]], con
0x73, 0x74, 0x61, 0x6e, 0x74, 0x20, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, // stant xlatMtlSha
0x64, 0x65, 0x72, 0x55, 0x6e, 0x69, 0x66, 0x6f, 0x72, 0x6d, 0x26, 0x20, 0x5f, 0x6d, 0x74, 0x6c, // derUniform& _mtl
0x5f, 0x75, 0x20, 0x5b, 0x5b, 0x62, 0x75, 0x66, 0x66, 0x65, 0x72, 0x28, 0x30, 0x29, 0x5d, 0x5d, // _u [[buffer(0)]]
0x0a, 0x20, 0x20, 0x2c, 0x20, 0x20, 0x20, 0x74, 0x65, 0x78, 0x74, 0x75, 0x72, 0x65, 0x32, 0x64, // . , texture2d
0x3c, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x3e, 0x20, 0x73, 0x5f, 0x74, 0x65, 0x78, 0x43, 0x6f, 0x6c, // <float> s_texCol
0x6f, 0x72, 0x20, 0x5b, 0x5b, 0x74, 0x65, 0x78, 0x74, 0x75, 0x72, 0x65, 0x28, 0x30, 0x29, 0x5d, // or [[texture(0)]
0x5d, 0x2c, 0x20, 0x73, 0x61, 0x6d, 0x70, 0x6c, 0x65, 0x72, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x73, // ], sampler _mtls
0x6d, 0x70, 0x5f, 0x73, 0x5f, 0x74, 0x65, 0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x20, 0x5b, 0x5b, // mp_s_texColor [[
0x73, 0x61, 0x6d, 0x70, 0x6c, 0x65, 0x72, 0x28, 0x30, 0x29, 0x5d, 0x5d, 0x29, 0x0a, 0x7b, 0x0a, // sampler(0)]]).{.
0x20, 0x20, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x4f, // xlatMtlShaderO
0x75, 0x74, 0x70, 0x75, 0x74, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x6f, 0x3b, 0x0a, 0x20, 0x20, // utput _mtl_o;.
0x66, 0x6c, 0x6f, 0x61, 0x74, 0x33, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x20, // float3 tmpvar_1
0x3d, 0x20, 0x30, 0x3b, 0x0a, 0x20, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x20, // = 0;. tmpvar_1
0x3d, 0x20, 0x73, 0x5f, 0x74, 0x65, 0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x2e, 0x73, 0x61, 0x6d, // = s_texColor.sam
0x70, 0x6c, 0x65, 0x28, 0x5f, 0x6d, 0x74, 0x6c, 0x73, 0x6d, 0x70, 0x5f, 0x73, 0x5f, 0x74, 0x65, // ple(_mtlsmp_s_te
0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x2c, 0x20, 0x28, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x32, 0x29, // xColor, (float2)
0x28, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x69, 0x2e, 0x76, 0x5f, 0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, // (_mtl_i.v_texcoo
0x72, 0x64, 0x30, 0x2e, 0x78, 0x79, 0x29, 0x2c, 0x20, 0x6c, 0x65, 0x76, 0x65, 0x6c, 0x28, 0x5f, // rd0.xy), level(_
0x6d, 0x74, 0x6c, 0x5f, 0x75, 0x2e, 0x75, 0x5f, 0x70, 0x61, 0x72, 0x61, 0x6d, 0x73, 0x30, 0x2e, // mtl_u.u_params0.
0x78, 0x29, 0x29, 0x2e, 0x78, 0x79, 0x7a, 0x3b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, // x)).xyz;. float
0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x32, 0x20, 0x3d, 0x20, 0x30, 0x3b, 0x0a, 0x20, // tmpvar_2 = 0;.
0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x32, 0x20, 0x3d, 0x20, 0x28, 0x6d, 0x61, 0x78, // tmpvar_2 = (max
0x20, 0x28, 0x6d, 0x69, 0x6e, 0x20, 0x28, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x2e, // (min (tmpvar_1.
0x78, 0x2c, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x2e, 0x79, 0x29, 0x2c, 0x20, // x, tmpvar_1.y),
0x6d, 0x69, 0x6e, 0x20, 0x28, 0x0a, 0x20, 0x20, 0x20, 0x20, 0x6d, 0x61, 0x78, 0x20, 0x28, 0x74, // min (. max (t
0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x2e, 0x78, 0x2c, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, // mpvar_1.x, tmpva
0x72, 0x5f, 0x31, 0x2e, 0x79, 0x29, 0x0a, 0x20, 0x20, 0x2c, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, // r_1.y). , tmpva
0x72, 0x5f, 0x31, 0x2e, 0x7a, 0x29, 0x29, 0x20, 0x2d, 0x20, 0x30, 0x2e, 0x35, 0x29, 0x3b, 0x0a, // r_1.z)) - 0.5);.
0x20, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x6f, 0x2e, 0x67, 0x6c, 0x5f, 0x46, 0x72, 0x61, 0x67, // _mtl_o.gl_Frag
0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x20, 0x3d, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x34, 0x28, 0x63, // Color = float4(c
0x6c, 0x61, 0x6d, 0x70, 0x20, 0x28, 0x28, 0x28, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x32, // lamp (((tmpvar_2
0x20, 0x2f, 0x20, 0x0a, 0x20, 0x20, 0x20, 0x20, 0x28, 0x61, 0x62, 0x73, 0x28, 0x64, 0x66, 0x64, // / . (abs(dfd
0x78, 0x28, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x32, 0x29, 0x29, 0x20, 0x2b, 0x20, 0x61, // x(tmpvar_2)) + a
0x62, 0x73, 0x28, 0x64, 0x66, 0x64, 0x79, 0x28, 0x2d, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, // bs(dfdy(-tmpvar_
0x32, 0x29, 0x29, 0x29, 0x0a, 0x20, 0x20, 0x29, 0x20, 0x2b, 0x20, 0x30, 0x2e, 0x35, 0x29, 0x2c, // 2))). ) + 0.5),
0x20, 0x30, 0x2e, 0x30, 0x2c, 0x20, 0x31, 0x2e, 0x30, 0x29, 0x29, 0x3b, 0x0a, 0x20, 0x20, 0x72, // 0.0, 1.0));. r
0x65, 0x74, 0x75, 0x72, 0x6e, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x6f, 0x3b, 0x0a, 0x7d, 0x0a, // eturn _mtl_o;.}.
0x0a, 0x00, // ..
};
extern const uint8_t* fs_texture_msdf_pssl;
extern const uint32_t fs_texture_msdf_pssl_size;

View File

@ -1,301 +1,310 @@
static const uint8_t fs_texture_sdf_glsl[575] =
static const uint8_t fs_texture_sdf_glsl[658] =
{
0x46, 0x53, 0x48, 0x06, 0x01, 0x83, 0xf2, 0xe1, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x08, 0x75, // FSH............u
0x5f, 0x70, 0x61, 0x72, 0x61, 0x6d, 0x73, 0x02, 0x01, 0x00, 0x00, 0x01, 0x00, 0x0a, 0x73, 0x5f, // _params.......s_
0x74, 0x65, 0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x00, 0x01, 0x00, 0x00, 0x01, 0x00, 0x0c, 0x02, // texColor........
0x00, 0x00, 0x76, 0x61, 0x72, 0x79, 0x69, 0x6e, 0x67, 0x20, 0x76, 0x65, 0x63, 0x33, 0x20, 0x76, // ..varying vec3 v
0x5f, 0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x3b, 0x0a, 0x75, 0x6e, 0x69, 0x66, // _texcoord0;.unif
0x6f, 0x72, 0x6d, 0x20, 0x76, 0x65, 0x63, 0x34, 0x20, 0x75, 0x5f, 0x70, 0x61, 0x72, 0x61, 0x6d, // orm vec4 u_param
0x73, 0x3b, 0x0a, 0x75, 0x6e, 0x69, 0x66, 0x6f, 0x72, 0x6d, 0x20, 0x73, 0x61, 0x6d, 0x70, 0x6c, // s;.uniform sampl
0x65, 0x72, 0x32, 0x44, 0x20, 0x73, 0x5f, 0x74, 0x65, 0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x3b, // er2D s_texColor;
0x0a, 0x76, 0x6f, 0x69, 0x64, 0x20, 0x6d, 0x61, 0x69, 0x6e, 0x20, 0x28, 0x29, 0x0a, 0x7b, 0x0a, // .void main ().{.
0x20, 0x20, 0x76, 0x65, 0x63, 0x34, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x3b, // vec4 tmpvar_1;
0x0a, 0x20, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x20, 0x3d, 0x20, 0x74, 0x65, // . tmpvar_1 = te
0x78, 0x74, 0x75, 0x72, 0x65, 0x32, 0x44, 0x4c, 0x6f, 0x64, 0x20, 0x28, 0x73, 0x5f, 0x74, 0x65, // xture2DLod (s_te
0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x2c, 0x20, 0x76, 0x5f, 0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, // xColor, v_texcoo
0x72, 0x64, 0x30, 0x2e, 0x78, 0x79, 0x2c, 0x20, 0x75, 0x5f, 0x70, 0x61, 0x72, 0x61, 0x6d, 0x73, // rd0.xy, u_params
0x2e, 0x78, 0x29, 0x3b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x20, 0x74, 0x6d, 0x70, // .x);. float tmp
0x76, 0x61, 0x72, 0x5f, 0x32, 0x3b, 0x0a, 0x20, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, // var_2;. tmpvar_
0x32, 0x20, 0x3d, 0x20, 0x28, 0x61, 0x62, 0x73, 0x28, 0x64, 0x46, 0x64, 0x78, 0x28, 0x74, 0x6d, // 2 = (abs(dFdx(tm
0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x2e, 0x78, 0x29, 0x29, 0x20, 0x2b, 0x20, 0x61, 0x62, 0x73, // pvar_1.x)) + abs
0x28, 0x64, 0x46, 0x64, 0x79, 0x28, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x2e, 0x78, // (dFdy(tmpvar_1.x
0x29, 0x29, 0x29, 0x3b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x20, 0x65, 0x64, 0x67, // )));. float edg
0x65, 0x30, 0x5f, 0x33, 0x3b, 0x0a, 0x20, 0x20, 0x65, 0x64, 0x67, 0x65, 0x30, 0x5f, 0x33, 0x20, // e0_3;. edge0_3
0x3d, 0x20, 0x28, 0x30, 0x2e, 0x35, 0x20, 0x2d, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, // = (0.5 - tmpvar_
0x32, 0x29, 0x3b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x20, 0x74, 0x6d, 0x70, 0x76, // 2);. float tmpv
0x61, 0x72, 0x5f, 0x34, 0x3b, 0x0a, 0x20, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x34, // ar_4;. tmpvar_4
0x20, 0x3d, 0x20, 0x63, 0x6c, 0x61, 0x6d, 0x70, 0x20, 0x28, 0x28, 0x28, 0x74, 0x6d, 0x70, 0x76, // = clamp (((tmpv
0x61, 0x72, 0x5f, 0x31, 0x2e, 0x78, 0x20, 0x2d, 0x20, 0x65, 0x64, 0x67, 0x65, 0x30, 0x5f, 0x33, // ar_1.x - edge0_3
0x29, 0x20, 0x2f, 0x20, 0x28, 0x0a, 0x20, 0x20, 0x20, 0x20, 0x28, 0x30, 0x2e, 0x35, 0x20, 0x2b, // ) / (. (0.5 +
0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x32, 0x29, 0x0a, 0x20, 0x20, 0x20, 0x2d, 0x20, // tmpvar_2). -
0x65, 0x64, 0x67, 0x65, 0x30, 0x5f, 0x33, 0x29, 0x29, 0x2c, 0x20, 0x30, 0x2e, 0x30, 0x2c, 0x20, // edge0_3)), 0.0,
0x31, 0x2e, 0x30, 0x29, 0x3b, 0x0a, 0x20, 0x20, 0x67, 0x6c, 0x5f, 0x46, 0x72, 0x61, 0x67, 0x43, // 1.0);. gl_FragC
0x6f, 0x6c, 0x6f, 0x72, 0x20, 0x3d, 0x20, 0x76, 0x65, 0x63, 0x34, 0x28, 0x63, 0x6c, 0x61, 0x6d, // olor = vec4(clam
0x70, 0x20, 0x28, 0x28, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x34, 0x20, 0x2a, 0x20, 0x28, // p ((tmpvar_4 * (
0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x34, 0x20, 0x2a, 0x20, 0x0a, 0x20, 0x20, 0x20, 0x20, // tmpvar_4 * .
0x28, 0x33, 0x2e, 0x30, 0x20, 0x2d, 0x20, 0x28, 0x32, 0x2e, 0x30, 0x20, 0x2a, 0x20, 0x74, 0x6d, // (3.0 - (2.0 * tm
0x70, 0x76, 0x61, 0x72, 0x5f, 0x34, 0x29, 0x29, 0x0a, 0x20, 0x20, 0x29, 0x29, 0x2c, 0x20, 0x30, // pvar_4)). )), 0
0x2e, 0x30, 0x2c, 0x20, 0x31, 0x2e, 0x30, 0x29, 0x29, 0x3b, 0x0a, 0x7d, 0x0a, 0x0a, 0x00, // .0, 1.0));.}...
0x46, 0x53, 0x48, 0x06, 0x01, 0x83, 0xf2, 0xe1, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x09, 0x75, // FSH............u
0x5f, 0x70, 0x61, 0x72, 0x61, 0x6d, 0x73, 0x30, 0x02, 0x01, 0x00, 0x00, 0x01, 0x00, 0x0a, 0x73, // _params0.......s
0x5f, 0x74, 0x65, 0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x00, 0x01, 0x00, 0x00, 0x01, 0x00, 0x5e, // _texColor......^
0x02, 0x00, 0x00, 0x76, 0x61, 0x72, 0x79, 0x69, 0x6e, 0x67, 0x20, 0x68, 0x69, 0x67, 0x68, 0x70, // ...varying highp
0x20, 0x76, 0x65, 0x63, 0x33, 0x20, 0x76, 0x5f, 0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, // vec3 v_texcoord
0x30, 0x3b, 0x0a, 0x75, 0x6e, 0x69, 0x66, 0x6f, 0x72, 0x6d, 0x20, 0x68, 0x69, 0x67, 0x68, 0x70, // 0;.uniform highp
0x20, 0x76, 0x65, 0x63, 0x34, 0x20, 0x75, 0x5f, 0x70, 0x61, 0x72, 0x61, 0x6d, 0x73, 0x30, 0x3b, // vec4 u_params0;
0x0a, 0x75, 0x6e, 0x69, 0x66, 0x6f, 0x72, 0x6d, 0x20, 0x73, 0x61, 0x6d, 0x70, 0x6c, 0x65, 0x72, // .uniform sampler
0x32, 0x44, 0x20, 0x73, 0x5f, 0x74, 0x65, 0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x3b, 0x0a, 0x76, // 2D s_texColor;.v
0x6f, 0x69, 0x64, 0x20, 0x6d, 0x61, 0x69, 0x6e, 0x20, 0x28, 0x29, 0x0a, 0x7b, 0x0a, 0x20, 0x20, // oid main ().{.
0x6c, 0x6f, 0x77, 0x70, 0x20, 0x76, 0x65, 0x63, 0x34, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, // lowp vec4 tmpvar
0x5f, 0x31, 0x3b, 0x0a, 0x20, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x20, 0x3d, // _1;. tmpvar_1 =
0x20, 0x74, 0x65, 0x78, 0x74, 0x75, 0x72, 0x65, 0x32, 0x44, 0x4c, 0x6f, 0x64, 0x20, 0x20, 0x20, // texture2DLod
0x20, 0x28, 0x73, 0x5f, 0x74, 0x65, 0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x2c, 0x20, 0x76, 0x5f, // (s_texColor, v_
0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x2e, 0x78, 0x79, 0x2c, 0x20, 0x75, 0x5f, // texcoord0.xy, u_
0x70, 0x61, 0x72, 0x61, 0x6d, 0x73, 0x30, 0x2e, 0x78, 0x29, 0x3b, 0x0a, 0x20, 0x20, 0x6c, 0x6f, // params0.x);. lo
0x77, 0x70, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, // wp float tmpvar_
0x32, 0x3b, 0x0a, 0x20, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x32, 0x20, 0x3d, 0x20, // 2;. tmpvar_2 =
0x28, 0x61, 0x62, 0x73, 0x28, 0x64, 0x46, 0x64, 0x78, 0x28, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, // (abs(dFdx(tmpvar
0x5f, 0x31, 0x2e, 0x78, 0x29, 0x29, 0x20, 0x2b, 0x20, 0x61, 0x62, 0x73, 0x28, 0x64, 0x46, 0x64, // _1.x)) + abs(dFd
0x79, 0x28, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x2e, 0x78, 0x29, 0x29, 0x29, 0x3b, // y(tmpvar_1.x)));
0x0a, 0x20, 0x20, 0x6c, 0x6f, 0x77, 0x70, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x20, 0x65, 0x64, // . lowp float ed
0x67, 0x65, 0x30, 0x5f, 0x33, 0x3b, 0x0a, 0x20, 0x20, 0x65, 0x64, 0x67, 0x65, 0x30, 0x5f, 0x33, // ge0_3;. edge0_3
0x20, 0x3d, 0x20, 0x28, 0x30, 0x2e, 0x35, 0x20, 0x2d, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, // = (0.5 - tmpvar
0x5f, 0x32, 0x29, 0x3b, 0x0a, 0x20, 0x20, 0x6c, 0x6f, 0x77, 0x70, 0x20, 0x66, 0x6c, 0x6f, 0x61, // _2);. lowp floa
0x74, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x34, 0x3b, 0x0a, 0x20, 0x20, 0x74, 0x6d, // t tmpvar_4;. tm
0x70, 0x76, 0x61, 0x72, 0x5f, 0x34, 0x20, 0x3d, 0x20, 0x63, 0x6c, 0x61, 0x6d, 0x70, 0x20, 0x28, // pvar_4 = clamp (
0x28, 0x28, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x2e, 0x78, 0x20, 0x2d, 0x20, 0x65, // ((tmpvar_1.x - e
0x64, 0x67, 0x65, 0x30, 0x5f, 0x33, 0x29, 0x20, 0x2f, 0x20, 0x28, 0x0a, 0x20, 0x20, 0x20, 0x20, // dge0_3) / (.
0x28, 0x30, 0x2e, 0x35, 0x20, 0x2b, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x32, 0x29, // (0.5 + tmpvar_2)
0x0a, 0x20, 0x20, 0x20, 0x2d, 0x20, 0x65, 0x64, 0x67, 0x65, 0x30, 0x5f, 0x33, 0x29, 0x29, 0x2c, // . - edge0_3)),
0x20, 0x30, 0x2e, 0x30, 0x2c, 0x20, 0x31, 0x2e, 0x30, 0x29, 0x3b, 0x0a, 0x20, 0x20, 0x6c, 0x6f, // 0.0, 1.0);. lo
0x77, 0x70, 0x20, 0x76, 0x65, 0x63, 0x34, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x35, // wp vec4 tmpvar_5
0x3b, 0x0a, 0x20, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x35, 0x20, 0x3d, 0x20, 0x76, // ;. tmpvar_5 = v
0x65, 0x63, 0x34, 0x28, 0x63, 0x6c, 0x61, 0x6d, 0x70, 0x20, 0x28, 0x28, 0x74, 0x6d, 0x70, 0x76, // ec4(clamp ((tmpv
0x61, 0x72, 0x5f, 0x34, 0x20, 0x2a, 0x20, 0x28, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x34, // ar_4 * (tmpvar_4
0x20, 0x2a, 0x20, 0x0a, 0x20, 0x20, 0x20, 0x20, 0x28, 0x33, 0x2e, 0x30, 0x20, 0x2d, 0x20, 0x28, // * . (3.0 - (
0x32, 0x2e, 0x30, 0x20, 0x2a, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x34, 0x29, 0x29, // 2.0 * tmpvar_4))
0x0a, 0x20, 0x20, 0x29, 0x29, 0x2c, 0x20, 0x30, 0x2e, 0x30, 0x2c, 0x20, 0x31, 0x2e, 0x30, 0x29, // . )), 0.0, 1.0)
0x29, 0x3b, 0x0a, 0x20, 0x20, 0x67, 0x6c, 0x5f, 0x46, 0x72, 0x61, 0x67, 0x43, 0x6f, 0x6c, 0x6f, // );. gl_FragColo
0x72, 0x20, 0x3d, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x35, 0x3b, 0x0a, 0x7d, 0x0a, // r = tmpvar_5;.}.
