// Code generated by build.go. DO NOT EDIT. package gio import ( _ "embed" "runtime" "gioui.org/shader" ) var ( Shader_blit_frag = [...]shader.Sources{ { Name: "blit.frag", Inputs: []shader.InputLocation{{Name: "vUV", Location: 0, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0x0, Size: 2}}, Uniforms: shader.UniformsReflection{ Locations: []shader.UniformLocation{{Name: "_color.color", Type: 0x0, Size: 4, Offset: 112}}, Size: 16, }, }, { Name: "blit.frag", Inputs: []shader.InputLocation{{Name: "vUV", Location: 0, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0x0, Size: 2}}, Uniforms: shader.UniformsReflection{ Locations: []shader.UniformLocation{{Name: "_gradient.color1", Type: 0x0, Size: 4, Offset: 96}, {Name: "_gradient.color2", Type: 0x0, Size: 4, Offset: 112}}, Size: 32, }, }, { Name: "blit.frag", Inputs: []shader.InputLocation{{Name: "vUV", Location: 0, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0x0, Size: 2}}, Textures: []shader.TextureBinding{{Name: "tex", Binding: 0}}, }, } //go:embed zblit.frag.0.spirv zblit_frag_0_spirv string //go:embed zblit.frag.0.glsl100es zblit_frag_0_glsl100es string //go:embed zblit.frag.0.glsl150 zblit_frag_0_glsl150 string //go:embed zblit.frag.0.dxbc zblit_frag_0_dxbc string //go:embed zblit.frag.0.metallibmacos zblit_frag_0_metallibmacos string //go:embed zblit.frag.0.metallibios zblit_frag_0_metallibios string //go:embed zblit.frag.0.metallibiossimulator zblit_frag_0_metallibiossimulator string //go:embed zblit.frag.1.spirv zblit_frag_1_spirv string //go:embed zblit.frag.1.glsl100es zblit_frag_1_glsl100es string //go:embed zblit.frag.1.glsl150 zblit_frag_1_glsl150 string //go:embed zblit.frag.1.dxbc zblit_frag_1_dxbc string //go:embed zblit.frag.1.metallibmacos zblit_frag_1_metallibmacos string //go:embed zblit.frag.1.metallibios zblit_frag_1_metallibios string //go:embed zblit.frag.1.metallibiossimulator zblit_frag_1_metallibiossimulator string //go:embed zblit.frag.2.spirv zblit_frag_2_spirv string //go:embed zblit.frag.2.glsl100es zblit_frag_2_glsl100es string //go:embed zblit.frag.2.glsl150 zblit_frag_2_glsl150 string //go:embed zblit.frag.2.dxbc zblit_frag_2_dxbc string //go:embed zblit.frag.2.metallibmacos zblit_frag_2_metallibmacos string //go:embed zblit.frag.2.metallibios zblit_frag_2_metallibios string //go:embed zblit.frag.2.metallibiossimulator zblit_frag_2_metallibiossimulator string Shader_blit_vert = shader.Sources{ Name: "blit.vert", Inputs: []shader.InputLocation{{Name: "pos", Location: 0, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0x0, Size: 2}, {Name: "uv", Location: 1, Semantic: "TEXCOORD", SemanticIndex: 1, Type: 0x0, Size: 2}}, Uniforms: shader.UniformsReflection{ Locations: []shader.UniformLocation{{Name: "_block.transform", Type: 0x0, Size: 4, Offset: 0}, {Name: "_block.uvTransformR1", Type: 0x0, Size: 4, Offset: 16}, {Name: "_block.uvTransformR2", Type: 0x0, Size: 4, Offset: 32}}, Size: 48, }, } //go:embed zblit.vert.0.spirv zblit_vert_0_spirv string //go:embed zblit.vert.0.glsl100es zblit_vert_0_glsl100es string //go:embed zblit.vert.0.glsl150 zblit_vert_0_glsl150 string //go:embed zblit.vert.0.dxbc zblit_vert_0_dxbc string //go:embed zblit.vert.0.metallibmacos zblit_vert_0_metallibmacos string //go:embed zblit.vert.0.metallibios