0x0a, 0x00, // ..
};
static const uint8_t fs_texture_sdf_spv[1637] =
static const uint8_t fs_texture_sdf_spv[1654] =
{
0x46, 0x53, 0x48, 0x06, 0x01, 0x83, 0xf2, 0xe1, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x08, 0x75, // FSH............u
0x5f, 0x70, 0x61, 0x72, 0x61, 0x6d, 0x73, 0x12, 0x01, 0x00, 0x00, 0x01, 0x00, 0x40, 0x06, 0x00, // _params......@..
0x00, 0x03, 0x02, 0x23, 0x07, 0x00, 0x00, 0x01, 0x00, 0x07, 0x00, 0x08, 0x00, 0xe2, 0x00, 0x00, // ...#............
0x00, 0x00, 0x00, 0x00, 0x00, 0x11, 0x00, 0x02, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0b, 0x00, 0x06, // ................
0x00, 0x01, 0x00, 0x00, 0x00, 0x47, 0x4c, 0x53, 0x4c, 0x2e, 0x73, 0x74, 0x64, 0x2e, 0x34, 0x35, // .....GLSL.std.45
0x30, 0x00, 0x00, 0x00, 0x00, 0x0e, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, // 0...............
0x00, 0x0f, 0x00, 0x08, 0x00, 0x04, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x6d, 0x61, 0x69, // .............mai
0x6e, 0x00, 0x00, 0x00, 0x00, 0x81, 0x00, 0x00, 0x00, 0x85, 0x00, 0x00, 0x00, 0x90, 0x00, 0x00, // n...............
0x00, 0x10, 0x00, 0x03, 0x00, 0x04, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x03, 0x00, 0x03, // ................
0x00, 0x05, 0x00, 0x00, 0x00, 0xf4, 0x01, 0x00, 0x00, 0x05, 0x00, 0x04, 0x00, 0x04, 0x00, 0x00, // ................
0x00, 0x6d, 0x61, 0x69, 0x6e, 0x00, 0x00, 0x00, 0x00, 0x05, 0x00, 0x06, 0x00, 0x09, 0x00, 0x00, // .main...........
0x00, 0x42, 0x67, 0x66, 0x78, 0x53, 0x61, 0x6d, 0x70, 0x6c, 0x65, 0x72, 0x32, 0x44, 0x00, 0x00, // .BgfxSampler2D..
0x00, 0x06, 0x00, 0x06, 0x00, 0x09, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x6d, 0x5f, 0x73, // .............m_s
0x61, 0x6d, 0x70, 0x6c, 0x65, 0x72, 0x00, 0x00, 0x00, 0x06, 0x00, 0x06, 0x00, 0x09, 0x00, 0x00, // ampler..........
0x00, 0x01, 0x00, 0x00, 0x00, 0x6d, 0x5f, 0x74, 0x65, 0x78, 0x74, 0x75, 0x72, 0x65, 0x00, 0x00, // .....m_texture..
0x00, 0x05, 0x00, 0x05, 0x00, 0x29, 0x00, 0x00, 0x00, 0x73, 0x5f, 0x74, 0x65, 0x78, 0x43, 0x6f, // .....)...s_texCo
0x6c, 0x6f, 0x72, 0x00, 0x00, 0x05, 0x00, 0x07, 0x00, 0x2b, 0x00, 0x00, 0x00, 0x73, 0x5f, 0x74, // lor......+...s_t
0x65, 0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x53, 0x61, 0x6d, 0x70, 0x6c, 0x65, 0x72, 0x00, 0x00, // exColorSampler..
0x00, 0x05, 0x00, 0x07, 0x00, 0x2e, 0x00, 0x00, 0x00, 0x73, 0x5f, 0x74, 0x65, 0x78, 0x43, 0x6f, // .........s_texCo
0x6c, 0x6f, 0x72, 0x54, 0x65, 0x78, 0x74, 0x75, 0x72, 0x65, 0x00, 0x00, 0x00, 0x05, 0x00, 0x04, // lorTexture......
0x00, 0x58, 0x00, 0x00, 0x00, 0x24, 0x47, 0x6c, 0x6f, 0x62, 0x61, 0x6c, 0x00, 0x06, 0x00, 0x06, // .X...$Global....
0x00, 0x58, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x75, 0x5f, 0x70, 0x61, 0x72, 0x61, 0x6d, // .X.......u_param
0x73, 0x00, 0x00, 0x00, 0x00, 0x05, 0x00, 0x03, 0x00, 0x5a, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // s........Z......
0x00, 0x05, 0x00, 0x05, 0x00, 0x81, 0x00, 0x00, 0x00, 0x76, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, // .........v_color
0x30, 0x00, 0x00, 0x00, 0x00, 0x05, 0x00, 0x05, 0x00, 0x85, 0x00, 0x00, 0x00, 0x76, 0x5f, 0x74, // 0............v_t
0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x00, 0x05, 0x00, 0x06, 0x00, 0x90, 0x00, 0x00, // excoord0........
0x00, 0x62, 0x67, 0x66, 0x78, 0x5f, 0x46, 0x72, 0x61, 0x67, 0x44, 0x61, 0x74, 0x61, 0x30, 0x00, // .bgfx_FragData0.
0x00, 0x47, 0x00, 0x04, 0x00, 0x2e, 0x00, 0x00, 0x00, 0x22, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // .G......."......
0x00, 0x47, 0x00, 0x04, 0x00, 0x2e, 0x00, 0x00, 0x00, 0x21, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // .G.......!......
0x00, 0x48, 0x00, 0x05, 0x00, 0x58, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x23, 0x00, 0x00, // .H...X.......#..
0x00, 0x00, 0x00, 0x00, 0x00, 0x47, 0x00, 0x03, 0x00, 0x58, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, // .....G...X......
0x00, 0x47, 0x00, 0x04, 0x00, 0x5a, 0x00, 0x00, 0x00, 0x22, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // .G...Z..."......
0x00, 0x47, 0x00, 0x04, 0x00, 0x81, 0x00, 0x00, 0x00, 0x1e, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // .G..............
0x00, 0x47, 0x00, 0x04, 0x00, 0x85, 0x00, 0x00, 0x00, 0x1e, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, // .G..............
0x00, 0x47, 0x00, 0x04, 0x00, 0x90, 0x00, 0x00, 0x00, 0x1e, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // .G..............
0x00, 0x13, 0x00, 0x02, 0x00, 0x02, 0x00, 0x00, 0x00, 0x21, 0x00, 0x03, 0x00, 0x03, 0x00, 0x00, // .........!......
0x00, 0x02, 0x00, 0x00, 0x00, 0x1a, 0x00, 0x02, 0x00, 0x06, 0x00, 0x00, 0x00, 0x16, 0x00, 0x03, // ................
0x00, 0x07, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x19, 0x00, 0x09, 0x00, 0x08, 0x00, 0x00, // ..... ..........
0x00, 0x07, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1e, 0x00, 0x04, // ................
0x00, 0x09, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x17, 0x00, 0x04, // ................
0x00, 0x0b, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x17, 0x00, 0x04, // ................
0x00, 0x0e, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x17, 0x00, 0x04, // ................
0x00, 0x20, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x20, 0x00, 0x04, // . ........... ..
0x00, 0x28, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x09, 0x00, 0x00, 0x00, 0x3b, 0x00, 0x04, // .(...........;..
0x00, 0x28, 0x00, 0x00, 0x00, 0x29, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x20, 0x00, 0x04, // .(...)....... ..
0x00, 0x2a, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x3b, 0x00, 0x04, // .*...........;..
0x00, 0x2a, 0x00, 0x00, 0x00, 0x2b, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x20, 0x00, 0x04, // .*...+....... ..
0x00, 0x2d, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x3b, 0x00, 0x04, // .-...........;..
0x00, 0x2d, 0x00, 0x00, 0x00, 0x2e, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x15, 0x00, 0x04, // .-..............
0x00, 0x31, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x2b, 0x00, 0x04, // .1... .......+..
0x00, 0x31, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1b, 0x00, 0x03, // .1...6..........
0x00, 0x3a, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x2b, 0x00, 0x04, 0x00, 0x07, 0x00, 0x00, // .:.......+......
0x00, 0x4f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x2c, 0x00, 0x07, 0x00, 0x0e, 0x00, 0x00, // .O.......,......
0x00, 0x53, 0x00, 0x00, 0x00, 0x4f, 0x00, 0x00, 0x00, 0x4f, 0x00, 0x00, 0x00, 0x4f, 0x00, 0x00, // .S...O...O...O..
0x00, 0x4f, 0x00, 0x00, 0x00, 0x2b, 0x00, 0x04, 0x00, 0x07, 0x00, 0x00, 0x00, 0x55, 0x00, 0x00, // .O...+.......U..
0x00, 0x00, 0x00, 0x80, 0x3f, 0x2c, 0x00, 0x07, 0x00, 0x0e, 0x00, 0x00, 0x00, 0x56, 0x00, 0x00, // ....?,.......V..
0x00, 0x55, 0x00, 0x00, 0x00, 0x55, 0x00, 0x00, 0x00, 0x55, 0x00, 0x00, 0x00, 0x55, 0x00, 0x00, // .U...U...U...U..
0x00, 0x1e, 0x00, 0x03, 0x00, 0x58, 0x00, 0x00, 0x00, 0x0e, 0x00, 0x00, 0x00, 0x20, 0x00, 0x04, // .....X....... ..
0x00, 0x59, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x58, 0x00, 0x00, 0x00, 0x3b, 0x00, 0x04, // .Y.......X...;..
0x00, 0x59, 0x00, 0x00, 0x00, 0x5a, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x15, 0x00, 0x04, // .Y...Z..........
0x00, 0x61, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x2b, 0x00, 0x04, // .a... .......+..
0x00, 0x61, 0x00, 0x00, 0x00, 0x62, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x20, 0x00, 0x04, // .a...b....... ..
0x00, 0x63, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x2b, 0x00, 0x04, // .c...........+..
0x00, 0x07, 0x00, 0x00, 0x00, 0x6c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3f, 0x20, 0x00, 0x04, // .....l......? ..
0x00, 0x80, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0e, 0x00, 0x00, 0x00, 0x3b, 0x00, 0x04, // .............;..
0x00, 0x80, 0x00, 0x00, 0x00, 0x81, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x20, 0x00, 0x04, // ............. ..
0x00, 0x84, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x3b, 0x00, 0x04, // ......... ...;..
0x00, 0x84, 0x00, 0x00, 0x00, 0x85, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x20, 0x00, 0x04, // ............. ..
0x00, 0x8f, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x0e, 0x00, 0x00, 0x00, 0x3b, 0x00, 0x04, // .............;..
0x00, 0x8f, 0x00, 0x00, 0x00, 0x90, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x36, 0x00, 0x05, // .............6..
0x00, 0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, // ................
0x00, 0xf8, 0x00, 0x02, 0x00, 0x05, 0x00, 0x00, 0x00, 0x3d, 0x00, 0x04, 0x00, 0x06, 0x00, 0x00, // .........=......
0x00, 0x2c, 0x00, 0x00, 0x00, 0x2b, 0x00, 0x00, 0x00, 0x3d, 0x00, 0x04, 0x00, 0x08, 0x00, 0x00, // .,...+...=......
0x00, 0x2f, 0x00, 0x00, 0x00, 0x2e, 0x00, 0x00, 0x00, 0x50, 0x00, 0x05, 0x00, 0x09, 0x00, 0x00, // ./.......P......
0x00, 0x30, 0x00, 0x00, 0x00, 0x2c, 0x00, 0x00, 0x00, 0x2f, 0x00, 0x00, 0x00, 0x3e, 0x00, 0x03, // .0...,.../...>..
0x00, 0x29, 0x00, 0x00, 0x00, 0x30, 0x00, 0x00, 0x00, 0x3d, 0x00, 0x04, 0x00, 0x20, 0x00, 0x00, // .)...0...=... ..
0x00, 0x86, 0x00, 0x00, 0x00, 0x85, 0x00, 0x00, 0x00, 0x3d, 0x00, 0x04, 0x00, 0x09, 0x00, 0x00, // .........=......
0x00, 0xb3, 0x00, 0x00, 0x00, 0x29, 0x00, 0x00, 0x00, 0x51, 0x00, 0x05, 0x00, 0x06, 0x00, 0x00, // .....)...Q......
0x00, 0xe0, 0x00, 0x00, 0x00, 0xb3, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x51, 0x00, 0x05, // .............Q..
0x00, 0x08, 0x00, 0x00, 0x00, 0xe1, 0x00, 0x00, 0x00, 0xb3, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, // ................
0x00, 0x4f, 0x00, 0x07, 0x00, 0x0b, 0x00, 0x00, 0x00, 0xb5, 0x00, 0x00, 0x00, 0x86, 0x00, 0x00, // .O..............
0x00, 0x86, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x41, 0x00, 0x06, // .............A..
0x00, 0x63, 0x00, 0x00, 0x00, 0xb6, 0x00, 0x00, 0x00, 0x5a, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, // .c.......Z...6..
0x00, 0x62, 0x00, 0x00, 0x00, 0x3d, 0x00, 0x04, 0x00, 0x07, 0x00, 0x00, 0x00, 0xb7, 0x00, 0x00, // .b...=..........
0x00, 0xb6, 0x00, 0x00, 0x00, 0x56, 0x00, 0x05, 0x00, 0x3a, 0x00, 0x00, 0x00, 0xd5, 0x00, 0x00, // .....V...:......
0x00, 0xe1, 0x00, 0x00, 0x00, 0xe0, 0x00, 0x00, 0x00, 0x58, 0x00, 0x07, 0x00, 0x0e, 0x00, 0x00, // .........X......
0x00, 0xd8, 0x00, 0x00, 0x00, 0xd5, 0x00, 0x00, 0x00, 0xb5, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, // ................
0x00, 0xb7, 0x00, 0x00, 0x00, 0x51, 0x00, 0x05, 0x00, 0x07, 0x00, 0x00, 0x00, 0xb9, 0x00, 0x00, // .....Q..........
0x00, 0xd8, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xd1, 0x00, 0x04, 0x00, 0x07, 0x00, 0x00, // ................
0x00, 0xbb, 0x00, 0x00, 0x00, 0xb9, 0x00, 0x00, 0x00, 0x83, 0x00, 0x05, 0x00, 0x07, 0x00, 0x00, // ................
0x00, 0xbe, 0x00, 0x00, 0x00, 0x6c, 0x00, 0x00, 0x00, 0xbb, 0x00, 0x00, 0x00, 0x81, 0x00, 0x05, // .....l..........
0x00, 0x07, 0x00, 0x00, 0x00, 0xc1, 0x00, 0x00, 0x00, 0x6c, 0x00, 0x00, 0x00, 0xbb, 0x00, 0x00, // .........l......
0x00, 0x0c, 0x00, 0x08, 0x00, 0x07, 0x00, 0x00, 0x00, 0xc3, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, // ................
0x00, 0x31, 0x00, 0x00, 0x00, 0xbe, 0x00, 0x00, 0x00, 0xc1, 0x00, 0x00, 0x00, 0xb9, 0x00, 0x00, // .1..............
0x00, 0x0c, 0x00, 0x08, 0x00, 0x07, 0x00, 0x00, 0x00, 0xc4, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, // ................
0x00, 0x2b, 0x00, 0x00, 0x00, 0xc3, 0x00, 0x00, 0x00, 0x4f, 0x00, 0x00, 0x00, 0x55, 0x00, 0x00, // .+.......O...U..
0x00, 0x50, 0x00, 0x07, 0x00, 0x0e, 0x00, 0x00, 0x00, 0xc6, 0x00, 0x00, 0x00, 0xc4, 0x00, 0x00, // .P..............
0x00, 0xc4, 0x00, 0x00, 0x00, 0xc4, 0x00, 0x00, 0x00, 0xc4, 0x00, 0x00, 0x00, 0x0c, 0x00, 0x08, // ................
0x00, 0x0e, 0x00, 0x00, 0x00, 0xdd, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x2e, 0x00, 0x00, // ................
0x00, 0x53, 0x00, 0x00, 0x00, 0x56, 0x00, 0x00, 0x00, 0xc6, 0x00, 0x00, 0x00, 0x3e, 0x00, 0x03, // .S...V.......>..
0x00, 0x90, 0x00, 0x00, 0x00, 0xdd, 0x00, 0x00, 0x00, 0xfd, 0x00, 0x01, 0x00, 0x38, 0x00, 0x01, // .............8..
0x00, 0x00, 0x00, 0x10, 0x00, // .....
0x46, 0x53, 0x48, 0x06, 0x01, 0x83, 0xf2, 0xe1, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x09, 0x75, // FSH............u
0x5f, 0x70, 0x61, 0x72, 0x61, 0x6d, 0x73, 0x30, 0x12, 0x01, 0x00, 0x00, 0x01, 0x00, 0x50, 0x06, // _params0......P.
0x00, 0x00, 0x03, 0x02, 0x23, 0x07, 0x00, 0x00, 0x01, 0x00, 0x07, 0x00, 0x08, 0x00, 0xe3, 0x00, // ....#...........
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x11, 0x00, 0x02, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0b, 0x00, // ................
0x06, 0x00, 0x01, 0x00, 0x00, 0x00, 0x47, 0x4c, 0x53, 0x4c, 0x2e, 0x73, 0x74, 0x64, 0x2e, 0x34, // ......GLSL.std.4
0x35, 0x30, 0x00, 0x00, 0x00, 0x00, 0x0e, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, // 50..............
0x00, 0x00, 0x0f, 0x00, 0x08, 0x00, 0x04, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x6d, 0x61, // ..............ma
0x69, 0x6e, 0x00, 0x00, 0x00, 0x00, 0x81, 0x00, 0x00, 0x00, 0x85, 0x00, 0x00, 0x00, 0x90, 0x00, // in..............
0x00, 0x00, 0x10, 0x00, 0x03, 0x00, 0x04, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x03, 0x00, // ................
0x03, 0x00, 0x05, 0x00, 0x00, 0x00, 0xf4, 0x01, 0x00, 0x00, 0x05, 0x00, 0x04, 0x00, 0x04, 0x00, // ................
0x00, 0x00, 0x6d, 0x61, 0x69, 0x6e, 0x00, 0x00, 0x00, 0x00, 0x05, 0x00, 0x06, 0x00, 0x09, 0x00, // ..main..........
0x00, 0x00, 0x42, 0x67, 0x66, 0x78, 0x53, 0x61, 0x6d, 0x70, 0x6c, 0x65, 0x72, 0x32, 0x44, 0x00, // ..BgfxSampler2D.
0x00, 0x00, 0x06, 0x00, 0x06, 0x00, 0x09, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x6d, 0x5f, // ..............m_
0x73, 0x61, 0x6d, 0x70, 0x6c, 0x65, 0x72, 0x00, 0x00, 0x00, 0x06, 0x00, 0x06, 0x00, 0x09, 0x00, // sampler.........
0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x6d, 0x5f, 0x74, 0x65, 0x78, 0x74, 0x75, 0x72, 0x65, 0x00, // ......m_texture.
0x00, 0x00, 0x05, 0x00, 0x05, 0x00, 0x29, 0x00, 0x00, 0x00, 0x73, 0x5f, 0x74, 0x65, 0x78, 0x43, // ......)...s_texC
0x6f, 0x6c, 0x6f, 0x72, 0x00, 0x00, 0x05, 0x00, 0x07, 0x00, 0x2b, 0x00, 0x00, 0x00, 0x73, 0x5f, // olor......+...s_
0x74, 0x65, 0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x53, 0x61, 0x6d, 0x70, 0x6c, 0x65, 0x72, 0x00, // texColorSampler.
0x00, 0x00, 0x05, 0x00, 0x07, 0x00, 0x2e, 0x00, 0x00, 0x00, 0x73, 0x5f, 0x74, 0x65, 0x78, 0x43, // ..........s_texC
0x6f, 0x6c, 0x6f, 0x72, 0x54, 0x65, 0x78, 0x74, 0x75, 0x72, 0x65, 0x00, 0x00, 0x00, 0x05, 0x00, // olorTexture.....
0x04, 0x00, 0x58, 0x00, 0x00, 0x00, 0x24, 0x47, 0x6c, 0x6f, 0x62, 0x61, 0x6c, 0x00, 0x06, 0x00, // ..X...$Global...
0x06, 0x00, 0x58, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x75, 0x5f, 0x70, 0x61, 0x72, 0x61, // ..X.......u_para
0x6d, 0x73, 0x30, 0x00, 0x00, 0x00, 0x05, 0x00, 0x03, 0x00, 0x5a, 0x00, 0x00, 0x00, 0x00, 0x00, // ms0.......Z.....
0x00, 0x00, 0x05, 0x00, 0x05, 0x00, 0x81, 0x00, 0x00, 0x00, 0x76, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, // ..........v_colo
0x72, 0x30, 0x00, 0x00, 0x00, 0x00, 0x05, 0x00, 0x05, 0x00, 0x85, 0x00, 0x00, 0x00, 0x76, 0x5f, // r0............v_
0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x00, 0x05, 0x00, 0x06, 0x00, 0x90, 0x00, // texcoord0.......
0x00, 0x00, 0x62, 0x67, 0x66, 0x78, 0x5f, 0x46, 0x72, 0x61, 0x67, 0x44, 0x61, 0x74, 0x61, 0x30, // ..bgfx_FragData0
0x00, 0x00, 0x47, 0x00, 0x04, 0x00, 0x2e, 0x00, 0x00, 0x00, 0x22, 0x00, 0x00, 0x00, 0x00, 0x00, // ..G.......".....
0x00, 0x00, 0x47, 0x00, 0x04, 0x00, 0x2e, 0x00, 0x00, 0x00, 0x21, 0x00, 0x00, 0x00, 0x00, 0x00, // ..G.......!.....
0x00, 0x00, 0x48, 0x00, 0x05, 0x00, 0x58, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x23, 0x00, // ..H...X.......#.
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x47, 0x00, 0x03, 0x00, 0x58, 0x00, 0x00, 0x00, 0x02, 0x00, // ......G...X.....
0x00, 0x00, 0x47, 0x00, 0x04, 0x00, 0x5a, 0x00, 0x00, 0x00, 0x22, 0x00, 0x00, 0x00, 0x00, 0x00, // ..G...Z...".....
0x00, 0x00, 0x47, 0x00, 0x04, 0x00, 0x5a, 0x00, 0x00, 0x00, 0x21, 0x00, 0x00, 0x00, 0x00, 0x00, // ..G...Z...!.....
0x00, 0x00, 0x47, 0x00, 0x04, 0x00, 0x81, 0x00, 0x00, 0x00, 0x1e, 0x00, 0x00, 0x00, 0x00, 0x00, // ..G.............
0x00, 0x00, 0x47, 0x00, 0x04, 0x00, 0x85, 0x00, 0x00, 0x00, 0x1e, 0x00, 0x00, 0x00, 0x01, 0x00, // ..G.............
0x00, 0x00, 0x47, 0x00, 0x04, 0x00, 0x90, 0x00, 0x00, 0x00, 0x1e, 0x00, 0x00, 0x00, 0x00, 0x00, // ..G.............
0x00, 0x00, 0x13, 0x00, 0x02, 0x00, 0x02, 0x00, 0x00, 0x00, 0x21, 0x00, 0x03, 0x00, 0x03, 0x00, // ..........!.....
0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x1a, 0x00, 0x02, 0x00, 0x06, 0x00, 0x00, 0x00, 0x16, 0x00, // ................
0x03, 0x00, 0x07, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x19, 0x00, 0x09, 0x00, 0x08, 0x00, // ...... .........
0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1e, 0x00, // ................
0x04, 0x00, 0x09, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x17, 0x00, // ................
0x04, 0x00, 0x0b, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x17, 0x00, // ................
0x04, 0x00, 0x0e, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x17, 0x00, // ................
0x04, 0x00, 0x20, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x20, 0x00, // .. ........... .
0x04, 0x00, 0x28, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x09, 0x00, 0x00, 0x00, 0x3b, 0x00, // ..(...........;.
0x04, 0x00, 0x28, 0x00, 0x00, 0x00, 0x29, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x20, 0x00, // ..(...)....... .
0x04, 0x00, 0x2a, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x3b, 0x00, // ..*...........;.
0x04, 0x00, 0x2a, 0x00, 0x00, 0x00, 0x2b, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x20, 0x00, // ..*...+....... .
0x04, 0x00, 0x2d, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x3b, 0x00, // ..-...........;.
0x04, 0x00, 0x2d, 0x00, 0x00, 0x00, 0x2e, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x15, 0x00, // ..-.............
0x04, 0x00, 0x31, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x2b, 0x00, // ..1... .......+.
0x04, 0x00, 0x31, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1b, 0x00, // ..1...6.........
0x03, 0x00, 0x3a, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x2b, 0x00, 0x04, 0x00, 0x07, 0x00, // ..:.......+.....
0x00, 0x00, 0x4f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x2c, 0x00, 0x07, 0x00, 0x0e, 0x00, // ..O.......,.....
0x00, 0x00, 0x53, 0x00, 0x00, 0x00, 0x4f, 0x00, 0x00, 0x00, 0x4f, 0x00, 0x00, 0x00, 0x4f, 0x00, // ..S...O...O...O.
0x00, 0x00, 0x4f, 0x00, 0x00, 0x00, 0x2b, 0x00, 0x04, 0x00, 0x07, 0x00, 0x00, 0x00, 0x55, 0x00, // ..O...+.......U.
0x00, 0x00, 0x00, 0x00, 0x80, 0x3f, 0x2c, 0x00, 0x07, 0x00, 0x0e, 0x00, 0x00, 0x00, 0x56, 0x00, // .....?,.......V.
0x00, 0x00, 0x55, 0x00, 0x00, 0x00, 0x55, 0x00, 0x00, 0x00, 0x55, 0x00, 0x00, 0x00, 0x55, 0x00, // ..U...U...U...U.
0x00, 0x00, 0x1e, 0x00, 0x03, 0x00, 0x58, 0x00, 0x00, 0x00, 0x0e, 0x00, 0x00, 0x00, 0x20, 0x00, // ......X....... .
0x04, 0x00, 0x59, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x58, 0x00, 0x00, 0x00, 0x3b, 0x00, // ..Y.......X...;.
0x04, 0x00, 0x59, 0x00, 0x00, 0x00, 0x5a, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x15, 0x00, // ..Y...Z.........
0x04, 0x00, 0x61, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x2b, 0x00, // ..a... .......+.
0x04, 0x00, 0x61, 0x00, 0x00, 0x00, 0x62, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x20, 0x00, // ..a...b....... .
0x04, 0x00, 0x63, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x2b, 0x00, // ..c...........+.
0x04, 0x00, 0x07, 0x00, 0x00, 0x00, 0x6c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3f, 0x20, 0x00, // ......l......? .
0x04, 0x00, 0x80, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0e, 0x00, 0x00, 0x00, 0x3b, 0x00, // ..............;.
0x04, 0x00, 0x80, 0x00, 0x00, 0x00, 0x81, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x20, 0x00, // .............. .
0x04, 0x00, 0x84, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x3b, 0x00, // .......... ...;.
0x04, 0x00, 0x84, 0x00, 0x00, 0x00, 0x85, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x20, 0x00, // .............. .
0x04, 0x00, 0x8f, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x0e, 0x00, 0x00, 0x00, 0x3b, 0x00, // ..............;.
0x04, 0x00, 0x8f, 0x00, 0x00, 0x00, 0x90, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x36, 0x00, // ..............6.
0x05, 0x00, 0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, // ................
0x00, 0x00, 0xf8, 0x00, 0x02, 0x00, 0x05, 0x00, 0x00, 0x00, 0x3d, 0x00, 0x04, 0x00, 0x06, 0x00, // ..........=.....
0x00, 0x00, 0x2c, 0x00, 0x00, 0x00, 0x2b, 0x00, 0x00, 0x00, 0x3d, 0x00, 0x04, 0x00, 0x08, 0x00, // ..,...+...=.....
0x00, 0x00, 0x2f, 0x00, 0x00, 0x00, 0x2e, 0x00, 0x00, 0x00, 0x50, 0x00, 0x05, 0x00, 0x09, 0x00, // ../.......P.....
0x00, 0x00, 0x30, 0x00, 0x00, 0x00, 0x2c, 0x00, 0x00, 0x00, 0x2f, 0x00, 0x00, 0x00, 0x3e, 0x00, // ..0...,.../...>.
0x03, 0x00, 0x29, 0x00, 0x00, 0x00, 0x30, 0x00, 0x00, 0x00, 0x3d, 0x00, 0x04, 0x00, 0x20, 0x00, // ..)...0...=... .
0x00, 0x00, 0x86, 0x00, 0x00, 0x00, 0x85, 0x00, 0x00, 0x00, 0x3d, 0x00, 0x04, 0x00, 0x09, 0x00, // ..........=.....
0x00, 0x00, 0xb4, 0x00, 0x00, 0x00, 0x29, 0x00, 0x00, 0x00, 0x51, 0x00, 0x05, 0x00, 0x06, 0x00, // ......)...Q.....
0x00, 0x00, 0xe1, 0x00, 0x00, 0x00, 0xb4, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x51, 0x00, // ..............Q.
0x05, 0x00, 0x08, 0x00, 0x00, 0x00, 0xe2, 0x00, 0x00, 0x00, 0xb4, 0x00, 0x00, 0x00, 0x01, 0x00, // ................
0x00, 0x00, 0x4f, 0x00, 0x07, 0x00, 0x0b, 0x00, 0x00, 0x00, 0xb6, 0x00, 0x00, 0x00, 0x86, 0x00, // ..O.............
0x00, 0x00, 0x86, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x41, 0x00, // ..............A.
0x06, 0x00, 0x63, 0x00, 0x00, 0x00, 0xb7, 0x00, 0x00, 0x00, 0x5a, 0x00, 0x00, 0x00, 0x36, 0x00, // ..c.......Z...6.
0x00, 0x00, 0x62, 0x00, 0x00, 0x00, 0x3d, 0x00, 0x04, 0x00, 0x07, 0x00, 0x00, 0x00, 0xb8, 0x00, // ..b...=.........
0x00, 0x00, 0xb7, 0x00, 0x00, 0x00, 0x56, 0x00, 0x05, 0x00, 0x3a, 0x00, 0x00, 0x00, 0xd6, 0x00, // ......V...:.....
0x00, 0x00, 0xe2, 0x00, 0x00, 0x00, 0xe1, 0x00, 0x00, 0x00, 0x58, 0x00, 0x07, 0x00, 0x0e, 0x00, // ..........X.....
0x00, 0x00, 0xd9, 0x00, 0x00, 0x00, 0xd6, 0x00, 0x00, 0x00, 0xb6, 0x00, 0x00, 0x00, 0x02, 0x00, // ................
0x00, 0x00, 0xb8, 0x00, 0x00, 0x00, 0x51, 0x00, 0x05, 0x00, 0x07, 0x00, 0x00, 0x00, 0xba, 0x00, // ......Q.........
0x00, 0x00, 0xd9, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xd1, 0x00, 0x04, 0x00, 0x07, 0x00, // ................
0x00, 0x00, 0xbc, 0x00, 0x00, 0x00, 0xba, 0x00, 0x00, 0x00, 0x83, 0x00, 0x05, 0x00, 0x07, 0x00, // ................
0x00, 0x00, 0xbf, 0x00, 0x00, 0x00, 0x6c, 0x00, 0x00, 0x00, 0xbc, 0x00, 0x00, 0x00, 0x81, 0x00, // ......l.........
0x05, 0x00, 0x07, 0x00, 0x00, 0x00, 0xc2, 0x00, 0x00, 0x00, 0x6c, 0x00, 0x00, 0x00, 0xbc, 0x00, // ..........l.....
0x00, 0x00, 0x0c, 0x00, 0x08, 0x00, 0x07, 0x00, 0x00, 0x00, 0xc4, 0x00, 0x00, 0x00, 0x01, 0x00, // ................
0x00, 0x00, 0x31, 0x00, 0x00, 0x00, 0xbf, 0x00, 0x00, 0x00, 0xc2, 0x00, 0x00, 0x00, 0xba, 0x00, // ..1.............
0x00, 0x00, 0x0c, 0x00, 0x08, 0x00, 0x07, 0x00, 0x00, 0x00, 0xc5, 0x00, 0x00, 0x00, 0x01, 0x00, // ................
0x00, 0x00, 0x2b, 0x00, 0x00, 0x00, 0xc4, 0x00, 0x00, 0x00, 0x4f, 0x00, 0x00, 0x00, 0x55, 0x00, // ..+.......O...U.
0x00, 0x00, 0x50, 0x00, 0x07, 0x00, 0x0e, 0x00, 0x00, 0x00, 0xc7, 0x00, 0x00, 0x00, 0xc5, 0x00, // ..P.............
0x00, 0x00, 0xc5, 0x00, 0x00, 0x00, 0xc5, 0x00, 0x00, 0x00, 0xc5, 0x00, 0x00, 0x00, 0x0c, 0x00, // ................
0x08, 0x00, 0x0e, 0x00, 0x00, 0x00, 0xde, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x2e, 0x00, // ................
0x00, 0x00, 0x53, 0x00, 0x00, 0x00, 0x56, 0x00, 0x00, 0x00, 0xc7, 0x00, 0x00, 0x00, 0x3e, 0x00, // ..S...V.......>.
0x03, 0x00, 0x90, 0x00, 0x00, 0x00, 0xde, 0x00, 0x00, 0x00, 0xfd, 0x00, 0x01, 0x00, 0x38, 0x00, // ..............8.
0x01, 0x00, 0x00, 0x00, 0x10, 0x00, // ......
};
static const uint8_t fs_texture_sdf_dx9[535] =
static const uint8_t fs_texture_sdf_dx9[536] =
{
0x46, 0x53, 0x48, 0x06, 0x01, 0x83, 0xf2, 0xe1, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x0a, 0x73, // FSH............s
0x5f, 0x74, 0x65, 0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x01, 0x00, 0x00, 0x01, 0x00, 0x08, // _texColor0......
0x75, 0x5f, 0x70, 0x61, 0x72, 0x61, 0x6d, 0x73, 0x12, 0x01, 0x00, 0x00, 0x01, 0x00, 0xe4, 0x01, // u_params........
0x00, 0x00, 0x00, 0x03, 0xff, 0xff, 0xfe, 0xff, 0x2c, 0x00, 0x43, 0x54, 0x41, 0x42, 0x1c, 0x00, // ........,.CTAB..
0x00, 0x00, 0x83, 0x00, 0x00, 0x00, 0x00, 0x03, 0xff, 0xff, 0x02, 0x00, 0x00, 0x00, 0x1c, 0x00, // ................
0x00, 0x00, 0x00, 0x91, 0x00, 0x00, 0x7c, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x03, 0x00, // ......|...D.....
0x00, 0x00, 0x01, 0x00, 0x02, 0x00, 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x60, 0x00, // ......P.......`.
0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x6c, 0x00, 0x00, 0x00, 0x00, 0x00, // ..........l.....
0x00, 0x00, 0x73, 0x5f, 0x74, 0x65, 0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x00, 0xab, 0x04, 0x00, // ..s_texColor....
0x0c, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x75, 0x5f, // ..............u_
0x70, 0x61, 0x72, 0x61, 0x6d, 0x73, 0x00, 0xab, 0xab, 0xab, 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, // params..........
0x04, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x70, 0x73, 0x5f, 0x33, 0x5f, 0x30, // ..........ps_3_0
0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, // .Microsoft (R) H
0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, // LSL Shader Compi
0x6c, 0x65, 0x72, 0x20, 0x31, 0x30, 0x2e, 0x31, 0x00, 0xab, 0x51, 0x00, 0x00, 0x05, 0x01, 0x00, // ler 10.1..Q.....
0x0f, 0xa0, 0x00, 0x00, 0x80, 0x3f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3f, 0x00, 0x00, // .....?.......?..
0x00, 0x00, 0x51, 0x00, 0x00, 0x05, 0x02, 0x00, 0x0f, 0xa0, 0x00, 0x00, 0x00, 0xc0, 0x00, 0x00, // ..Q.............
0x40, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x00, 0x02, 0x05, 0x00, // @@..............
0x00, 0x80, 0x00, 0x00, 0x03, 0x90, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90, 0x00, 0x08, // ................
0x0f, 0xa0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x07, 0x80, 0x01, 0x00, 0xd0, 0xa0, 0x00, 0x00, // ................
0xc4, 0x90, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x08, 0x80, 0x00, 0x00, 0x00, 0xa0, 0x5f, 0x00, // .............._.
0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x00, 0x08, 0xe4, 0xa0, 0x5b, 0x00, // ..............[.
0x00, 0x02, 0x00, 0x00, 0x02, 0x80, 0x00, 0x00, 0x00, 0x80, 0x5c, 0x00, 0x00, 0x02, 0x00, 0x00, // ................
0x04, 0x80, 0x00, 0x00, 0x00, 0x80, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x02, 0x80, 0x00, 0x00, // ................
0xaa, 0x8b, 0x00, 0x00, 0x55, 0x8b, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x04, 0x80, 0x00, 0x00, // ....U...........
0x55, 0x80, 0x01, 0x00, 0xaa, 0xa0, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x02, 0x80, 0x00, 0x00, // U...............
0x55, 0x81, 0x01, 0x00, 0xaa, 0xa0, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x05, 0x80, 0x00, 0x00, // U...............
0x55, 0x81, 0x00, 0x00, 0xe4, 0x80, 0x06, 0x00, 0x00, 0x02, 0x00, 0x00, 0x02, 0x80, 0x00, 0x00, // U...............
0xaa, 0x80, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x11, 0x80, 0x00, 0x00, 0x55, 0x80, 0x00, 0x00, // ............U...
0x00, 0x80, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x02, 0x80, 0x00, 0x00, 0x00, 0x80, 0x02, 0x00, // ................