zblit_vert_0_metallibios string //go:embed zblit.vert.0.metallibiossimulator zblit_vert_0_metallibiossimulator string Shader_copy_frag = shader.Sources{ Name: "copy.frag", Inputs: []shader.InputLocation{{Name: "vUV", Location: 0, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0x0, Size: 2}}, Textures: []shader.TextureBinding{{Name: "tex", Binding: 0}}, } //go:embed zcopy.frag.0.spirv zcopy_frag_0_spirv string //go:embed zcopy.frag.0.glsl100es zcopy_frag_0_glsl100es string //go:embed zcopy.frag.0.glsl150 zcopy_frag_0_glsl150 string //go:embed zcopy.frag.0.dxbc zcopy_frag_0_dxbc string //go:embed zcopy.frag.0.metallibmacos zcopy_frag_0_metallibmacos string //go:embed zcopy.frag.0.metallibios zcopy_frag_0_metallibios string //go:embed zcopy.frag.0.metallibiossimulator zcopy_frag_0_metallibiossimulator string Shader_copy_vert = shader.Sources{ Name: "copy.vert", Inputs: []shader.InputLocation{{Name: "pos", Location: 0, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0x0, Size: 2}, {Name: "uv", Location: 1, Semantic: "TEXCOORD", SemanticIndex: 1, Type: 0x0, Size: 2}}, Uniforms: shader.UniformsReflection{ Locations: []shader.UniformLocation{{Name: "_block.scale", Type: 0x0, Size: 2, Offset: 0}, {Name: "_block.pos", Type: 0x0, Size: 2, Offset: 8}, {Name: "_block.uvScale", Type: 0x0, Size: 2, Offset: 16}}, Size: 24, }, } //go:embed zcopy.vert.0.spirv zcopy_vert_0_spirv string //go:embed zcopy.vert.0.glsl100es zcopy_vert_0_glsl100es string //go:embed zcopy.vert.0.glsl150 zcopy_vert_0_glsl150 string //go:embed zcopy.vert.0.dxbc zcopy_vert_0_dxbc string //go:embed zcopy.vert.0.metallibmacos zcopy_vert_0_metallibmacos string //go:embed zcopy.vert.0.metallibios zcopy_vert_0_metallibios string //go:embed zcopy.vert.0.metallibiossimulator zcopy_vert_0_metallibiossimulator string Shader_cover_frag = [...]shader.Sources{ { Name: "cover.frag", Inputs: []shader.InputLocation{{Name: "vCoverUV", Location: 0, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0x0, Size: 2}, {Name: "vUV", Location: 1, Semantic: "TEXCOORD", SemanticIndex: 1, Type: 0x0, Size: 2}}, Uniforms: shader.UniformsReflection{ Locations: []shader.UniformLocation{{Name: "_color.color", Type: 0x0, Size: 4, Offset: 112}}, Size: 16, }, Textures: []shader.TextureBinding{{Name: "cover", Binding: 1}}, }, { Name: "cover.frag", Inputs: []shader.InputLocation{{Name: "vCoverUV", Location: 0, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0x0, Size: 2}, {Name: "vUV", Location: 1, Semantic: "TEXCOORD", SemanticIndex: 1, Type: 0x0, Size: 2}}, Uniforms: shader.UniformsReflection{ Locations: []shader.UniformLocation{{Name: "_gradient.color1", Type: 0x0, Size: 4, Offset: 96}, {Name: "_gradient.color2", Type: 0x0, Size: 4, Offset: 112}}, Size: 32, }, Textures: []shader.TextureBinding{{Name: "cover", Binding: 1}}, }, { Name: "cover.frag", Inputs: []shader.InputLocation{{Name: "vCoverUV", Location: 0, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0x0, Size: 2}, {Name: "vUV", Location: 1, Semantic: "TEXCOORD", SemanticIndex: 1, Type: 0x0, Size: 2}}, Textures: []shader.TextureBinding{{Name: "tex", Binding: 0}, {Name: "cover", Binding: 1}}, }, } //go:embed zcover.frag.0.spirv zcover_frag_0_spirv string //go:embed zcover.frag.0.glsl100es zcover_frag_0_glsl100es string //go:embed zcover.frag.0.glsl150 zcover_frag_0_glsl150 string //go:embed zcover.frag.0.dxbc zcover_frag_0_dxbc string //go:embed zcover.frag.0.metallibmacos zcover_frag_0_metallibmacos string //go:embed zcover.frag.0.metallibios zcover_frag_0_metallibios string //go:embed zcover.frag.0.metallibiossimulator zcover_frag_0_metallibiossimulator string //go:embed zcover.frag.1.spirv zcover_frag_1_spirv string //go:embed zcover.frag.1.glsl100es zcover_frag_1_glsl100es string //go:embed zcover.frag.1.glsl150 zcover_frag_1_glsl150 string //go:embed zcover.frag.1.dxbc zcover_frag_1_dxbc string //go:embed zcover.frag.1.metallibmacos zcover_frag_1_metallibmacos string //go:embed zcover.frag.1.metallibios zcover_frag_1_metallibios string //go:embed zcover.frag.1.metallibiossimulator zcover_frag_1_metallibiossimulator string //go:embed zcover.frag.2.spirv zcover_frag_2_spirv string //go:embed zcover.frag.2.glsl100es zcover_frag_2_glsl100es string //go:embed zcover.frag.2.glsl150 zcover_frag_2_glsl150 string //go:embed zcover.frag.2.dxbc zcover_frag_2_dxbc string //go:embed zcover.frag.2.metallibmacos zcover_frag_2_metallibmacos string //go:embed zcover.frag.2.metallibios zcover_frag_2_metallibios string //go:embed zcover.frag.2.metallibiossimulator zcover_frag_2_metallibiossimulator string Shader_cover_vert = shader.Sources{ Name: "cover.vert", Inputs: []shader.InputLocation{{Name: "pos", Location: 0, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0x0, Size: 2}, {Name: "uv", Location: 1, Semantic: "TEXCOORD", SemanticIndex: 1, Type: 0x0, Size: 2}}, Uniforms: shader.UniformsReflection{ Locations: []shader.UniformLocation{{Name: "_block.transform", Type: 0x0, Size: 4, Offset: 0}, {Name: "_block.uvCoverTransform", Type: 0x0, Size: 4, Offset: 16}, {Name: "_block.uvTransformR1", Type: 0x0, Size: 4, Offset: 32}, {Name: "_block.uvTransformR2", Type: 0x0, Size: 4, Offset: 48}}, Size: 64, }, } //go:embed zcover.vert.0.spirv zcover_vert_0_spirv string //go:embed zcover.vert.0.glsl100es zcover_vert_0_glsl100es string //go:embed zcover.vert.0.glsl150 zcover_vert_0_glsl150 string //go:embed zcover.vert.0.dxbc zcover_vert_0_dxbc string //go:embed zcover.vert.0.metallibmacos zcover_vert_0_metallibmacos string //go:embed zcover.vert.0.metallibios zcover_vert_0_metallibios string //go:embed zcover.vert.0.metallibiossimulator zcover_vert_0_metallibiossimulator string Shader_input_vert = shader.Sources{ Name: "input.vert", Inputs: []shader.InputLocation{{Name: "position", Location: 0, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0x0, Size: 4}}, } //go:embed zinput.vert.0.spirv zinput_vert_0_spirv string //go:embed zinput.vert.0.glsl100es zinput_vert_0_glsl100es string //go:embed zinput.vert.0.glsl150 zinput_vert_0_glsl150 string //go:embed zinput.vert.0.dxbc zinput_vert_0_dxbc string //go:embed zinput.vert.0.metallibmacos zinput_vert_0_metallibmacos string //go:embed zinput.vert.0.metallibios zinput_vert_0_metallibios string //go:embed zinput.vert.0.metallibiossimulator zinput_vert_0_metallibiossimulator string Shader_intersect_frag = shader.Sources{ Name: "intersect.frag", Inputs: []shader.InputLocation{{Name: "vUV", Location: 0, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0x0, Size: 2}}, Textures: []shader.TextureBinding{{Name: "cover", Binding: 0}}, } //go:embed zintersect.frag.0.spirv zintersect_frag_0_spirv string //go:embed zintersect.frag.0.glsl100es zintersect_frag_0_glsl100es string //go:embed zintersect.frag.0.glsl150 zintersect_frag_0_glsl150 string //go:embed zintersect.frag.0.dxbc zintersect_frag_0_dxbc string //go:embed zintersect.frag.0.metallibmacos zintersect_frag_0_metallibmacos string //go:embed zintersect.frag.0.metallibios zintersect_frag_0_metallibios string //go:embed zintersect.frag.0.metallibiossimulator zintersect_frag_0_metallibiossimulator string Shader_intersect_vert = shader.Sources{ Name: "intersect.vert", Inputs: []shader.InputLocation{{Name: "pos", Location: 0, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0x0, Size: 2}, {Name: "uv", Location: 1, Semantic: "TEXCOORD", SemanticIndex: 1, Type: 0x0, Size: 2}}, Uniforms: shader.UniformsReflection{ Locations: []shader.UniformLocation{{Name: "_block.uvTransform", Type: 0x0, Size: 4, Offset: 0}, {Name: "_block.subUVTransform", Type: 0x0, Size: 4, Offset: 16}}, Size: 32, }, } //go:embed zintersect.vert.0.spirv zintersect_vert_0_spirv string //go:embed zintersect.vert.0.glsl100es zintersect_vert_0_glsl100es string //go:embed zintersect.vert.0.glsl150 zintersect_vert_0_glsl150 string //go:embed zintersect.vert.0.dxbc zintersect_vert_0_dxbc string //go:embed zintersect.vert.0.metallibmacos zintersect_vert_0_metallibmacos string //go:embed zintersect.vert.0.metallibios zintersect_vert_0_metallibios string //go:embed zintersect.vert.0.metallibiossimulator zintersect_vert_0_metallibiossimulator string Shader_material_frag = shader.Sources{ Name: "material.frag", Inputs: []shader.InputLocation{{Name: "vUV", Location: 0, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0x0, Size: 2}}, Uniforms: shader.UniformsReflection{ Locations: []shader.UniformLocation{{Name: "_color.emulateSRGB", Type: 0x0, Size: 1, Offset: 16}}, Size: 4, }, Textures: []shader.TextureBinding{{Name: "tex", Binding: 0}}, } //go:embed zmaterial.frag.0.spirv zmaterial_frag_0_spirv string //go:embed zmaterial.frag.0.glsl100es zmaterial_frag_0_glsl100es string //go:embed zmaterial.frag.0.glsl150 zmaterial_frag_0_glsl150 string //go:embed zmaterial.frag.0.dxbc zmaterial_frag_0_dxbc string //go:embed zmaterial.frag.0.metallibmacos zmaterial_frag_0_metallibmacos string //go:embed zmaterial.frag.0.metallibios zmaterial_frag_0_metallibios string //go:embed zmaterial.frag.0.metallibiossimulator zmaterial_frag_0_metallibiossimulator string Shader_material_vert = shader.Sources{ Name: "material.vert", Inputs: []shader.InputLocation{{Name: "pos", Location: 0, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0x0, Size: 2}, {Name: "uv", Location: 1, Semantic: "TEXCOORD", SemanticIndex: 1, Type: 0x0, Size: 2}}, Uniforms: shader.UniformsReflection{ Locations: []shader.UniformLocation{{Name: "_block.scale", Type: 0x0, Size: 2, Offset: 0}, {Name: "_block.pos", Type: 0x0, Size: 2, Offset: 8}}, Size: 16, }, } //go:embed zmaterial.vert.0.spirv zmaterial_vert_0_spirv string //go:embed zmaterial.vert.0.glsl100es zmaterial_vert_0_glsl100es string //go:embed zmaterial.vert.0.glsl150 zmaterial_vert_0_glsl150 string //go:embed zmaterial.vert.0.dxbc zmaterial_vert_0_dxbc string //go:embed zmaterial.vert.0.metallibmacos