0x00, 0xa0, 0x02, 0x00, 0x55, 0xa0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80, 0x00, 0x00, // ....U...........
0x00, 0x80, 0x00, 0x00, 0x00, 0x80, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80, 0x00, 0x00, // ................
0x00, 0x80, 0x00, 0x00, 0x55, 0x80, 0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x1f, 0x80, 0x00, 0x00, // ....U...........
0x00, 0x80, 0xff, 0xff, 0x00, 0x00, 0x00, // .......
0x5f, 0x74, 0x65, 0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x01, 0x00, 0x00, 0x01, 0x00, 0x09, // _texColor0......
0x75, 0x5f, 0x70, 0x61, 0x72, 0x61, 0x6d, 0x73, 0x30, 0x12, 0x01, 0x00, 0x00, 0x01, 0x00, 0xe4, // u_params0.......
0x01, 0x00, 0x00, 0x00, 0x03, 0xff, 0xff, 0xfe, 0xff, 0x2c, 0x00, 0x43, 0x54, 0x41, 0x42, 0x1c, // .........,.CTAB.
0x00, 0x00, 0x00, 0x83, 0x00, 0x00, 0x00, 0x00, 0x03, 0xff, 0xff, 0x02, 0x00, 0x00, 0x00, 0x1c, // ................
0x00, 0x00, 0x00, 0x00, 0x91, 0x00, 0x00, 0x7c, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x03, // .......|...D....
0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00, 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x60, // .......P.......`
0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x6c, 0x00, 0x00, 0x00, 0x00, // ...........l....
0x00, 0x00, 0x00, 0x73, 0x5f, 0x74, 0x65, 0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x00, 0xab, 0x04, // ...s_texColor...
0x00, 0x0c, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x75, // ...............u
0x5f, 0x70, 0x61, 0x72, 0x61, 0x6d, 0x73, 0x30, 0x00, 0xab, 0xab, 0x01, 0x00, 0x03, 0x00, 0x01, // _params0........
0x00, 0x04, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x70, 0x73, 0x5f, 0x33, 0x5f, // ...........ps_3_
0x30, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, // 0.Microsoft (R)
0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, // HLSL Shader Comp
0x69, 0x6c, 0x65, 0x72, 0x20, 0x31, 0x30, 0x2e, 0x31, 0x00, 0xab, 0x51, 0x00, 0x00, 0x05, 0x01, // iler 10.1..Q....
0x00, 0x0f, 0xa0, 0x00, 0x00, 0x80, 0x3f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3f, 0x00, // ......?.......?.
0x00, 0x00, 0x00, 0x51, 0x00, 0x00, 0x05, 0x02, 0x00, 0x0f, 0xa0, 0x00, 0x00, 0x00, 0xc0, 0x00, // ...Q............
0x00, 0x40, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x00, 0x02, 0x05, // .@@.............
0x00, 0x00, 0x80, 0x00, 0x00, 0x03, 0x90, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90, 0x00, // ................
0x08, 0x0f, 0xa0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x07, 0x80, 0x01, 0x00, 0xd0, 0xa0, 0x00, // ................
0x00, 0xc4, 0x90, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x08, 0x80, 0x00, 0x00, 0x00, 0xa0, 0x5f, // ..............._
0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x00, 0x08, 0xe4, 0xa0, 0x5b, // ...............[
0x00, 0x00, 0x02, 0x00, 0x00, 0x02, 0x80, 0x00, 0x00, 0x00, 0x80, 0x5c, 0x00, 0x00, 0x02, 0x00, // ................
0x00, 0x04, 0x80, 0x00, 0x00, 0x00, 0x80, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x02, 0x80, 0x00, // ................
0x00, 0xaa, 0x8b, 0x00, 0x00, 0x55, 0x8b, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x04, 0x80, 0x00, // .....U..........
0x00, 0x55, 0x80, 0x01, 0x00, 0xaa, 0xa0, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x02, 0x80, 0x00, // .U..............
0x00, 0x55, 0x81, 0x01, 0x00, 0xaa, 0xa0, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x05, 0x80, 0x00, // .U..............
0x00, 0x55, 0x81, 0x00, 0x00, 0xe4, 0x80, 0x06, 0x00, 0x00, 0x02, 0x00, 0x00, 0x02, 0x80, 0x00, // .U..............
0x00, 0xaa, 0x80, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x11, 0x80, 0x00, 0x00, 0x55, 0x80, 0x00, // .............U..
0x00, 0x00, 0x80, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x02, 0x80, 0x00, 0x00, 0x00, 0x80, 0x02, // ................
0x00, 0x00, 0xa0, 0x02, 0x00, 0x55, 0xa0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80, 0x00, // .....U..........
0x00, 0x00, 0x80, 0x00, 0x00, 0x00, 0x80, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80, 0x00, // ................
0x00, 0x00, 0x80, 0x00, 0x00, 0x55, 0x80, 0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x1f, 0x80, 0x00, // .....U..........
0x00, 0x00, 0x80, 0xff, 0xff, 0x00, 0x00, 0x00, // ........
};
static const uint8_t fs_texture_sdf_dx11[778] =
static const uint8_t fs_texture_sdf_dx11[779] =
{
0x46, 0x53, 0x48, 0x06, 0x01, 0x83, 0xf2, 0xe1, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x08, 0x75, // FSH............u
0x5f, 0x70, 0x61, 0x72, 0x61, 0x6d, 0x73, 0x12, 0x00, 0x00, 0x00, 0x01, 0x00, 0x0a, 0x73, 0x5f, // _params.......s_
0x74, 0x65, 0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x01, 0x00, 0x00, 0x01, 0x00, 0xd4, 0x02, // texColor0.......
0x00, 0x00, 0x44, 0x58, 0x42, 0x43, 0x03, 0x0d, 0x91, 0x21, 0x8e, 0x75, 0xa6, 0x21, 0xba, 0xe2, // ..DXBC...!.u.!..
0x0d, 0xbb, 0xa4, 0xa3, 0xae, 0x51, 0x01, 0x00, 0x00, 0x00, 0xd4, 0x02, 0x00, 0x00, 0x03, 0x00, // .....Q..........
0x00, 0x00, 0x2c, 0x00, 0x00, 0x00, 0xa0, 0x00, 0x00, 0x00, 0xd4, 0x00, 0x00, 0x00, 0x49, 0x53, // ..,...........IS
0x47, 0x4e, 0x6c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x50, 0x00, // GNl...........P.
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x5c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x62, 0x00, // ..............b.
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, // ................
0x00, 0x00, 0x07, 0x03, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x50, 0x4f, 0x53, 0x49, 0x54, 0x49, 0x4f, // ......SV_POSITIO
0x4e, 0x00, 0x43, 0x4f, 0x4c, 0x4f, 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, // N.COLOR.TEXCOORD
0x00, 0xab, 0x4f, 0x53, 0x47, 0x4e, 0x2c, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x08, 0x00, // ..OSGN,.........
0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, // .. .............
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x54, 0x41, 0x52, // ..........SV_TAR
0x47, 0x45, 0x54, 0x00, 0xab, 0xab, 0x53, 0x48, 0x44, 0x52, 0xf8, 0x01, 0x00, 0x00, 0x40, 0x00, // GET...SHDR....@.
0x00, 0x00, 0x7e, 0x00, 0x00, 0x00, 0x59, 0x00, 0x00, 0x04, 0x46, 0x8e, 0x20, 0x00, 0x00, 0x00, // ..~...Y...F. ...
0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x5a, 0x00, 0x00, 0x03, 0x00, 0x60, 0x10, 0x00, 0x00, 0x00, // ......Z....`....
0x00, 0x00, 0x58, 0x18, 0x00, 0x04, 0x00, 0x70, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x55, 0x55, // ..X....p......UU
0x00, 0x00, 0x62, 0x10, 0x00, 0x03, 0x32, 0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x65, 0x00, // ..b...2.......e.
0x00, 0x03, 0xf2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x02, 0x01, 0x00, // ... ......h.....
0x00, 0x00, 0x48, 0x00, 0x00, 0x0c, 0xf2, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x10, // ..H...........F.
0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x46, 0x7e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x60, // ......F~.......`
0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0a, 0x80, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ........ .......
0x00, 0x00, 0x0b, 0x00, 0x00, 0x05, 0x22, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0a, 0x00, // ......".........
0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0c, 0x00, 0x00, 0x05, 0x42, 0x00, 0x10, 0x00, 0x00, 0x00, // ..........B.....
0x00, 0x00, 0x0a, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x09, 0x22, 0x00, // ..............".
0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x2a, 0x00, 0x10, 0x80, 0x81, 0x00, 0x00, 0x00, 0x00, 0x00, // ......*.........
0x00, 0x00, 0x1a, 0x00, 0x10, 0x80, 0x81, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x07, 0x42, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1a, 0x00, 0x10, 0x00, 0x00, 0x00, // ..B.............
0x00, 0x00, 0x01, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3f, 0x00, 0x00, 0x00, 0x08, 0x22, 0x00, // ...@.....?....".
0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1a, 0x00, 0x10, 0x80, 0x41, 0x00, 0x00, 0x00, 0x00, 0x00, // ..........A.....
0x00, 0x00, 0x01, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3f, 0x00, 0x00, 0x00, 0x08, 0x52, 0x00, // ...@.....?....R.
0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x56, 0x05, 0x10, 0x80, 0x41, 0x00, 0x00, 0x00, 0x00, 0x00, // ......V...A.....
0x00, 0x00, 0x06, 0x02, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0e, 0x00, 0x00, 0x0a, 0x22, 0x00, // ..............".
0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x40, 0x00, 0x00, 0x00, 0x00, 0x80, 0x3f, 0x00, 0x00, // .......@.....?..
0x80, 0x3f, 0x00, 0x00, 0x80, 0x3f, 0x00, 0x00, 0x80, 0x3f, 0x2a, 0x00, 0x10, 0x00, 0x00, 0x00, // .?...?...?*.....
0x00, 0x00, 0x38, 0x20, 0x00, 0x07, 0x12, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1a, 0x00, // ..8 ............
0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0a, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x32, 0x00, // ..............2.
0x00, 0x09, 0x22, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0a, 0x00, 0x10, 0x00, 0x00, 0x00, // ..".............
0x00, 0x00, 0x01, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0xc0, 0x01, 0x40, 0x00, 0x00, 0x00, 0x00, // ...@.......@....
0x40, 0x40, 0x38, 0x00, 0x00, 0x07, 0x12, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0a, 0x00, // @@8.............
0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0a, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x38, 0x00, // ..............8.
0x00, 0x07, 0x12, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0a, 0x00, 0x10, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x1a, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x33, 0x00, 0x00, 0x0a, 0xf2, 0x20, // ..........3....
0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x06, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x40, // ...............@
0x00, 0x00, 0x00, 0x00, 0x80, 0x3f, 0x00, 0x00, 0x80, 0x3f, 0x00, 0x00, 0x80, 0x3f, 0x00, 0x00, // .....?...?...?..
0x80, 0x3f, 0x3e, 0x00, 0x00, 0x01, 0x00, 0x00, 0x10, 0x00, // .?>.......
0x46, 0x53, 0x48, 0x06, 0x01, 0x83, 0xf2, 0xe1, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x09, 0x75, // FSH............u
0x5f, 0x70, 0x61, 0x72, 0x61, 0x6d, 0x73, 0x30, 0x12, 0x00, 0x00, 0x00, 0x01, 0x00, 0x0a, 0x73, // _params0.......s
0x5f, 0x74, 0x65, 0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x01, 0x00, 0x00, 0x01, 0x00, 0xd4, // _texColor0......
0x02, 0x00, 0x00, 0x44, 0x58, 0x42, 0x43, 0x03, 0x0d, 0x91, 0x21, 0x8e, 0x75, 0xa6, 0x21, 0xba, // ...DXBC...!.u.!.
0xe2, 0x0d, 0xbb, 0xa4, 0xa3, 0xae, 0x51, 0x01, 0x00, 0x00, 0x00, 0xd4, 0x02, 0x00, 0x00, 0x03, // ......Q.........
0x00, 0x00, 0x00, 0x2c, 0x00, 0x00, 0x00, 0xa0, 0x00, 0x00, 0x00, 0xd4, 0x00, 0x00, 0x00, 0x49, // ...,...........I
0x53, 0x47, 0x4e, 0x6c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x50, // SGNl...........P
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x5c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x62, // ...............b
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x02, // ................
0x00, 0x00, 0x00, 0x07, 0x03, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x50, 0x4f, 0x53, 0x49, 0x54, 0x49, // .......SV_POSITI
0x4f, 0x4e, 0x00, 0x43, 0x4f, 0x4c, 0x4f, 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, // ON.COLOR.TEXCOOR
0x44, 0x00, 0xab, 0x4f, 0x53, 0x47, 0x4e, 0x2c, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x08, // D..OSGN,........
0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, // ... ............
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x54, 0x41, // ...........SV_TA
0x52, 0x47, 0x45, 0x54, 0x00, 0xab, 0xab, 0x53, 0x48, 0x44, 0x52, 0xf8, 0x01, 0x00, 0x00, 0x40, // RGET...SHDR....@
0x00, 0x00, 0x00, 0x7e, 0x00, 0x00, 0x00, 0x59, 0x00, 0x00, 0x04, 0x46, 0x8e, 0x20, 0x00, 0x00, // ...~...Y...F. ..
0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x5a, 0x00, 0x00, 0x03, 0x00, 0x60, 0x10, 0x00, 0x00, // .......Z....`...
0x00, 0x00, 0x00, 0x58, 0x18, 0x00, 0x04, 0x00, 0x70, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x55, // ...X....p......U
0x55, 0x00, 0x00, 0x62, 0x10, 0x00, 0x03, 0x32, 0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x65, // U..b...2.......e
0x00, 0x00, 0x03, 0xf2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x02, 0x01, // .... ......h....
0x00, 0x00, 0x00, 0x48, 0x00, 0x00, 0x0c, 0xf2, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, // ...H...........F
0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x46, 0x7e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // .......F~.......
0x60, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0a, 0x80, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // `........ ......
0x00, 0x00, 0x00, 0x0b, 0x00, 0x00, 0x05, 0x22, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0a, // ......."........
0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0c, 0x00, 0x00, 0x05, 0x42, 0x00, 0x10, 0x00, 0x00, // ...........B....
0x00, 0x00, 0x00, 0x0a, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x09, 0x22, // ..............."
0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x2a, 0x00, 0x10, 0x80, 0x81, 0x00, 0x00, 0x00, 0x00, // .......*........
0x00, 0x00, 0x00, 0x1a, 0x00, 0x10, 0x80, 0x81, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x07, 0x42, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1a, 0x00, 0x10, 0x00, 0x00, // ...B............
0x00, 0x00, 0x00, 0x01, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3f, 0x00, 0x00, 0x00, 0x08, 0x22, // ....@.....?...."
0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1a, 0x00, 0x10, 0x80, 0x41, 0x00, 0x00, 0x00, 0x00, // ...........A....
0x00, 0x00, 0x00, 0x01, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3f, 0x00, 0x00, 0x00, 0x08, 0x52, // ....@.....?....R
0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x56, 0x05, 0x10, 0x80, 0x41, 0x00, 0x00, 0x00, 0x00, // .......V...A....
0x00, 0x00, 0x00, 0x06, 0x02, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0e, 0x00, 0x00, 0x0a, 0x22, // ..............."
0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x40, 0x00, 0x00, 0x00, 0x00, 0x80, 0x3f, 0x00, // ........@.....?.
0x00, 0x80, 0x3f, 0x00, 0x00, 0x80, 0x3f, 0x00, 0x00, 0x80, 0x3f, 0x2a, 0x00, 0x10, 0x00, 0x00, // ..?...?...?*....
0x00, 0x00, 0x00, 0x38, 0x20, 0x00, 0x07, 0x12, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1a, // ...8 ...........
0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0a, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x32, // ...............2
0x00, 0x00, 0x09, 0x22, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0a, 0x00, 0x10, 0x00, 0x00, // ..."............
0x00, 0x00, 0x00, 0x01, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0xc0, 0x01, 0x40, 0x00, 0x00, 0x00, // ....@.......@...
0x00, 0x40, 0x40, 0x38, 0x00, 0x00, 0x07, 0x12, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0a, // .@@8............
0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0a, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x38, // ...............8
0x00, 0x00, 0x07, 0x12, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0a, 0x00, 0x10, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x1a, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x33, 0x00, 0x00, 0x0a, 0xf2, // ...........3....
0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x06, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, // ...............
0x40, 0x00, 0x00, 0x00, 0x00, 0x80, 0x3f, 0x00, 0x00, 0x80, 0x3f, 0x00, 0x00, 0x80, 0x3f, 0x00, // @.....?...?...?.
0x00, 0x80, 0x3f, 0x3e, 0x00, 0x00, 0x01, 0x00, 0x00, 0x10, 0x00, // ..?>.......
};
static const uint8_t fs_texture_sdf_mtl[979] =
static const uint8_t fs_texture_sdf_mtl[1014] =
{
0x46, 0x53, 0x48, 0x06, 0x01, 0x83, 0xf2, 0xe1, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xc0, 0x03, // FSH.............
0x00, 0x00, 0x75, 0x73, 0x69, 0x6e, 0x67, 0x20, 0x6e, 0x61, 0x6d, 0x65, 0x73, 0x70, 0x61, 0x63, // ..using namespac
0x65, 0x20, 0x6d, 0x65, 0x74, 0x61, 0x6c, 0x3b, 0x0a, 0x73, 0x74, 0x72, 0x75, 0x63, 0x74, 0x20, // e metal;.struct
0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x49, 0x6e, 0x70, // xlatMtlShaderInp
0x75, 0x74, 0x20, 0x7b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x33, 0x20, 0x76, 0x5f, // ut {. float3 v_
0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x3b, 0x0a, 0x7d, 0x3b, 0x0a, 0x73, 0x74, // texcoord0;.};.st
0x72, 0x75, 0x63, 0x74, 0x20, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, // ruct xlatMtlShad
0x65, 0x72, 0x4f, 0x75, 0x74, 0x70, 0x75, 0x74, 0x20, 0x7b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, // erOutput {. flo
0x61, 0x74, 0x34, 0x20, 0x67, 0x6c, 0x5f, 0x46, 0x72, 0x61, 0x67, 0x43, 0x6f, 0x6c, 0x6f, 0x72, // at4 gl_FragColor
0x3b, 0x0a, 0x7d, 0x3b, 0x0a, 0x73, 0x74, 0x72, 0x75, 0x63, 0x74, 0x20, 0x78, 0x6c, 0x61, 0x74, // ;.};.struct xlat
0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x55, 0x6e, 0x69, 0x66, 0x6f, 0x72, 0x6d, // MtlShaderUniform
0x20, 0x7b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x34, 0x20, 0x75, 0x5f, 0x70, 0x61, // {. float4 u_pa
0x72, 0x61, 0x6d, 0x73, 0x3b, 0x0a, 0x7d, 0x3b, 0x0a, 0x66, 0x72, 0x61, 0x67, 0x6d, 0x65, 0x6e, // rams;.};.fragmen
0x74, 0x20, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x4f, // t xlatMtlShaderO
0x75, 0x74, 0x70, 0x75, 0x74, 0x20, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x4d, 0x61, 0x69, // utput xlatMtlMai
0x6e, 0x20, 0x28, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, // n (xlatMtlShader
0x49, 0x6e, 0x70, 0x75, 0x74, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x69, 0x20, 0x5b, 0x5b, 0x73, // Input _mtl_i [[s
0x74, 0x61, 0x67, 0x65, 0x5f, 0x69, 0x6e, 0x5d, 0x5d, 0x2c, 0x20, 0x63, 0x6f, 0x6e, 0x73, 0x74, // tage_in]], const
0x61, 0x6e, 0x74, 0x20, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, // ant xlatMtlShade
0x72, 0x55, 0x6e, 0x69, 0x66, 0x6f, 0x72, 0x6d, 0x26, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x75, // rUniform& _mtl_u
0x20, 0x5b, 0x5b, 0x62, 0x75, 0x66, 0x66, 0x65, 0x72, 0x28, 0x30, 0x29, 0x5d, 0x5d, 0x0a, 0x20, // [[buffer(0)]].
0x20, 0x2c, 0x20, 0x20, 0x20, 0x74, 0x65, 0x78, 0x74, 0x75, 0x72, 0x65, 0x32, 0x64, 0x3c, 0x66, // , texture2d<f
0x6c, 0x6f, 0x61, 0x74, 0x3e, 0x20, 0x73, 0x5f, 0x74, 0x65, 0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, // loat> s_texColor
0x20, 0x5b, 0x5b, 0x74, 0x65, 0x78, 0x74, 0x75, 0x72, 0x65, 0x28, 0x30, 0x29, 0x5d, 0x5d, 0x2c, // [[texture(0)]],
0x20, 0x73, 0x61, 0x6d, 0x70, 0x6c, 0x65, 0x72, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x73, 0x6d, 0x70, // sampler _mtlsmp
0x5f, 0x73, 0x5f, 0x74, 0x65, 0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x20, 0x5b, 0x5b, 0x73, 0x61, // _s_texColor [[sa
0x6d, 0x70, 0x6c, 0x65, 0x72, 0x28, 0x30, 0x29, 0x5d, 0x5d, 0x29, 0x0a, 0x7b, 0x0a, 0x20, 0x20, // mpler(0)]]).{.
0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x4f, 0x75, 0x74, // xlatMtlShaderOut
0x70, 0x75, 0x74, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x6f, 0x3b, 0x0a, 0x20, 0x20, 0x66, 0x6c, // put _mtl_o;. fl
0x6f, 0x61, 0x74, 0x34, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x20, 0x3d, 0x20, // oat4 tmpvar_1 =
0x30, 0x3b, 0x0a, 0x20, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x20, 0x3d, 0x20, // 0;. tmpvar_1 =
0x73, 0x5f, 0x74, 0x65, 0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x2e, 0x73, 0x61, 0x6d, 0x70, 0x6c, // s_texColor.sampl
0x65, 0x28, 0x5f, 0x6d, 0x74, 0x6c, 0x73, 0x6d, 0x70, 0x5f, 0x73, 0x5f, 0x74, 0x65, 0x78, 0x43, // e(_mtlsmp_s_texC
0x6f, 0x6c, 0x6f, 0x72, 0x2c, 0x20, 0x28, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x32, 0x29, 0x28, 0x5f, // olor, (float2)(_
0x6d, 0x74, 0x6c, 0x5f, 0x69, 0x2e, 0x76, 0x5f, 0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, // mtl_i.v_texcoord
0x30, 0x2e, 0x78, 0x79, 0x29, 0x2c, 0x20, 0x6c, 0x65, 0x76, 0x65, 0x6c, 0x28, 0x5f, 0x6d, 0x74, // 0.xy), level(_mt
0x6c, 0x5f, 0x75, 0x2e, 0x75, 0x5f, 0x70, 0x61, 0x72, 0x61, 0x6d, 0x73, 0x2e, 0x78, 0x29, 0x29, // l_u.u_params.x))
0x3b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, // ;. float tmpvar
0x5f, 0x32, 0x20, 0x3d, 0x20, 0x30, 0x3b, 0x0a, 0x20, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, // _2 = 0;. tmpvar
0x5f, 0x32, 0x20, 0x3d, 0x20, 0x28, 0x61, 0x62, 0x73, 0x28, 0x64, 0x66, 0x64, 0x78, 0x28, 0x74, // _2 = (abs(dfdx(t
0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x2e, 0x78, 0x29, 0x29, 0x20, 0x2b, 0x20, 0x61, 0x62, // mpvar_1.x)) + ab
0x73, 0x28, 0x64, 0x66, 0x64, 0x79, 0x28, 0x2d, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, // s(dfdy(-tmpvar_1
0x2e, 0x78, 0x29, 0x29, 0x29, 0x3b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x20, 0x65, // .x)));. float e
0x64, 0x67, 0x65, 0x30, 0x5f, 0x33, 0x20, 0x3d, 0x20, 0x30, 0x3b, 0x0a, 0x20, 0x20, 0x65, 0x64, // dge0_3 = 0;. ed
0x67, 0x65, 0x30, 0x5f, 0x33, 0x20, 0x3d, 0x20, 0x28, 0x30, 0x2e, 0x35, 0x20, 0x2d, 0x20, 0x74, // ge0_3 = (0.5 - t
0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x32, 0x29, 0x3b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, // mpvar_2);. floa
0x74, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x34, 0x20, 0x3d, 0x20, 0x30, 0x3b, 0x0a, // t tmpvar_4 = 0;.
0x20, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x34, 0x20, 0x3d, 0x20, 0x63, 0x6c, 0x61, // tmpvar_4 = cla
0x6d, 0x70, 0x20, 0x28, 0x28, 0x28, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x2e, 0x78, // mp (((tmpvar_1.x
0x20, 0x2d, 0x20, 0x65, 0x64, 0x67, 0x65, 0x30, 0x5f, 0x33, 0x29, 0x20, 0x2f, 0x20, 0x28, 0x0a, // - edge0_3) / (.
0x20, 0x20, 0x20, 0x20, 0x28, 0x30, 0x2e, 0x35, 0x20, 0x2b, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, // (0.5 + tmpva
0x72, 0x5f, 0x32, 0x29, 0x0a, 0x20, 0x20, 0x20, 0x2d, 0x20, 0x65, 0x64, 0x67, 0x65, 0x30, 0x5f, // r_2). - edge0_
0x33, 0x29, 0x29, 0x2c, 0x20, 0x30, 0x2e, 0x30, 0x2c, 0x20, 0x31, 0x2e, 0x30, 0x29, 0x3b, 0x0a, // 3)), 0.0, 1.0);.
0x20, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x6f, 0x2e, 0x67, 0x6c, 0x5f, 0x46, 0x72, 0x61, 0x67, // _mtl_o.gl_Frag
0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x20, 0x3d, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x34, 0x28, 0x63, // Color = float4(c
0x6c, 0x61, 0x6d, 0x70, 0x20, 0x28, 0x28, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x34, 0x20, // lamp ((tmpvar_4
0x2a, 0x20, 0x28, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x34, 0x20, 0x2a, 0x20, 0x0a, 0x20, // * (tmpvar_4 * .
0x20, 0x20, 0x20, 0x28, 0x33, 0x2e, 0x30, 0x20, 0x2d, 0x20, 0x28, 0x32, 0x2e, 0x30, 0x20, 0x2a, // (3.0 - (2.0 *
0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x34, 0x29, 0x29, 0x0a, 0x20, 0x20, 0x29, 0x29, // tmpvar_4)). ))
0x2c, 0x20, 0x30, 0x2e, 0x30, 0x2c, 0x20, 0x31, 0x2e, 0x30, 0x29, 0x29, 0x3b, 0x0a, 0x20, 0x20, // , 0.0, 1.0));.
0x72, 0x65, 0x74, 0x75, 0x72, 0x6e, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x6f, 0x3b, 0x0a, 0x7d, // return _mtl_o;.}
0x0a, 0x0a, 0x00, // ...
0x46, 0x53, 0x48, 0x06, 0x01, 0x83, 0xf2, 0xe1, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x09, 0x75, // FSH............u
0x5f, 0x70, 0x61, 0x72, 0x61, 0x6d, 0x73, 0x30, 0x02, 0x01, 0x00, 0x00, 0x01, 0x00, 0x0a, 0x73, // _params0.......s
0x5f, 0x74, 0x65, 0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x00, 0x01, 0x00, 0x00, 0x01, 0x00, 0xc2, // _texColor.......
0x03, 0x00, 0x00, 0x75, 0x73, 0x69, 0x6e, 0x67, 0x20, 0x6e, 0x61, 0x6d, 0x65, 0x73, 0x70, 0x61, // ...using namespa
0x63, 0x65, 0x20, 0x6d, 0x65, 0x74, 0x61, 0x6c, 0x3b, 0x0a, 0x73, 0x74, 0x72, 0x75, 0x63, 0x74, // ce metal;.struct
0x20, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x49, 0x6e, // xlatMtlShaderIn
0x70, 0x75, 0x74, 0x20, 0x7b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x33, 0x20, 0x76, // put {. float3 v
0x5f, 0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x3b, 0x0a, 0x7d, 0x3b, 0x0a, 0x73, // _texcoord0;.};.s
0x74, 0x72, 0x75, 0x63, 0x74, 0x20, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, // truct xlatMtlSha
0x64, 0x65, 0x72, 0x4f, 0x75, 0x74, 0x70, 0x75, 0x74, 0x20, 0x7b, 0x0a, 0x20, 0x20, 0x66, 0x6c, // derOutput {. fl
0x6f, 0x61, 0x74, 0x34, 0x20, 0x67, 0x6c, 0x5f, 0x46, 0x72, 0x61, 0x67, 0x43, 0x6f, 0x6c, 0x6f, // oat4 gl_FragColo
0x72, 0x3b, 0x0a, 0x7d, 0x3b, 0x0a, 0x73, 0x74, 0x72, 0x75, 0x63, 0x74, 0x20, 0x78, 0x6c, 0x61, // r;.};.struct xla
0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x55, 0x6e, 0x69, 0x66, 0x6f, 0x72, // tMtlShaderUnifor
0x6d, 0x20, 0x7b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x34, 0x20, 0x75, 0x5f, 0x70, // m {. float4 u_p
0x61, 0x72, 0x61, 0x6d, 0x73, 0x30, 0x3b, 0x0a, 0x7d, 0x3b, 0x0a, 0x66, 0x72, 0x61, 0x67, 0x6d, // arams0;.};.fragm
0x65, 0x6e, 0x74, 0x20, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, // ent xlatMtlShade
0x72, 0x4f, 0x75, 0x74, 0x70, 0x75, 0x74, 0x20, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x4d, // rOutput xlatMtlM
0x61, 0x69, 0x6e, 0x20, 0x28, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, // ain (xlatMtlShad
0x65, 0x72, 0x49, 0x6e, 0x70, 0x75, 0x74, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x69, 0x20, 0x5b, // erInput _mtl_i [
0x5b, 0x73, 0x74, 0x61, 0x67, 0x65, 0x5f, 0x69, 0x6e, 0x5d, 0x5d, 0x2c, 0x20, 0x63, 0x6f, 0x6e, // [stage_in]], con
0x73, 0x74, 0x61, 0x6e, 0x74, 0x20, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, // stant xlatMtlSha
0x64, 0x65, 0x72, 0x55, 0x6e, 0x69, 0x66, 0x6f, 0x72, 0x6d, 0x26, 0x20, 0x5f, 0x6d, 0x74, 0x6c, // derUniform& _mtl
0x5f, 0x75, 0x20, 0x5b, 0x5b, 0x62, 0x75, 0x66, 0x66, 0x65, 0x72, 0x28, 0x30, 0x29, 0x5d, 0x5d, // _u [[buffer(0)]]
0x0a, 0x20, 0x20, 0x2c, 0x20, 0x20, 0x20, 0x74, 0x65, 0x78, 0x74, 0x75, 0x72, 0x65, 0x32, 0x64, // . , texture2d
0x3c, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x3e, 0x20, 0x73, 0x5f, 0x74, 0x65, 0x78, 0x43, 0x6f, 0x6c, // <float> s_texCol
0x6f, 0x72, 0x20, 0x5b, 0x5b, 0x74, 0x65, 0x78, 0x74, 0x75, 0x72, 0x65, 0x28, 0x30, 0x29, 0x5d, // or [[texture(0)]
0x5d, 0x2c, 0x20, 0x73, 0x61, 0x6d, 0x70, 0x6c, 0x65, 0x72, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x73, // ], sampler _mtls
0x6d, 0x70, 0x5f, 0x73, 0x5f, 0x74, 0x65, 0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x20, 0x5b, 0x5b, // mp_s_texColor [[
0x73, 0x61, 0x6d, 0x70, 0x6c, 0x65, 0x72, 0x28, 0x30, 0x29, 0x5d, 0x5d, 0x29, 0x0a, 0x7b, 0x0a, // sampler(0)]]).{.
0x20, 0x20, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x4f, // xlatMtlShaderO
0x75, 0x74, 0x70, 0x75, 0x74, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x6f, 0x3b, 0x0a, 0x20, 0x20, // utput _mtl_o;.
0x66, 0x6c, 0x6f, 0x61, 0x74, 0x34, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x20, // float4 tmpvar_1
0x3d, 0x20, 0x30, 0x3b, 0x0a, 0x20, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x20, // = 0;. tmpvar_1
0x3d, 0x20, 0x73, 0x5f, 0x74, 0x65, 0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x2e, 0x73, 0x61, 0x6d, // = s_texColor.sam
0x70, 0x6c, 0x65, 0x28, 0x5f, 0x6d, 0x74, 0x6c, 0x73, 0x6d, 0x70, 0x5f, 0x73, 0x5f, 0x74, 0x65, // ple(_mtlsmp_s_te
0x78, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x2c, 0x20, 0x28, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x32, 0x29, // xColor, (float2)
0x28, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x69, 0x2e, 0x76, 0x5f, 0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, // (_mtl_i.v_texcoo
0x72, 0x64, 0x30, 0x2e, 0x78, 0x79, 0x29, 0x2c, 0x20, 0x6c, 0x65, 0x76, 0x65, 0x6c, 0x28, 0x5f, // rd0.xy), level(_
0x6d, 0x74, 0x6c, 0x5f, 0x75, 0x2e, 0x75, 0x5f, 0x70, 0x61, 0x72, 0x61, 0x6d, 0x73, 0x30, 0x2e, // mtl_u.u_params0.
0x78, 0x29, 0x29, 0x3b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x20, 0x74, 0x6d, 0x70, // x));. float tmp
0x76, 0x61, 0x72, 0x5f, 0x32, 0x20, 0x3d, 0x20, 0x30, 0x3b, 0x0a, 0x20, 0x20, 0x74, 0x6d, 0x70, // var_2 = 0;. tmp
0x76, 0x61, 0x72, 0x5f, 0x32, 0x20, 0x3d, 0x20, 0x28, 0x61, 0x62, 0x73, 0x28, 0x64, 0x66, 0x64, // var_2 = (abs(dfd
0x78, 0x28, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x2e, 0x78, 0x29, 0x29, 0x20, 0x2b, // x(tmpvar_1.x)) +
0x20, 0x61, 0x62, 0x73, 0x28, 0x64, 0x66, 0x64, 0x79, 0x28, 0x2d, 0x74, 0x6d, 0x70, 0x76, 0x61, // abs(dfdy(-tmpva
0x72, 0x5f, 0x31, 0x2e, 0x78, 0x29, 0x29, 0x29, 0x3b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, // r_1.x)));. floa
0x74, 0x20, 0x65, 0x64, 0x67, 0x65, 0x30, 0x5f, 0x33, 0x20, 0x3d, 0x20, 0x30, 0x3b, 0x0a, 0x20, // t edge0_3 = 0;.
0x20, 0x65, 0x64, 0x67, 0x65, 0x30, 0x5f, 0x33, 0x20, 0x3d, 0x20, 0x28, 0x30, 0x2e, 0x35, 0x20, // edge0_3 = (0.5
0x2d, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x32, 0x29, 0x3b, 0x0a, 0x20, 0x20, 0x66, // - tmpvar_2);. f
0x6c, 0x6f, 0x61, 0x74, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x34, 0x20, 0x3d, 0x20, // loat tmpvar_4 =
0x30, 0x3b, 0x0a, 0x20, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x34, 0x20, 0x3d, 0x20, // 0;. tmpvar_4 =
0x63, 0x6c, 0x61, 0x6d, 0x70, 0x20, 0x28, 0x28, 0x28, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, // clamp (((tmpvar_
0x31, 0x2e, 0x78, 0x20, 0x2d, 0x20, 0x65, 0x64, 0x67, 0x65, 0x30, 0x5f, 0x33, 0x29, 0x20, 0x2f, // 1.x - edge0_3) /
0x20, 0x28, 0x0a, 0x20, 0x20, 0x20, 0x20, 0x28, 0x30, 0x2e, 0x35, 0x20, 0x2b, 0x20, 0x74, 0x6d, // (. (0.5 + tm
0x70, 0x76, 0x61, 0x72, 0x5f, 0x32, 0x29, 0x0a, 0x20, 0x20, 0x20, 0x2d, 0x20, 0x65, 0x64, 0x67, // pvar_2). - edg
0x65, 0x30, 0x5f, 0x33, 0x29, 0x29, 0x2c, 0x20, 0x30, 0x2e, 0x30, 0x2c, 0x20, 0x31, 0x2e, 0x30, // e0_3)), 0.0, 1.0
0x29, 0x3b, 0x0a, 0x20, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x6f, 0x2e, 0x67, 0x6c, 0x5f, 0x46, // );. _mtl_o.gl_F
0x72, 0x61, 0x67, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x20, 0x3d, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, // ragColor = float
0x34, 0x28, 0x63, 0x6c, 0x61, 0x6d, 0x70, 0x20, 0x28, 0x28, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, // 4(clamp ((tmpvar
0x5f, 0x34, 0x20, 0x2a, 0x20, 0x28, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x34, 0x20, 0x2a, // _4 * (tmpvar_4 *
0x20, 0x0a, 0x20, 0x20, 0x20, 0x20, 0x28, 0x33, 0x2e, 0x30, 0x20, 0x2d, 0x20, 0x28, 0x32, 0x2e, // . (3.0 - (2.
0x30, 0x20, 0x2a, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x34, 0x29, 0x29, 0x0a, 0x20, // 0 * tmpvar_4)).
0x20, 0x29, 0x29, 0x2c, 0x20, 0x30, 0x2e, 0x30, 0x2c, 0x20, 0x31, 0x2e, 0x30, 0x29, 0x29, 0x3b, // )), 0.0, 1.0));
0x0a, 0x20, 0x20, 0x72, 0x65, 0x74, 0x75, 0x72, 0x6e, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x6f, // . return _mtl_o
0x3b, 0x0a, 0x7d, 0x0a, 0x0a, 0x00, // ;.}...