zmaterial_vert_0_metallibmacos string //go:embed zmaterial.vert.0.metallibios zmaterial_vert_0_metallibios string //go:embed zmaterial.vert.0.metallibiossimulator zmaterial_vert_0_metallibiossimulator string Shader_simple_frag = shader.Sources{ Name: "simple.frag", } //go:embed zsimple.frag.0.spirv zsimple_frag_0_spirv string //go:embed zsimple.frag.0.glsl100es zsimple_frag_0_glsl100es string //go:embed zsimple.frag.0.glsl150 zsimple_frag_0_glsl150 string //go:embed zsimple.frag.0.dxbc zsimple_frag_0_dxbc string //go:embed zsimple.frag.0.metallibmacos zsimple_frag_0_metallibmacos string //go:embed zsimple.frag.0.metallibios zsimple_frag_0_metallibios string //go:embed zsimple.frag.0.metallibiossimulator zsimple_frag_0_metallibiossimulator string Shader_stencil_frag = shader.Sources{ Name: "stencil.frag", Inputs: []shader.InputLocation{{Name: "vFrom", Location: 0, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0x0, Size: 2}, {Name: "vCtrl", Location: 1, Semantic: "TEXCOORD", SemanticIndex: 1, Type: 0x0, Size: 2}, {Name: "vTo", Location: 2, Semantic: "TEXCOORD", SemanticIndex: 2, Type: 0x0, Size: 2}}, } //go:embed zstencil.frag.0.spirv zstencil_frag_0_spirv string //go:embed zstencil.frag.0.glsl100es zstencil_frag_0_glsl100es string //go:embed zstencil.frag.0.glsl150 zstencil_frag_0_glsl150 string //go:embed zstencil.frag.0.dxbc zstencil_frag_0_dxbc string //go:embed zstencil.frag.0.metallibmacos zstencil_frag_0_metallibmacos string //go:embed zstencil.frag.0.metallibios zstencil_frag_0_metallibios string //go:embed zstencil.frag.0.metallibiossimulator zstencil_frag_0_metallibiossimulator string Shader_stencil_vert = shader.Sources{ Name: "stencil.vert", Inputs: []shader.InputLocation{{Name: "corner", Location: 0, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0x0, Size: 1}, {Name: "maxy", Location: 1, Semantic: "TEXCOORD", SemanticIndex: 1, Type: 0x0, Size: 1}, {Name: "from", Location: 2, Semantic: "TEXCOORD", SemanticIndex: 2, Type: 0x0, Size: 2}, {Name: "ctrl", Location: 3, Semantic: "TEXCOORD", SemanticIndex: 3, Type: 0x0, Size: 2}, {Name: "to", Location: 4, Semantic: "TEXCOORD", SemanticIndex: 4, Type: 0x0, Size: 2}}, Uniforms: shader.UniformsReflection{ Locations: []shader.UniformLocation{{Name: "_block.transform", Type: 0x0, Size: 4, Offset: 0}, {Name: "_block.pathOffset", Type: 0x0, Size: 2, Offset: 16}}, Size: 24, }, } //go:embed zstencil.vert.0.spirv zstencil_vert_0_spirv string //go:embed zstencil.vert.0.glsl100es zstencil_vert_0_glsl100es string //go:embed zstencil.vert.0.glsl150 zstencil_vert_0_glsl150 string //go:embed zstencil.vert.0.dxbc zstencil_vert_0_dxbc string //go:embed zstencil.vert.0.metallibmacos zstencil_vert_0_metallibmacos string //go:embed zstencil.vert.0.metallibios zstencil_vert_0_metallibios string //go:embed zstencil.vert.0.metallibiossimulator zstencil_vert_0_metallibiossimulator string ) func init() { const ( opengles = runtime.GOOS == "linux" || runtime.GOOS == "freebsd" || runtime.GOOS == "openbsd" || runtime.GOOS == "windows" || runtime.GOOS == "js" || runtime.GOOS == "android" || runtime.GOOS == "darwin" || runtime.GOOS == "ios" opengl = runtime.GOOS == "darwin" d3d11 = runtime.GOOS == "windows" vulkan = runtime.GOOS == "linux" || runtime.GOOS == "android" ) if vulkan { Shader_blit_frag[0].SPIRV = zblit_frag_0_spirv } if opengles { Shader_blit_frag[0].GLSL100ES = zblit_frag_0_glsl100es } if opengl { Shader_blit_frag[0].GLSL150 = zblit_frag_0_glsl150 } if d3d11 { Shader_blit_frag[0].DXBC = zblit_frag_0_dxbc } if runtime.GOOS == "darwin" { Shader_blit_frag[0].MetalLib = zblit_frag_0_metallibmacos } if runtime.GOOS == "ios" { if runtime.GOARCH == "amd64" { Shader_blit_frag[0].MetalLib = zblit_frag_0_metallibiossimulator } else { Shader_blit_frag[0].MetalLib = zblit_frag_0_metallibios } } if vulkan { Shader_blit_frag[1].SPIRV = zblit_frag_1_spirv } if opengles { Shader_blit_frag[1].GLSL100ES = zblit_frag_1_glsl100es } if opengl { Shader_blit_frag[1].GLSL150 = zblit_frag_1_glsl150 } if d3d11 { Shader_blit_frag[1].DXBC = zblit_frag_1_dxbc } if runtime.GOOS == "darwin" { Shader_blit_frag[1].MetalLib = zblit_frag_1_metallibmacos } if runtime.GOOS == "ios" { if runtime.GOARCH == "amd64" { Shader_blit_frag[1].MetalLib = zblit_frag_1_metallibiossimulator } else { Shader_blit_frag[1].MetalLib = zblit_frag_1_metallibios } } if vulkan { Shader_blit_frag[2].SPIRV = zblit_frag_2_spirv } if opengles { Shader_blit_frag[2].GLSL100ES = zblit_frag_2_glsl100es } if opengl { Shader_blit_frag[2].GLSL150 = zblit_frag_2_glsl150 } if d3d11 { Shader_blit_frag[2].DXBC = zblit_frag_2_dxbc } if runtime.GOOS == "darwin" { Shader_blit_frag[2].MetalLib = zblit_frag_2_metallibmacos } if runtime.GOOS == "ios" { if runtime.GOARCH == "amd64" { Shader_blit_frag[2].MetalLib = zblit_frag_2_metallibiossimulator } else { Shader_blit_frag[2].MetalLib = zblit_frag_2_metallibios } } if vulkan { Shader_blit_vert.SPIRV = zblit_vert_0_spirv } if opengles { Shader_blit_vert.GLSL100ES = zblit_vert_0_glsl100es } if opengl { Shader_blit_vert.GLSL150 = zblit_vert_0_glsl150 } if d3d11 { Shader_blit_vert.DXBC = zblit_vert_0_dxbc } if runtime.GOOS == "darwin" { Shader_blit_vert.MetalLib = zblit_vert_0_metallibmacos } if runtime.GOOS == "ios" { if runtime.GOARCH == "amd64" { Shader_blit_vert.MetalLib = zblit_vert_0_metallibiossimulator } else { Shader_blit_vert.MetalLib = zblit_vert_0_metallibios } } if vulkan { Shader_copy_frag.SPIRV = zcopy_frag_0_spirv } if opengles { Shader_copy_frag.GLSL100ES = zcopy_frag_0_glsl100es } if opengl { Shader_copy_frag.GLSL150 = zcopy_frag_0_glsl150 } if d3d11 { Shader_copy_frag.DXBC = zcopy_frag_0_dxbc } if runtime.GOOS == "darwin" { Shader_copy_frag.MetalLib = zcopy_frag_0_metallibmacos } if runtime.GOOS == "ios" { if runtime.GOARCH == "amd64" { Shader_copy_frag.MetalLib = zcopy_frag_0_metallibiossimulator } else { Shader_copy_frag.MetalLib = zcopy_frag_0_metallibios } } if vulkan { Shader_copy_vert.SPIRV = zcopy_vert_0_spirv } if opengles { Shader_copy_vert.GLSL100ES = zcopy_vert_0_glsl100es } if opengl { Shader_copy_vert.GLSL150 = zcopy_vert_0_glsl150 } if d3d11 { Shader_copy_vert.DXBC = zcopy_vert_0_dxbc } if runtime.GOOS == "darwin" { Shader_copy_vert.MetalLib = zcopy_vert_0_metallibmacos } if runtime.GOOS == "ios" { if runtime.GOARCH == "amd64" { Shader_copy_vert.MetalLib = zcopy_vert_0_metallibiossimulator } else { Shader_copy_vert.MetalLib = zcopy_vert_0_metallibios } } if vulkan { Shader_cover_frag[0].SPIRV = zcover_frag_0_spirv } if opengles { Shader_cover_frag[0].GLSL100ES = zcover_frag_0_glsl100es } if opengl { Shader_cover_frag[0].GLSL150 = zcover_frag_0_glsl150 } if d3d11 { Shader_cover_frag[0].DXBC = zcover_frag_0_dxbc } if runtime.GOOS == "darwin" { Shader_cover_frag[0].MetalLib = zcover_frag_0_metallibmacos } if runtime.GOOS == "ios" { if runtime.GOARCH == "amd64" { Shader_cover_frag[0].MetalLib = zcover_frag_0_metallibiossimulator } else { Shader_cover_frag[0].MetalLib = zcover_frag_0_metallibios } } if vulkan { Shader_cover_frag[1].SPIRV = zcover_frag_1_spirv } if opengles { Shader_cover_frag[1].GLSL100ES = zcover_frag_1_glsl100es } if opengl { Shader_cover_frag[1].GLSL150 = zcover_frag_1_glsl150 } if d3d11 { Shader_cover_frag[1].DXBC = zcover_frag_1_dxbc } if runtime.GOOS == "darwin" { Shader_cover_frag[1].MetalLib = zcover_frag_1_metallibmacos } if runtime.GOOS == "ios" { if runtime.GOARCH == "amd64" { Shader_cover_frag[1].MetalLib = zcover_frag_1_metallibiossimulator } else { Shader_cover_frag[1].MetalLib = zcover_frag_1_metallibios } } if vulkan { Shader_cover_frag[2].SPIRV = zcover_frag_2_spirv } if opengles { Shader_cover_frag[2].GLSL100ES = zcover_frag_2_glsl100es } if opengl { Shader_cover_frag[2].GLSL150 = zcover_frag_2_glsl150 } if d3d11 { Shader_cover_frag[2].DXBC = zcover_frag_2_dxbc } if runtime.GOOS == "darwin" { Shader_cover_frag[2].MetalLib = zcover_frag_2_metallibmacos } if runtime.GOOS == "ios" { if runtime.GOARCH == "amd64" { Shader_cover_frag[2].MetalLib = zcover_frag_2_metallibiossimulator } else { Shader_cover_frag[2].MetalLib = zcover_frag_2_metallibios } } if vulkan { Shader_cover_vert.SPIRV = zcover_vert_0_spirv } if opengles { Shader_cover_vert.GLSL100ES = zcover_vert_0_glsl100es } if opengl { Shader_cover_vert.GLSL150 = zcover_vert_0_glsl150 } if d3d11 { Shader_cover_vert.DXBC = zcover_vert_0_dxbc } if runtime.GOOS == "darwin" { Shader_cover_vert.MetalLib = zcover_vert_0_metallibmacos } if runtime.GOOS == "ios" { if runtime.GOARCH == "amd64" { Shader_cover_vert.MetalLib = zcover_vert_0_metallibiossimulator } else { Shader_cover_vert.MetalLib = zcover_vert_0_metallibios } } if vulkan { Shader_input_vert.SPIRV = zinput_vert_0_spirv } if opengles { Shader_input_vert.GLSL100ES = zinput_vert_0_glsl100es } if opengl { Shader_input_vert.GLSL150 = zinput_vert_0_glsl150 } if d3d11 { Shader_input_vert.DXBC = zinput_vert_0_dxbc } if runtime.GOOS == "darwin" { Shader_input_vert.MetalLib = zinput_vert_0_metallibmacos } if runtime.GOOS == "ios" { if runtime.GOARCH == "amd64" { Shader_input_vert.MetalLib = zinput_vert_0_metallibiossimulator } else { Shader_input_vert.MetalLib = zinput_vert_0_metallibios } } if vulkan { Shader_intersect_frag.SPIRV = zintersect_frag_0_spirv } if opengles { Shader_intersect_frag.GLSL100ES = zintersect_frag_0_glsl100es } if opengl { Shader_intersect_frag.GLSL150 = zintersect_frag_0_glsl150 } if d3d11 { Shader_intersect_frag.DXBC = zintersect_frag_0_dxbc } if runtime.GOOS == "darwin" { Shader_intersect_frag.MetalLib = zintersect_frag_0_metallibmacos } if runtime.GOOS == "ios" { if runtime.GOARCH == "amd64" { Shader_intersect_frag.MetalLib = zintersect_frag_0_metallibiossimulator } else { Shader_intersect_frag.MetalLib = zintersect_frag_0_metallibios } } if vulkan { Shader_intersect_vert.SPIRV = zintersect_vert_0_spirv } if opengles { Shader_intersect_vert.GLSL100ES = zintersect_vert_0_glsl100es } if opengl { Shader_intersect_vert.GLSL150 = zintersect_vert_0_glsl150 } if d3d11 { Shader_intersect_vert.DXBC = zintersect_vert_0_dxbc } if runtime.GOOS == "darwin" { Shader_intersect_vert.MetalLib = zintersect_vert_0_metallibmacos } if runtime.GOOS == "ios" { if runtime.GOARCH == "amd64" { Shader_intersect_vert.MetalLib = zintersect_vert_0_metallibiossimulator } else { Shader_intersect_vert.MetalLib = zintersect_vert_0_metallibios } } if vulkan { Shader_material_frag.SPIRV = zmaterial_frag_0_spirv } if opengles { Shader_material_frag.GLSL100ES = zmaterial_frag_0_glsl100es } if opengl { Shader_material_frag.GLSL150 = zmaterial_frag_0_glsl150 } if d3d11 { Shader_material_frag.DXBC = zmaterial_frag_0_dxbc } if runtime.GOOS == "darwin" { Shader_material_frag.MetalLib = zmaterial_frag_0_metallibmacos } if runtime.GOOS == "ios" { if runtime.GOARCH == "amd64" { Shader_material_frag.MetalLib = zmaterial_frag_0_metallibiossimulator } else { Shader_material_frag.MetalLib = zmaterial_frag_0_metallibios } } if vulkan { Shader_material_vert.SPIRV = zmaterial_vert_0_spirv } if opengles { Shader_material_vert.GLSL100ES = zmaterial_vert_0_glsl100es } if opengl { Shader_material_vert.GLSL150 = zmaterial_vert_0_glsl150 } if d3d11 { Shader_material_vert.DXBC = zmaterial_vert_0_dxbc } if runtime.GOOS == "darwin" { Shader_material_vert.MetalLib = zmaterial_vert_0_metallibmacos } if runtime.GOOS == "ios" { if runtime.GOARCH == "amd64" { Shader_material_vert.MetalLib = zmaterial_vert_0_metallibiossimulator } else { Shader_material_vert.MetalLib = zmaterial_vert_0_metallibios } } if vulkan { Shader_simple_frag.SPIRV = zsimple_frag_0_spirv } if opengles { Shader_simple_frag.GLSL100ES = zsimple_frag_0_glsl100es } if opengl { Shader_simple_frag.GLSL150 = zsimple_frag_0_glsl150 } if d3d11 { Shader_simple_frag.DXBC = zsimple_frag_0_dxbc } if runtime.GOOS == "darwin" { Shader_simple_frag.MetalLib = zsimple_frag_0_metallibmacos } if runtime.GOOS == "ios" { if runtime.GOARCH == "amd64" { Shader_simple_frag.MetalLib = zsimple_frag_0_metallibiossimulator } else { Shader_simple_frag.MetalLib = zsimple_frag_0_metallibios } } if vulkan { Shader_stencil_frag.SPIRV = zstencil_frag_0_spirv } if opengles { Shader_stencil_frag.GLSL100ES = zstencil_frag_0_glsl100es } if opengl { Shader_stencil_frag.GLSL150 = zstencil_frag_0_glsl150 } if d3d11 { Shader_stencil_frag.DXBC = zstencil_frag_0_dxbc } if runtime.GOOS == "darwin" { Shader_stencil_frag.MetalLib = zstencil_frag_0_metallibmacos } if runtime.GOOS == "ios" { if runtime.GOARCH == "amd64" { Shader_stencil_frag.MetalLib = zstencil_frag_0_metallibiossimulator } else { Shader_stencil_frag.MetalLib = zstencil_frag_0_metallibios } } if vulkan { Shader_stencil_vert.SPIRV = zstencil_vert_0_spirv } if opengles { Shader_stencil_vert.GLSL100ES = zstencil_vert_0_glsl100es } if opengl { Shader_stencil_vert.GLSL150 = zstencil_vert_0_glsl150 } if d3d11 { Shader_stencil_vert.DXBC = zstencil_vert_0_dxbc } if runtime.GOOS == "darwin" { Shader_stencil_vert.MetalLib = zstencil_vert_0_metallibmacos } if runtime.GOOS == "ios" { if runtime.GOARCH == "amd64" { Shader_stencil_vert.MetalLib = zstencil_vert_0_metallibiossimulator } else { Shader_stencil_vert.MetalLib = zstencil_vert_0_metallibios } } }