};
extern const uint8_t* fs_texture_sdf_pssl;
extern const uint32_t fs_texture_sdf_pssl_size;

View File

@ -114,6 +114,18 @@ struct Geometry
};
};
struct Output
{
enum Enum
{
sRGB,
scRGB,
HDR10,
Count
};
};
static const InputBinding s_bindingApp[] =
{
{ entry::Key::KeyQ, entry::Modifier::None, 1, NULL, "exit" },
@ -217,6 +229,7 @@ struct View
{
View()
: m_cubeMapGeo(Geometry::Quad)
, m_outputFormat(Output::sRGB)
, m_fileIndex(0)
, m_scaleFn(0)
, m_mip(0)
@ -586,6 +599,46 @@ struct View
m_cubeMapGeo = Geometry::Enum( (m_cubeMapGeo + 1) % Geometry::Count);
}
}
else if (0 == bx::strCmp(_argv[1], "output") )
{
Output::Enum outputPrev = m_outputFormat;
if (_argc >= 3)
{
if (0 == bx::strCmp(_argv[2], "srgb") )
{
m_outputFormat = Output::sRGB;
}
else if (0 == bx::strCmp(_argv[2], "scrgb") )
{
m_outputFormat = Output::scRGB;
}
else if (0 == bx::strCmp(_argv[2], "hdr10") )
{
m_outputFormat = Output::HDR10;
}
}
else
{
m_outputFormat = Output::Enum( (m_outputFormat + 1) % Output::Count);
}
if (outputPrev != m_outputFormat)
{
bgfx::TextureFormat::Enum format = bgfx::TextureFormat::RGBA8;
uint32_t formatFlag = 0;
if (Output::scRGB == m_outputFormat)
{
format = bgfx::TextureFormat::RGBA16F;
}
else if (Output::HDR10 == m_outputFormat)
{
format = bgfx::TextureFormat::RGB10A2;
formatFlag = BGFX_RESET_HDR10;
}
bgfx::reset(m_width, m_height, BGFX_RESET_VSYNC | formatFlag, format);
}
}
else if (0 == bx::strCmp(_argv[1], "help") )
{
m_help ^= true;
@ -748,6 +801,7 @@ struct View
bgfx::TextureInfo m_textureInfo;
Geometry::Enum m_cubeMapGeo;
Output::Enum m_outputFormat;
uint32_t m_fileIndex;
uint32_t m_scaleFn;
uint32_t m_mip;
@ -1217,7 +1271,8 @@ int _main_(int _argc, char** _argv)
bgfx::UniformHandle s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
bgfx::UniformHandle u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Mat4);
bgfx::UniformHandle u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4);
bgfx::UniformHandle u_params0 = bgfx::createUniform("u_params0", bgfx::UniformType::Vec4);
bgfx::UniformHandle u_params1 = bgfx::createUniform("u_params1", bgfx::UniformType::Vec4);
bgfx::ShaderHandle vsTexture = bgfx::createEmbeddedShader(s_embeddedShaders, type, "vs_texture");
bgfx::ShaderHandle fsTexture = bgfx::createEmbeddedShader(s_embeddedShaders, type, "fs_texture");
@ -1440,6 +1495,31 @@ int _main_(int _argc, char** _argv)
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Output") )
{
const bool hdrCap = (bgfx::getCaps()->supported & BGFX_CAPS_HDR10);
if (ImGui::MenuItem("sRGB", NULL, Output::sRGB == view.m_outputFormat) )
{
cmdExec("view output srgb");
}
if (hdrCap)
{
if (ImGui::MenuItem("scRGB", NULL, Output::scRGB == view.m_outputFormat) )
{
cmdExec("view output scrgb");
}
if (ImGui::MenuItem("HDR10", NULL, Output::HDR10 == view.m_outputFormat) )
{
cmdExec("view output hdr10");
}
}
ImGui::EndMenu();
}
bool sdf = view.m_sdf;
if (ImGui::MenuItem("SDF", NULL, &sdf) )
{
@ -2023,7 +2103,10 @@ int _main_(int _argc, char** _argv)
params[1] = layer.getValue()/float(bx::max(1, view.m_textureInfo.depth >> view.m_mip) );
}
bgfx::setUniform(u_params, params);
bgfx::setUniform(u_params0, params);
float params1[4] = { float(view.m_outputFormat), 80.0f, 0.0, 0.0f };
bgfx::setUniform(u_params1, params1);
const uint32_t textureFlags = 0
| BGFX_SAMPLER_U_CLAMP
@ -2103,7 +2186,8 @@ int _main_(int _argc, char** _argv)
bgfx::destroy(checkerBoard);
bgfx::destroy(s_texColor);
bgfx::destroy(u_mtx);
bgfx::destroy(u_params);
bgfx::destroy(u_params0);
bgfx::destroy(u_params1);
bgfx::destroy(textureProgram);
bgfx::destroy(textureArrayProgram);
bgfx::destroy(textureCubeProgram);

View File

@ -1,36 +1,39 @@
static const uint8_t vs_texture_glsl[396] =
static const uint8_t vs_texture_glsl[438] =
{
0x56, 0x53, 0x48, 0x06, 0x00, 0x00, 0x00, 0x00, 0x01, 0x83, 0xf2, 0xe1, 0x01, 0x00, 0x0f, 0x75, // VSH............u
0x5f, 0x6d, 0x6f, 0x64, 0x65, 0x6c, 0x56, 0x69, 0x65, 0x77, 0x50, 0x72, 0x6f, 0x6a, 0x04, 0x01, // _modelViewProj..
0x00, 0x00, 0x01, 0x00, 0x63, 0x01, 0x00, 0x00, 0x61, 0x74, 0x74, 0x72, 0x69, 0x62, 0x75, 0x74, // ....c...attribut
0x65, 0x20, 0x76, 0x65, 0x63, 0x34, 0x20, 0x61, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x3b, // e vec4 a_color0;
0x0a, 0x61, 0x74, 0x74, 0x72, 0x69, 0x62, 0x75, 0x74, 0x65, 0x20, 0x76, 0x65, 0x63, 0x33, 0x20, // .attribute vec3
0x61, 0x5f, 0x70, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x3b, 0x0a, 0x61, 0x74, 0x74, 0x72, // a_position;.attr
0x69, 0x62, 0x75, 0x74, 0x65, 0x20, 0x76, 0x65, 0x63, 0x33, 0x20, 0x61, 0x5f, 0x74, 0x65, 0x78, // ibute vec3 a_tex
0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x3b, 0x0a, 0x76, 0x61, 0x72, 0x79, 0x69, 0x6e, 0x67, 0x20, // coord0;.varying
0x76, 0x65, 0x63, 0x34, 0x20, 0x76, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x76, // vec4 v_color0;.v
0x61, 0x72, 0x79, 0x69, 0x6e, 0x67, 0x20, 0x76, 0x65, 0x63, 0x33, 0x20, 0x76, 0x5f, 0x74, 0x65, // arying vec3 v_te
0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x3b, 0x0a, 0x75, 0x6e, 0x69, 0x66, 0x6f, 0x72, 0x6d, // xcoord0;.uniform
0x20, 0x6d, 0x61, 0x74, 0x34, 0x20, 0x75, 0x5f, 0x6d, 0x6f, 0x64, 0x65, 0x6c, 0x56, 0x69, 0x65, // mat4 u_modelVie
0x77, 0x50, 0x72, 0x6f, 0x6a, 0x3b, 0x0a, 0x76, 0x6f, 0x69, 0x64, 0x20, 0x6d, 0x61, 0x69, 0x6e, // wProj;.void main
0x20, 0x28, 0x29, 0x0a, 0x7b, 0x0a, 0x20, 0x20, 0x76, 0x65, 0x63, 0x34, 0x20, 0x74, 0x6d, 0x70, // ().{. vec4 tmp
0x76, 0x61, 0x72, 0x5f, 0x31, 0x3b, 0x0a, 0x20, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, // var_1;. tmpvar_
0x31, 0x2e, 0x7a, 0x77, 0x20, 0x3d, 0x20, 0x76, 0x65, 0x63, 0x32, 0x28, 0x30, 0x2e, 0x30, 0x2c, // 1.zw = vec2(0.0,
0x20, 0x31, 0x2e, 0x30, 0x29, 0x3b, 0x0a, 0x20, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, // 1.0);. tmpvar_
0x31, 0x2e, 0x78, 0x79, 0x20, 0x3d, 0x20, 0x61, 0x5f, 0x70, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, // 1.xy = a_positio
0x6e, 0x2e, 0x78, 0x79, 0x3b, 0x0a, 0x20, 0x20, 0x67, 0x6c, 0x5f, 0x50, 0x6f, 0x73, 0x69, 0x74, // n.xy;. gl_Posit
0x69, 0x6f, 0x6e, 0x20, 0x3d, 0x20, 0x28, 0x75, 0x5f, 0x6d, 0x6f, 0x64, 0x65, 0x6c, 0x56, 0x69, // ion = (u_modelVi
0x65, 0x77, 0x50, 0x72, 0x6f, 0x6a, 0x20, 0x2a, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, // ewProj * tmpvar_
0x31, 0x29, 0x3b, 0x0a, 0x20, 0x20, 0x76, 0x5f, 0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, // 1);. v_texcoord
0x30, 0x20, 0x3d, 0x20, 0x61, 0x5f, 0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x3b, // 0 = a_texcoord0;
0x0a, 0x20, 0x20, 0x76, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x20, 0x3d, 0x20, 0x61, 0x5f, // . v_color0 = a_
0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x7d, 0x0a, 0x0a, 0x00, // color0;.}...
0x00, 0x00, 0x01, 0x00, 0x8d, 0x01, 0x00, 0x00, 0x61, 0x74, 0x74, 0x72, 0x69, 0x62, 0x75, 0x74, // ........attribut
0x65, 0x20, 0x68, 0x69, 0x67, 0x68, 0x70, 0x20, 0x76, 0x65, 0x63, 0x34, 0x20, 0x61, 0x5f, 0x63, // e highp vec4 a_c
0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x61, 0x74, 0x74, 0x72, 0x69, 0x62, 0x75, 0x74, 0x65, // olor0;.attribute
0x20, 0x68, 0x69, 0x67, 0x68, 0x70, 0x20, 0x76, 0x65, 0x63, 0x33, 0x20, 0x61, 0x5f, 0x70, 0x6f, // highp vec3 a_po
0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x3b, 0x0a, 0x61, 0x74, 0x74, 0x72, 0x69, 0x62, 0x75, 0x74, // sition;.attribut
0x65, 0x20, 0x68, 0x69, 0x67, 0x68, 0x70, 0x20, 0x76, 0x65, 0x63, 0x33, 0x20, 0x61, 0x5f, 0x74, // e highp vec3 a_t
0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x3b, 0x0a, 0x76, 0x61, 0x72, 0x79, 0x69, 0x6e, // excoord0;.varyin
0x67, 0x20, 0x68, 0x69, 0x67, 0x68, 0x70, 0x20, 0x76, 0x65, 0x63, 0x34, 0x20, 0x76, 0x5f, 0x63, // g highp vec4 v_c
0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x76, 0x61, 0x72, 0x79, 0x69, 0x6e, 0x67, 0x20, 0x68, // olor0;.varying h
0x69, 0x67, 0x68, 0x70, 0x20, 0x76, 0x65, 0x63, 0x33, 0x20, 0x76, 0x5f, 0x74, 0x65, 0x78, 0x63, // ighp vec3 v_texc
0x6f, 0x6f, 0x72, 0x64, 0x30, 0x3b, 0x0a, 0x75, 0x6e, 0x69, 0x66, 0x6f, 0x72, 0x6d, 0x20, 0x68, // oord0;.uniform h
0x69, 0x67, 0x68, 0x70, 0x20, 0x6d, 0x61, 0x74, 0x34, 0x20, 0x75, 0x5f, 0x6d, 0x6f, 0x64, 0x65, // ighp mat4 u_mode
0x6c, 0x56, 0x69, 0x65, 0x77, 0x50, 0x72, 0x6f, 0x6a, 0x3b, 0x0a, 0x76, 0x6f, 0x69, 0x64, 0x20, // lViewProj;.void
0x6d, 0x61, 0x69, 0x6e, 0x20, 0x28, 0x29, 0x0a, 0x7b, 0x0a, 0x20, 0x20, 0x68, 0x69, 0x67, 0x68, // main ().{. high
0x70, 0x20, 0x76, 0x65, 0x63, 0x34, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x3b, // p vec4 tmpvar_1;
0x0a, 0x20, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x2e, 0x7a, 0x77, 0x20, 0x3d, // . tmpvar_1.zw =
0x20, 0x76, 0x65, 0x63, 0x32, 0x28, 0x30, 0x2e, 0x30, 0x2c, 0x20, 0x31, 0x2e, 0x30, 0x29, 0x3b, // vec2(0.0, 1.0);
0x0a, 0x20, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x2e, 0x78, 0x79, 0x20, 0x3d, // . tmpvar_1.xy =
0x20, 0x61, 0x5f, 0x70, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x2e, 0x78, 0x79, 0x3b, 0x0a, // a_position.xy;.
0x20, 0x20, 0x67, 0x6c, 0x5f, 0x50, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x20, 0x3d, 0x20, // gl_Position =
0x28, 0x75, 0x5f, 0x6d, 0x6f, 0x64, 0x65, 0x6c, 0x56, 0x69, 0x65, 0x77, 0x50, 0x72, 0x6f, 0x6a, // (u_modelViewProj
0x20, 0x2a, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x29, 0x3b, 0x0a, 0x20, 0x20, // * tmpvar_1);.
0x76, 0x5f, 0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x20, 0x3d, 0x20, 0x61, 0x5f, // v_texcoord0 = a_
0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x3b, 0x0a, 0x20, 0x20, 0x76, 0x5f, 0x63, // texcoord0;. v_c
0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x20, 0x3d, 0x20, 0x61, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, // olor0 = a_color0
0x3b, 0x0a, 0x7d, 0x0a, 0x0a, 0x00, // ;.}...
};
static const uint8_t vs_texture_spv[1266] =
static const uint8_t vs_texture_spv[1282] =
{
0x56, 0x53, 0x48, 0x06, 0x00, 0x00, 0x00, 0x00, 0x01, 0x83, 0xf2, 0xe1, 0x01, 0x00, 0x0f, 0x75, // VSH............u
0x5f, 0x6d, 0x6f, 0x64, 0x65, 0x6c, 0x56, 0x69, 0x65, 0x77, 0x50, 0x72, 0x6f, 0x6a, 0x04, 0x01, // _modelViewProj..
0x00, 0x00, 0x04, 0x00, 0xc0, 0x04, 0x00, 0x00, 0x03, 0x02, 0x23, 0x07, 0x00, 0x00, 0x01, 0x00, // ..........#.....
0x00, 0x00, 0x04, 0x00, 0xd0, 0x04, 0x00, 0x00, 0x03, 0x02, 0x23, 0x07, 0x00, 0x00, 0x01, 0x00, // ..........#.....
0x07, 0x00, 0x08, 0x00, 0x9b, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x11, 0x00, 0x02, 0x00, // ................
0x01, 0x00, 0x00, 0x00, 0x0b, 0x00, 0x06, 0x00, 0x01, 0x00, 0x00, 0x00, 0x47, 0x4c, 0x53, 0x4c, // ............GLSL
0x2e, 0x73, 0x74, 0x64, 0x2e, 0x34, 0x35, 0x30, 0x00, 0x00, 0x00, 0x00, 0x0e, 0x00, 0x03, 0x00, // .std.450........
@ -59,6 +62,7 @@ static const uint8_t vs_texture_spv[1266] =
0x25, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, // %...............
0x47, 0x00, 0x03, 0x00, 0x25, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x47, 0x00, 0x04, 0x00, // G...%.......G...
0x27, 0x00, 0x00, 0x00, 0x22, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x47, 0x00, 0x04, 0x00, // '...".......G...
0x27, 0x00, 0x00, 0x00, 0x21, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x47, 0x00, 0x04, 0x00, // '...!.......G...
0x3d, 0x00, 0x00, 0x00, 0x1e, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x47, 0x00, 0x04, 0x00, // =...........G...
0x41, 0x00, 0x00, 0x00, 0x1e, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x47, 0x00, 0x04, 0x00, // A...........G...
0x44, 0x00, 0x00, 0x00, 0x1e, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x47, 0x00, 0x04, 0x00, // D...........G...
@ -173,57 +177,58 @@ static const uint8_t vs_texture_dx11[586] =
0x02, 0x00, 0x00, 0x00, 0x46, 0x12, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x3e, 0x00, 0x00, 0x01, // ....F.......>...
0x00, 0x03, 0x05, 0x00, 0x01, 0x00, 0x10, 0x00, 0x40, 0x00, // ........@.
};
static const uint8_t vs_texture_mtl[775] =
static const uint8_t vs_texture_mtl[797] =
{
0x56, 0x53, 0x48, 0x06, 0x00, 0x00, 0x00, 0x00, 0x01, 0x83, 0xf2, 0xe1, 0x00, 0x00, 0xf4, 0x02, // VSH.............
0x00, 0x00, 0x75, 0x73, 0x69, 0x6e, 0x67, 0x20, 0x6e, 0x61, 0x6d, 0x65, 0x73, 0x70, 0x61, 0x63, // ..using namespac
0x65, 0x20, 0x6d, 0x65, 0x74, 0x61, 0x6c, 0x3b, 0x0a, 0x73, 0x74, 0x72, 0x75, 0x63, 0x74, 0x20, // e metal;.struct
0x56, 0x53, 0x48, 0x06, 0x00, 0x00, 0x00, 0x00, 0x01, 0x83, 0xf2, 0xe1, 0x01, 0x00, 0x0f, 0x75, // VSH............u
0x5f, 0x6d, 0x6f, 0x64, 0x65, 0x6c, 0x56, 0x69, 0x65, 0x77, 0x50, 0x72, 0x6f, 0x6a, 0x04, 0x01, // _modelViewProj..
0x00, 0x00, 0x01, 0x00, 0xf4, 0x02, 0x00, 0x00, 0x75, 0x73, 0x69, 0x6e, 0x67, 0x20, 0x6e, 0x61, // ........using na
0x6d, 0x65, 0x73, 0x70, 0x61, 0x63, 0x65, 0x20, 0x6d, 0x65, 0x74, 0x61, 0x6c, 0x3b, 0x0a, 0x73, // mespace metal;.s
0x74, 0x72, 0x75, 0x63, 0x74, 0x20, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, // truct xlatMtlSha
0x64, 0x65, 0x72, 0x49, 0x6e, 0x70, 0x75, 0x74, 0x20, 0x7b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, // derInput {. flo
0x61, 0x74, 0x34, 0x20, 0x61, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x20, 0x5b, 0x5b, 0x61, // at4 a_color0 [[a
0x74, 0x74, 0x72, 0x69, 0x62, 0x75, 0x74, 0x65, 0x28, 0x30, 0x29, 0x5d, 0x5d, 0x3b, 0x0a, 0x20, // ttribute(0)]];.
0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x33, 0x20, 0x61, 0x5f, 0x70, 0x6f, 0x73, 0x69, 0x74, 0x69, // float3 a_positi
0x6f, 0x6e, 0x20, 0x5b, 0x5b, 0x61, 0x74, 0x74, 0x72, 0x69, 0x62, 0x75, 0x74, 0x65, 0x28, 0x31, // on [[attribute(1
0x29, 0x5d, 0x5d, 0x3b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x33, 0x20, 0x61, 0x5f, // )]];. float3 a_
0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x20, 0x5b, 0x5b, 0x61, 0x74, 0x74, 0x72, // texcoord0 [[attr
0x69, 0x62, 0x75, 0x74, 0x65, 0x28, 0x32, 0x29, 0x5d, 0x5d, 0x3b, 0x0a, 0x7d, 0x3b, 0x0a, 0x73, // ibute(2)]];.};.s
0x74, 0x72, 0x75, 0x63, 0x74, 0x20, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, // truct xlatMtlSha
0x64, 0x65, 0x72, 0x4f, 0x75, 0x74, 0x70, 0x75, 0x74, 0x20, 0x7b, 0x0a, 0x20, 0x20, 0x66, 0x6c, // derOutput {. fl
0x6f, 0x61, 0x74, 0x34, 0x20, 0x67, 0x6c, 0x5f, 0x50, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, // oat4 gl_Position
0x20, 0x5b, 0x5b, 0x70, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x5d, 0x5d, 0x3b, 0x0a, 0x20, // [[position]];.
0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x34, 0x20, 0x76, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, // float4 v_color0
0x3b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x33, 0x20, 0x76, 0x5f, 0x74, 0x65, 0x78, // ;. float3 v_tex
0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x3b, 0x0a, 0x7d, 0x3b, 0x0a, 0x73, 0x74, 0x72, 0x75, 0x63, // coord0;.};.struc
0x74, 0x20, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x55, // t xlatMtlShaderU
0x6e, 0x69, 0x66, 0x6f, 0x72, 0x6d, 0x20, 0x7b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, // niform {. float
0x34, 0x78, 0x34, 0x20, 0x75, 0x5f, 0x6d, 0x6f, 0x64, 0x65, 0x6c, 0x56, 0x69, 0x65, 0x77, 0x50, // 4x4 u_modelViewP
0x72, 0x6f, 0x6a, 0x3b, 0x0a, 0x7d, 0x3b, 0x0a, 0x76, 0x65, 0x72, 0x74, 0x65, 0x78, 0x20, 0x78, // roj;.};.vertex x
0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x4f, 0x75, 0x74, 0x70, // latMtlShaderOutp
0x75, 0x74, 0x20, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x4d, 0x61, 0x69, 0x6e, 0x20, 0x28, // ut xlatMtlMain (
0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x49, 0x6e, 0x70, // xlatMtlShaderInp
0x75, 0x74, 0x20, 0x7b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x34, 0x20, 0x61, 0x5f, // ut {. float4 a_
0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x20, 0x5b, 0x5b, 0x61, 0x74, 0x74, 0x72, 0x69, 0x62, 0x75, // color0 [[attribu
0x74, 0x65, 0x28, 0x30, 0x29, 0x5d, 0x5d, 0x3b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, // te(0)]];. float
0x33, 0x20, 0x61, 0x5f, 0x70, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x20, 0x5b, 0x5b, 0x61, // 3 a_position [[a
0x74, 0x74, 0x72, 0x69, 0x62, 0x75, 0x74, 0x65, 0x28, 0x31, 0x29, 0x5d, 0x5d, 0x3b, 0x0a, 0x20, // ttribute(1)]];.
0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x33, 0x20, 0x61, 0x5f, 0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, // float3 a_texcoo
0x72, 0x64, 0x30, 0x20, 0x5b, 0x5b, 0x61, 0x74, 0x74, 0x72, 0x69, 0x62, 0x75, 0x74, 0x65, 0x28, // rd0 [[attribute(
0x32, 0x29, 0x5d, 0x5d, 0x3b, 0x0a, 0x7d, 0x3b, 0x0a, 0x73, 0x74, 0x72, 0x75, 0x63, 0x74, 0x20, // 2)]];.};.struct
0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x4f, 0x75, 0x74, // xlatMtlShaderOut
0x70, 0x75, 0x74, 0x20, 0x7b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x34, 0x20, 0x67, // put {. float4 g
0x6c, 0x5f, 0x50, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x20, 0x5b, 0x5b, 0x70, 0x6f, 0x73, // l_Position [[pos
0x69, 0x74, 0x69, 0x6f, 0x6e, 0x5d, 0x5d, 0x3b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, // ition]];. float
0x34, 0x20, 0x76, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x20, 0x20, 0x66, 0x6c, // 4 v_color0;. fl
0x6f, 0x61, 0x74, 0x33, 0x20, 0x76, 0x5f, 0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, // oat3 v_texcoord0
0x3b, 0x0a, 0x7d, 0x3b, 0x0a, 0x73, 0x74, 0x72, 0x75, 0x63, 0x74, 0x20, 0x78, 0x6c, 0x61, 0x74, // ;.};.struct xlat
0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x55, 0x6e, 0x69, 0x66, 0x6f, 0x72, 0x6d, // MtlShaderUniform
0x20, 0x7b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x34, 0x78, 0x34, 0x20, 0x75, 0x5f, // {. float4x4 u_
0x6d, 0x6f, 0x64, 0x65, 0x6c, 0x56, 0x69, 0x65, 0x77, 0x50, 0x72, 0x6f, 0x6a, 0x3b, 0x0a, 0x7d, // modelViewProj;.}
0x3b, 0x0a, 0x76, 0x65, 0x72, 0x74, 0x65, 0x78, 0x20, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, // ;.vertex xlatMtl
0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x4f, 0x75, 0x74, 0x70, 0x75, 0x74, 0x20, 0x78, 0x6c, 0x61, // ShaderOutput xla
0x74, 0x4d, 0x74, 0x6c, 0x4d, 0x61, 0x69, 0x6e, 0x20, 0x28, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, // tMtlMain (xlatMt
0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x49, 0x6e, 0x70, 0x75, 0x74, 0x20, 0x5f, 0x6d, 0x74, // lShaderInput _mt
0x6c, 0x5f, 0x69, 0x20, 0x5b, 0x5b, 0x73, 0x74, 0x61, 0x67, 0x65, 0x5f, 0x69, 0x6e, 0x5d, 0x5d, // l_i [[stage_in]]
0x2c, 0x20, 0x63, 0x6f, 0x6e, 0x73, 0x74, 0x61, 0x6e, 0x74, 0x20, 0x78, 0x6c, 0x61, 0x74, 0x4d, // , constant xlatM
0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x55, 0x6e, 0x69, 0x66, 0x6f, 0x72, 0x6d, 0x26, // tlShaderUniform&
0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x75, 0x20, 0x5b, 0x5b, 0x62, 0x75, 0x66, 0x66, 0x65, 0x72, // _mtl_u [[buffer
0x28, 0x30, 0x29, 0x5d, 0x5d, 0x29, 0x0a, 0x7b, 0x0a, 0x20, 0x20, 0x78, 0x6c, 0x61, 0x74, 0x4d, // (0)]]).{. xlatM
0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x4f, 0x75, 0x74, 0x70, 0x75, 0x74, 0x20, 0x5f, // tlShaderOutput _
0x6d, 0x74, 0x6c, 0x5f, 0x6f, 0x3b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x34, 0x20, // mtl_o;. float4
0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x20, 0x3d, 0x20, 0x30, 0x3b, 0x0a, 0x20, 0x20, // tmpvar_1 = 0;.
0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x2e, 0x7a, 0x77, 0x20, 0x3d, 0x20, 0x66, 0x6c, // tmpvar_1.zw = fl
0x6f, 0x61, 0x74, 0x32, 0x28, 0x30, 0x2e, 0x30, 0x2c, 0x20, 0x31, 0x2e, 0x30, 0x29, 0x3b, 0x0a, // oat2(0.0, 1.0);.
0x20, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x2e, 0x78, 0x79, 0x20, 0x3d, 0x20, // tmpvar_1.xy =
0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x69, 0x2e, 0x61, 0x5f, 0x70, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, // _mtl_i.a_positio
0x6e, 0x2e, 0x78, 0x79, 0x3b, 0x0a, 0x20, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x6f, 0x2e, 0x67, // n.xy;. _mtl_o.g
0x6c, 0x5f, 0x50, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x20, 0x3d, 0x20, 0x28, 0x5f, 0x6d, // l_Position = (_m
0x74, 0x6c, 0x5f, 0x75, 0x2e, 0x75, 0x5f, 0x6d, 0x6f, 0x64, 0x65, 0x6c, 0x56, 0x69, 0x65, 0x77, // tl_u.u_modelView
0x50, 0x72, 0x6f, 0x6a, 0x20, 0x2a, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x29, // Proj * tmpvar_1)
0x3b, 0x0a, 0x20, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x6f, 0x2e, 0x76, 0x5f, 0x74, 0x65, 0x78, // ;. _mtl_o.v_tex
0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x20, 0x3d, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x69, 0x2e, // coord0 = _mtl_i.
0x61, 0x5f, 0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x3b, 0x0a, 0x20, 0x20, 0x5f, // a_texcoord0;. _
0x6d, 0x74, 0x6c, 0x5f, 0x6f, 0x2e, 0x76, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x20, 0x3d, // mtl_o.v_color0 =
0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x69, 0x2e, 0x61, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, // _mtl_i.a_color0
0x3b, 0x0a, 0x20, 0x20, 0x72, 0x65, 0x74, 0x75, 0x72, 0x6e, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, // ;. return _mtl_
0x6f, 0x3b, 0x0a, 0x7d, 0x0a, 0x0a, 0x00, // o;.}...
0x75, 0x74, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x69, 0x20, 0x5b, 0x5b, 0x73, 0x74, 0x61, 0x67, // ut _mtl_i [[stag
0x65, 0x5f, 0x69, 0x6e, 0x5d, 0x5d, 0x2c, 0x20, 0x63, 0x6f, 0x6e, 0x73, 0x74, 0x61, 0x6e, 0x74, // e_in]], constant
0x20, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x55, 0x6e, // xlatMtlShaderUn
0x69, 0x66, 0x6f, 0x72, 0x6d, 0x26, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x75, 0x20, 0x5b, 0x5b, // iform& _mtl_u [[
0x62, 0x75, 0x66, 0x66, 0x65, 0x72, 0x28, 0x30, 0x29, 0x5d, 0x5d, 0x29, 0x0a, 0x7b, 0x0a, 0x20, // buffer(0)]]).{.
0x20, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x4f, 0x75, // xlatMtlShaderOu
0x74, 0x70, 0x75, 0x74, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x6f, 0x3b, 0x0a, 0x20, 0x20, 0x66, // tput _mtl_o;. f
0x6c, 0x6f, 0x61, 0x74, 0x34, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x20, 0x3d, // loat4 tmpvar_1 =
0x20, 0x30, 0x3b, 0x0a, 0x20, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x2e, 0x7a, // 0;. tmpvar_1.z
0x77, 0x20, 0x3d, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x32, 0x28, 0x30, 0x2e, 0x30, 0x2c, 0x20, // w = float2(0.0,
0x31, 0x2e, 0x30, 0x29, 0x3b, 0x0a, 0x20, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, // 1.0);. tmpvar_1
0x2e, 0x78, 0x79, 0x20, 0x3d, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x69, 0x2e, 0x61, 0x5f, 0x70, // .xy = _mtl_i.a_p
0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x2e, 0x78, 0x79, 0x3b, 0x0a, 0x20, 0x20, 0x5f, 0x6d, // osition.xy;. _m
0x74, 0x6c, 0x5f, 0x6f, 0x2e, 0x67, 0x6c, 0x5f, 0x50, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, // tl_o.gl_Position
0x20, 0x3d, 0x20, 0x28, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x75, 0x2e, 0x75, 0x5f, 0x6d, 0x6f, 0x64, // = (_mtl_u.u_mod
0x65, 0x6c, 0x56, 0x69, 0x65, 0x77, 0x50, 0x72, 0x6f, 0x6a, 0x20, 0x2a, 0x20, 0x74, 0x6d, 0x70, // elViewProj * tmp
0x76, 0x61, 0x72, 0x5f, 0x31, 0x29, 0x3b, 0x0a, 0x20, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x6f, // var_1);. _mtl_o
0x2e, 0x76, 0x5f, 0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x20, 0x3d, 0x20, 0x5f, // .v_texcoord0 = _
0x6d, 0x74, 0x6c, 0x5f, 0x69, 0x2e, 0x61, 0x5f, 0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, // mtl_i.a_texcoord
0x30, 0x3b, 0x0a, 0x20, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x6f, 0x2e, 0x76, 0x5f, 0x63, 0x6f, // 0;. _mtl_o.v_co
0x6c, 0x6f, 0x72, 0x30, 0x20, 0x3d, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x69, 0x2e, 0x61, 0x5f, // lor0 = _mtl_i.a_
0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x20, 0x20, 0x72, 0x65, 0x74, 0x75, 0x72, 0x6e, // color0;. return
0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x6f, 0x3b, 0x0a, 0x7d, 0x0a, 0x0a, 0x00, // _mtl_o;.}...
};
extern const uint8_t* vs_texture_pssl;
extern const uint32_t vs_texture_pssl_size;

View File

@ -1,35 +1,38 @@
static const uint8_t vs_texture_cube_glsl[382] =
static const uint8_t vs_texture_cube_glsl[424] =
{
0x56, 0x53, 0x48, 0x06, 0x00, 0x00, 0x00, 0x00, 0x01, 0x83, 0xf2, 0xe1, 0x01, 0x00, 0x0f, 0x75, // VSH............u
0x5f, 0x6d, 0x6f, 0x64, 0x65, 0x6c, 0x56, 0x69, 0x65, 0x77, 0x50, 0x72, 0x6f, 0x6a, 0x04, 0x01, // _modelViewProj..
0x00, 0x00, 0x01, 0x00, 0x55, 0x01, 0x00, 0x00, 0x61, 0x74, 0x74, 0x72, 0x69, 0x62, 0x75, 0x74, // ....U...attribut
0x65, 0x20, 0x76, 0x65, 0x63, 0x34, 0x20, 0x61, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x3b, // e vec4 a_color0;
0x0a, 0x61, 0x74, 0x74, 0x72, 0x69, 0x62, 0x75, 0x74, 0x65, 0x20, 0x76, 0x65, 0x63, 0x33, 0x20, // .attribute vec3
0x61, 0x5f, 0x70, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x3b, 0x0a, 0x61, 0x74, 0x74, 0x72, // a_position;.attr
0x69, 0x62, 0x75, 0x74, 0x65, 0x20, 0x76, 0x65, 0x63, 0x33, 0x20, 0x61, 0x5f, 0x74, 0x65, 0x78, // ibute vec3 a_tex
0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x3b, 0x0a, 0x76, 0x61, 0x72, 0x79, 0x69, 0x6e, 0x67, 0x20, // coord0;.varying
0x76, 0x65, 0x63, 0x34, 0x20, 0x76, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x76, // vec4 v_color0;.v
0x61, 0x72, 0x79, 0x69, 0x6e, 0x67, 0x20, 0x76, 0x65, 0x63, 0x33, 0x20, 0x76, 0x5f, 0x74, 0x65, // arying vec3 v_te
0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x3b, 0x0a, 0x75, 0x6e, 0x69, 0x66, 0x6f, 0x72, 0x6d, // xcoord0;.uniform
0x20, 0x6d, 0x61, 0x74, 0x34, 0x20, 0x75, 0x5f, 0x6d, 0x6f, 0x64, 0x65, 0x6c, 0x56, 0x69, 0x65, // mat4 u_modelVie
0x77, 0x50, 0x72, 0x6f, 0x6a, 0x3b, 0x0a, 0x76, 0x6f, 0x69, 0x64, 0x20, 0x6d, 0x61, 0x69, 0x6e, // wProj;.void main
0x20, 0x28, 0x29, 0x0a, 0x7b, 0x0a, 0x20, 0x20, 0x76, 0x65, 0x63, 0x34, 0x20, 0x74, 0x6d, 0x70, // ().{. vec4 tmp
0x76, 0x61, 0x72, 0x5f, 0x31, 0x3b, 0x0a, 0x20, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, // var_1;. tmpvar_
0x31, 0x2e, 0x77, 0x20, 0x3d, 0x20, 0x31, 0x2e, 0x30, 0x3b, 0x0a, 0x20, 0x20, 0x74, 0x6d, 0x70, // 1.w = 1.0;. tmp
0x76, 0x61, 0x72, 0x5f, 0x31, 0x2e, 0x78, 0x79, 0x7a, 0x20, 0x3d, 0x20, 0x61, 0x5f, 0x70, 0x6f, // var_1.xyz = a_po
0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x3b, 0x0a, 0x20, 0x20, 0x67, 0x6c, 0x5f, 0x50, 0x6f, 0x73, // sition;. gl_Pos
0x69, 0x74, 0x69, 0x6f, 0x6e, 0x20, 0x3d, 0x20, 0x28, 0x75, 0x5f, 0x6d, 0x6f, 0x64, 0x65, 0x6c, // ition = (u_model
0x56, 0x69, 0x65, 0x77, 0x50, 0x72, 0x6f, 0x6a, 0x20, 0x2a, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, // ViewProj * tmpva
0x72, 0x5f, 0x31, 0x29, 0x3b, 0x0a, 0x20, 0x20, 0x76, 0x5f, 0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, // r_1);. v_texcoo
0x72, 0x64, 0x30, 0x20, 0x3d, 0x20, 0x61, 0x5f, 0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, // rd0 = a_texcoord
0x30, 0x3b, 0x0a, 0x20, 0x20, 0x76, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x20, 0x3d, 0x20, // 0;. v_color0 =
0x61, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x7d, 0x0a, 0x0a, 0x00, // a_color0;.}...
0x00, 0x00, 0x01, 0x00, 0x7f, 0x01, 0x00, 0x00, 0x61, 0x74, 0x74, 0x72, 0x69, 0x62, 0x75, 0x74, // ........attribut
0x65, 0x20, 0x68, 0x69, 0x67, 0x68, 0x70, 0x20, 0x76, 0x65, 0x63, 0x34, 0x20, 0x61, 0x5f, 0x63, // e highp vec4 a_c
0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x61, 0x74, 0x74, 0x72, 0x69, 0x62, 0x75, 0x74, 0x65, // olor0;.attribute
0x20, 0x68, 0x69, 0x67, 0x68, 0x70, 0x20, 0x76, 0x65, 0x63, 0x33, 0x20, 0x61, 0x5f, 0x70, 0x6f, // highp vec3 a_po
0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x3b, 0x0a, 0x61, 0x74, 0x74, 0x72, 0x69, 0x62, 0x75, 0x74, // sition;.attribut
0x65, 0x20, 0x68, 0x69, 0x67, 0x68, 0x70, 0x20, 0x76, 0x65, 0x63, 0x33, 0x20, 0x61, 0x5f, 0x74, // e highp vec3 a_t
0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x3b, 0x0a, 0x76, 0x61, 0x72, 0x79, 0x69, 0x6e, // excoord0;.varyin
0x67, 0x20, 0x68, 0x69, 0x67, 0x68, 0x70, 0x20, 0x76, 0x65, 0x63, 0x34, 0x20, 0x76, 0x5f, 0x63, // g highp vec4 v_c
0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x76, 0x61, 0x72, 0x79, 0x69, 0x6e, 0x67, 0x20, 0x68, // olor0;.varying h
0x69, 0x67, 0x68, 0x70, 0x20, 0x76, 0x65, 0x63, 0x33, 0x20, 0x76, 0x5f, 0x74, 0x65, 0x78, 0x63, // ighp vec3 v_texc
0x6f, 0x6f, 0x72, 0x64, 0x30, 0x3b, 0x0a, 0x75, 0x6e, 0x69, 0x66, 0x6f, 0x72, 0x6d, 0x20, 0x68, // oord0;.uniform h
0x69, 0x67, 0x68, 0x70, 0x20, 0x6d, 0x61, 0x74, 0x34, 0x20, 0x75, 0x5f, 0x6d, 0x6f, 0x64, 0x65, // ighp mat4 u_mode
0x6c, 0x56, 0x69, 0x65, 0x77, 0x50, 0x72, 0x6f, 0x6a, 0x3b, 0x0a, 0x76, 0x6f, 0x69, 0x64, 0x20, // lViewProj;.void
0x6d, 0x61, 0x69, 0x6e, 0x20, 0x28, 0x29, 0x0a, 0x7b, 0x0a, 0x20, 0x20, 0x68, 0x69, 0x67, 0x68, // main ().{. high
0x70, 0x20, 0x76, 0x65, 0x63, 0x34, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x3b, // p vec4 tmpvar_1;
0x0a, 0x20, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x2e, 0x77, 0x20, 0x3d, 0x20, // . tmpvar_1.w =
0x31, 0x2e, 0x30, 0x3b, 0x0a, 0x20, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x2e, // 1.0;. tmpvar_1.
0x78, 0x79, 0x7a, 0x20, 0x3d, 0x20, 0x61, 0x5f, 0x70, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, // xyz = a_position
0x3b, 0x0a, 0x20, 0x20, 0x67, 0x6c, 0x5f, 0x50, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x20, // ;. gl_Position
0x3d, 0x20, 0x28, 0x75, 0x5f, 0x6d, 0x6f, 0x64, 0x65, 0x6c, 0x56, 0x69, 0x65, 0x77, 0x50, 0x72, // = (u_modelViewPr
0x6f, 0x6a, 0x20, 0x2a, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x29, 0x3b, 0x0a, // oj * tmpvar_1);.
0x20, 0x20, 0x76, 0x5f, 0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x20, 0x3d, 0x20, // v_texcoord0 =
0x61, 0x5f, 0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x3b, 0x0a, 0x20, 0x20, 0x76, // a_texcoord0;. v
0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x20, 0x3d, 0x20, 0x61, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, // _color0 = a_colo
0x72, 0x30, 0x3b, 0x0a, 0x7d, 0x0a, 0x0a, 0x00, // r0;.}...
};
static const uint8_t vs_texture_cube_spv[1270] =
static const uint8_t vs_texture_cube_spv[1286] =
{
0x56, 0x53, 0x48, 0x06, 0x00, 0x00, 0x00, 0x00, 0x01, 0x83, 0xf2, 0xe1, 0x01, 0x00, 0x0f, 0x75, // VSH............u
0x5f, 0x6d, 0x6f, 0x64, 0x65, 0x6c, 0x56, 0x69, 0x65, 0x77, 0x50, 0x72, 0x6f, 0x6a, 0x04, 0x01, // _modelViewProj..
0x00, 0x00, 0x04, 0x00, 0xc4, 0x04, 0x00, 0x00, 0x03, 0x02, 0x23, 0x07, 0x00, 0x00, 0x01, 0x00, // ..........#.....
0x00, 0x00, 0x04, 0x00, 0xd4, 0x04, 0x00, 0x00, 0x03, 0x02, 0x23, 0x07, 0x00, 0x00, 0x01, 0x00, // ..........#.....
0x07, 0x00, 0x08, 0x00, 0x9a, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x11, 0x00, 0x02, 0x00, // ................
0x01, 0x00, 0x00, 0x00, 0x0b, 0x00, 0x06, 0x00, 0x01, 0x00, 0x00, 0x00, 0x47, 0x4c, 0x53, 0x4c, // ............GLSL
0x2e, 0x73, 0x74, 0x64, 0x2e, 0x34, 0x35, 0x30, 0x00, 0x00, 0x00, 0x00, 0x0e, 0x00, 0x03, 0x00, // .std.450........
@ -58,6 +61,7 @@ static const uint8_t vs_texture_cube_spv[1270] =
0x24, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, // $...............
0x47, 0x00, 0x03, 0x00, 0x24, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x47, 0x00, 0x04, 0x00, // G...$.......G...
0x26, 0x00, 0x00, 0x00, 0x22, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x47, 0x00, 0x04, 0x00, // &...".......G...
0x26, 0x00, 0x00, 0x00, 0x21, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x47, 0x00, 0x04, 0x00, // &...!.......G...
0x3c, 0x00, 0x00, 0x00, 0x1e, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x47, 0x00, 0x04, 0x00, // <...........G...
0x40, 0x00, 0x00, 0x00, 0x1e, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x47, 0x00, 0x04, 0x00, // @...........G...
0x43, 0x00, 0x00, 0x00, 0x1e, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x47, 0x00, 0x04, 0x00, // C...........G...
@ -177,56 +181,57 @@ static const uint8_t vs_texture_cube_dx11[626] =
0x02, 0x00, 0x00, 0x00, 0x3e, 0x00, 0x00, 0x01, 0x00, 0x03, 0x05, 0x00, 0x01, 0x00, 0x10, 0x00, // ....>...........
0x40, 0x00, // @.
};
static const uint8_t vs_texture_cube_mtl[759] =
static const uint8_t vs_texture_cube_mtl[781] =
{
0x56, 0x53, 0x48, 0x06, 0x00, 0x00, 0x00, 0x00, 0x01, 0x83, 0xf2, 0xe1, 0x00, 0x00, 0xe4, 0x02, // VSH.............
0x00, 0x00, 0x75, 0x73, 0x69, 0x6e, 0x67, 0x20, 0x6e, 0x61, 0x6d, 0x65, 0x73, 0x70, 0x61, 0x63, // ..using namespac
0x65, 0x20, 0x6d, 0x65, 0x74, 0x61, 0x6c, 0x3b, 0x0a, 0x73, 0x74, 0x72, 0x75, 0x63, 0x74, 0x20, // e metal;.struct
0x56, 0x53, 0x48, 0x06, 0x00, 0x00, 0x00, 0x00, 0x01, 0x83, 0xf2, 0xe1, 0x01, 0x00, 0x0f, 0x75, // VSH............u
0x5f, 0x6d, 0x6f, 0x64, 0x65, 0x6c, 0x56, 0x69, 0x65, 0x77, 0x50, 0x72, 0x6f, 0x6a, 0x04, 0x01, // _modelViewProj..
0x00, 0x00, 0x01, 0x00, 0xe4, 0x02, 0x00, 0x00, 0x75, 0x73, 0x69, 0x6e, 0x67, 0x20, 0x6e, 0x61, // ........using na
0x6d, 0x65, 0x73, 0x70, 0x61, 0x63, 0x65, 0x20, 0x6d, 0x65, 0x74, 0x61, 0x6c, 0x3b, 0x0a, 0x73, // mespace metal;.s
0x74, 0x72, 0x75, 0x63, 0x74, 0x20, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, // truct xlatMtlSha
0x64, 0x65, 0x72, 0x49, 0x6e, 0x70, 0x75, 0x74, 0x20, 0x7b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, // derInput {. flo
0x61, 0x74, 0x34, 0x20, 0x61, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x20, 0x5b, 0x5b, 0x61, // at4 a_color0 [[a
0x74, 0x74, 0x72, 0x69, 0x62, 0x75, 0x74, 0x65, 0x28, 0x30, 0x29, 0x5d, 0x5d, 0x3b, 0x0a, 0x20, // ttribute(0)]];.
0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x33, 0x20, 0x61, 0x5f, 0x70, 0x6f, 0x73, 0x69, 0x74, 0x69, // float3 a_positi
0x6f, 0x6e, 0x20, 0x5b, 0x5b, 0x61, 0x74, 0x74, 0x72, 0x69, 0x62, 0x75, 0x74, 0x65, 0x28, 0x31, // on [[attribute(1
0x29, 0x5d, 0x5d, 0x3b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x33, 0x20, 0x61, 0x5f, // )]];. float3 a_
0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x20, 0x5b, 0x5b, 0x61, 0x74, 0x74, 0x72, // texcoord0 [[attr
0x69, 0x62, 0x75, 0x74, 0x65, 0x28, 0x32, 0x29, 0x5d, 0x5d, 0x3b, 0x0a, 0x7d, 0x3b, 0x0a, 0x73, // ibute(2)]];.};.s
0x74, 0x72, 0x75, 0x63, 0x74, 0x20, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, // truct xlatMtlSha
0x64, 0x65, 0x72, 0x4f, 0x75, 0x74, 0x70, 0x75, 0x74, 0x20, 0x7b, 0x0a, 0x20, 0x20, 0x66, 0x6c, // derOutput {. fl
0x6f, 0x61, 0x74, 0x34, 0x20, 0x67, 0x6c, 0x5f, 0x50, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, // oat4 gl_Position
0x20, 0x5b, 0x5b, 0x70, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x5d, 0x5d, 0x3b, 0x0a, 0x20, // [[position]];.
0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x34, 0x20, 0x76, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, // float4 v_color0
0x3b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x33, 0x20, 0x76, 0x5f, 0x74, 0x65, 0x78, // ;. float3 v_tex
0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x3b, 0x0a, 0x7d, 0x3b, 0x0a, 0x73, 0x74, 0x72, 0x75, 0x63, // coord0;.};.struc
0x74, 0x20, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x55, // t xlatMtlShaderU
0x6e, 0x69, 0x66, 0x6f, 0x72, 0x6d, 0x20, 0x7b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, // niform {. float
0x34, 0x78, 0x34, 0x20, 0x75, 0x5f, 0x6d, 0x6f, 0x64, 0x65, 0x6c, 0x56, 0x69, 0x65, 0x77, 0x50, // 4x4 u_modelViewP
0x72, 0x6f, 0x6a, 0x3b, 0x0a, 0x7d, 0x3b, 0x0a, 0x76, 0x65, 0x72, 0x74, 0x65, 0x78, 0x20, 0x78, // roj;.};.vertex x
0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x4f, 0x75, 0x74, 0x70, // latMtlShaderOutp
0x75, 0x74, 0x20, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x4d, 0x61, 0x69, 0x6e, 0x20, 0x28, // ut xlatMtlMain (
0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x49, 0x6e, 0x70, // xlatMtlShaderInp
0x75, 0x74, 0x20, 0x7b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x34, 0x20, 0x61, 0x5f, // ut {. float4 a_
0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x20, 0x5b, 0x5b, 0x61, 0x74, 0x74, 0x72, 0x69, 0x62, 0x75, // color0 [[attribu
0x74, 0x65, 0x28, 0x30, 0x29, 0x5d, 0x5d, 0x3b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, // te(0)]];. float
0x33, 0x20, 0x61, 0x5f, 0x70, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x20, 0x5b, 0x5b, 0x61, // 3 a_position [[a
0x74, 0x74, 0x72, 0x69, 0x62, 0x75, 0x74, 0x65, 0x28, 0x31, 0x29, 0x5d, 0x5d, 0x3b, 0x0a, 0x20, // ttribute(1)]];.
0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x33, 0x20, 0x61, 0x5f, 0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, // float3 a_texcoo
0x72, 0x64, 0x30, 0x20, 0x5b, 0x5b, 0x61, 0x74, 0x74, 0x72, 0x69, 0x62, 0x75, 0x74, 0x65, 0x28, // rd0 [[attribute(
0x32, 0x29, 0x5d, 0x5d, 0x3b, 0x0a, 0x7d, 0x3b, 0x0a, 0x73, 0x74, 0x72, 0x75, 0x63, 0x74, 0x20, // 2)]];.};.struct
0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x4f, 0x75, 0x74, // xlatMtlShaderOut
0x70, 0x75, 0x74, 0x20, 0x7b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x34, 0x20, 0x67, // put {. float4 g
0x6c, 0x5f, 0x50, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x20, 0x5b, 0x5b, 0x70, 0x6f, 0x73, // l_Position [[pos
0x69, 0x74, 0x69, 0x6f, 0x6e, 0x5d, 0x5d, 0x3b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, // ition]];. float
0x34, 0x20, 0x76, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x20, 0x20, 0x66, 0x6c, // 4 v_color0;. fl
0x6f, 0x61, 0x74, 0x33, 0x20, 0x76, 0x5f, 0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, // oat3 v_texcoord0
0x3b, 0x0a, 0x7d, 0x3b, 0x0a, 0x73, 0x74, 0x72, 0x75, 0x63, 0x74, 0x20, 0x78, 0x6c, 0x61, 0x74, // ;.};.struct xlat
0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x55, 0x6e, 0x69, 0x66, 0x6f, 0x72, 0x6d, // MtlShaderUniform
0x20, 0x7b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x34, 0x78, 0x34, 0x20, 0x75, 0x5f, // {. float4x4 u_
0x6d, 0x6f, 0x64, 0x65, 0x6c, 0x56, 0x69, 0x65, 0x77, 0x50, 0x72, 0x6f, 0x6a, 0x3b, 0x0a, 0x7d, // modelViewProj;.}
0x3b, 0x0a, 0x76, 0x65, 0x72, 0x74, 0x65, 0x78, 0x20, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, // ;.vertex xlatMtl
0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x4f, 0x75, 0x74, 0x70, 0x75, 0x74, 0x20, 0x78, 0x6c, 0x61, // ShaderOutput xla
0x74, 0x4d, 0x74, 0x6c, 0x4d, 0x61, 0x69, 0x6e, 0x20, 0x28, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, // tMtlMain (xlatMt
0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x49, 0x6e, 0x70, 0x75, 0x74, 0x20, 0x5f, 0x6d, 0x74, // lShaderInput _mt
0x6c, 0x5f, 0x69, 0x20, 0x5b, 0x5b, 0x73, 0x74, 0x61, 0x67, 0x65, 0x5f, 0x69, 0x6e, 0x5d, 0x5d, // l_i [[stage_in]]
0x2c, 0x20, 0x63, 0x6f, 0x6e, 0x73, 0x74, 0x61, 0x6e, 0x74, 0x20, 0x78, 0x6c, 0x61, 0x74, 0x4d, // , constant xlatM
0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x55, 0x6e, 0x69, 0x66, 0x6f, 0x72, 0x6d, 0x26, // tlShaderUniform&
0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x75, 0x20, 0x5b, 0x5b, 0x62, 0x75, 0x66, 0x66, 0x65, 0x72, // _mtl_u [[buffer
0x28, 0x30, 0x29, 0x5d, 0x5d, 0x29, 0x0a, 0x7b, 0x0a, 0x20, 0x20, 0x78, 0x6c, 0x61, 0x74, 0x4d, // (0)]]).{. xlatM
0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x4f, 0x75, 0x74, 0x70, 0x75, 0x74, 0x20, 0x5f, // tlShaderOutput _
0x6d, 0x74, 0x6c, 0x5f, 0x6f, 0x3b, 0x0a, 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x34, 0x20, // mtl_o;. float4
0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x20, 0x3d, 0x20, 0x30, 0x3b, 0x0a, 0x20, 0x20, // tmpvar_1 = 0;.
0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x2e, 0x77, 0x20, 0x3d, 0x20, 0x31, 0x2e, 0x30, // tmpvar_1.w = 1.0
0x3b, 0x0a, 0x20, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x2e, 0x78, 0x79, 0x7a, // ;. tmpvar_1.xyz
0x20, 0x3d, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x69, 0x2e, 0x61, 0x5f, 0x70, 0x6f, 0x73, 0x69, // = _mtl_i.a_posi
0x74, 0x69, 0x6f, 0x6e, 0x3b, 0x0a, 0x20, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x6f, 0x2e, 0x67, // tion;. _mtl_o.g
0x6c, 0x5f, 0x50, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x20, 0x3d, 0x20, 0x28, 0x5f, 0x6d, // l_Position = (_m
0x74, 0x6c, 0x5f, 0x75, 0x2e, 0x75, 0x5f, 0x6d, 0x6f, 0x64, 0x65, 0x6c, 0x56, 0x69, 0x65, 0x77, // tl_u.u_modelView
0x50, 0x72, 0x6f, 0x6a, 0x20, 0x2a, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x29, // Proj * tmpvar_1)
0x3b, 0x0a, 0x20, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x6f, 0x2e, 0x76, 0x5f, 0x74, 0x65, 0x78, // ;. _mtl_o.v_tex
0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x20, 0x3d, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x69, 0x2e, // coord0 = _mtl_i.
0x61, 0x5f, 0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x3b, 0x0a, 0x20, 0x20, 0x5f, // a_texcoord0;. _
0x6d, 0x74, 0x6c, 0x5f, 0x6f, 0x2e, 0x76, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x20, 0x3d, // mtl_o.v_color0 =
0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x69, 0x2e, 0x61, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, // _mtl_i.a_color0
0x3b, 0x0a, 0x20, 0x20, 0x72, 0x65, 0x74, 0x75, 0x72, 0x6e, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, // ;. return _mtl_
0x6f, 0x3b, 0x0a, 0x7d, 0x0a, 0x0a, 0x00, // o;.}...
0x75, 0x74, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x69, 0x20, 0x5b, 0x5b, 0x73, 0x74, 0x61, 0x67, // ut _mtl_i [[stag
0x65, 0x5f, 0x69, 0x6e, 0x5d, 0x5d, 0x2c, 0x20, 0x63, 0x6f, 0x6e, 0x73, 0x74, 0x61, 0x6e, 0x74, // e_in]], constant
0x20, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x55, 0x6e, // xlatMtlShaderUn
0x69, 0x66, 0x6f, 0x72, 0x6d, 0x26, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x75, 0x20, 0x5b, 0x5b, // iform& _mtl_u [[
0x62, 0x75, 0x66, 0x66, 0x65, 0x72, 0x28, 0x30, 0x29, 0x5d, 0x5d, 0x29, 0x0a, 0x7b, 0x0a, 0x20, // buffer(0)]]).{.
0x20, 0x78, 0x6c, 0x61, 0x74, 0x4d, 0x74, 0x6c, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x4f, 0x75, // xlatMtlShaderOu
0x74, 0x70, 0x75, 0x74, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x6f, 0x3b, 0x0a, 0x20, 0x20, 0x66, // tput _mtl_o;. f
0x6c, 0x6f, 0x61, 0x74, 0x34, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x20, 0x3d, // loat4 tmpvar_1 =
0x20, 0x30, 0x3b, 0x0a, 0x20, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x2e, 0x77, // 0;. tmpvar_1.w
0x20, 0x3d, 0x20, 0x31, 0x2e, 0x30, 0x3b, 0x0a, 0x20, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, // = 1.0;. tmpvar
0x5f, 0x31, 0x2e, 0x78, 0x79, 0x7a, 0x20, 0x3d, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x69, 0x2e, // _1.xyz = _mtl_i.
0x61, 0x5f, 0x70, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x3b, 0x0a, 0x20, 0x20, 0x5f, 0x6d, // a_position;. _m
0x74, 0x6c, 0x5f, 0x6f, 0x2e, 0x67, 0x6c, 0x5f, 0x50, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, // tl_o.gl_Position
0x20, 0x3d, 0x20, 0x28, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x75, 0x2e, 0x75, 0x5f, 0x6d, 0x6f, 0x64, // = (_mtl_u.u_mod
0x65, 0x6c, 0x56, 0x69, 0x65, 0x77, 0x50, 0x72, 0x6f, 0x6a, 0x20, 0x2a, 0x20, 0x74, 0x6d, 0x70, // elViewProj * tmp
0x76, 0x61, 0x72, 0x5f, 0x31, 0x29, 0x3b, 0x0a, 0x20, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x6f, // var_1);. _mtl_o
0x2e, 0x76, 0x5f, 0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x20, 0x3d, 0x20, 0x5f, // .v_texcoord0 = _
0x6d, 0x74, 0x6c, 0x5f, 0x69, 0x2e, 0x61, 0x5f, 0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, // mtl_i.a_texcoord
0x30, 0x3b, 0x0a, 0x20, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x6f, 0x2e, 0x76, 0x5f, 0x63, 0x6f, // 0;. _mtl_o.v_co
0x6c, 0x6f, 0x72, 0x30, 0x20, 0x3d, 0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x69, 0x2e, 0x61, 0x5f, // lor0 = _mtl_i.a_
0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x20, 0x20, 0x72, 0x65, 0x74, 0x75, 0x72, 0x6e, // color0;. return
0x20, 0x5f, 0x6d, 0x74, 0x6c, 0x5f, 0x6f, 0x3b, 0x0a, 0x7d, 0x0a, 0x0a, 0x00, // _mtl_o;.}...
};
extern const uint8_t* vs_texture_cube_pssl;
extern const uint32_t vs_texture_cube_pssl_size;