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struct ps_clear_common {
struct Samplers {
bool set_slot(int index, int value) {
switch (index) {
}
return false;
}
} samplers;
struct AttribLocations {
int aPosition = NULL_ATTRIB;
int aRect = NULL_ATTRIB;
int aColor = NULL_ATTRIB;
void bind_loc(const char* name, int index) {
if (strcmp("aPosition", name) == 0) { aPosition = index; return; }
if (strcmp("aRect", name) == 0) { aRect = index; return; }
if (strcmp("aColor", name) == 0) { aColor = index; return; }
}
int get_loc(const char* name) const {
if (strcmp("aPosition", name) == 0) { return aPosition != NULL_ATTRIB ? aPosition : -1; }
if (strcmp("aRect", name) == 0) { return aRect != NULL_ATTRIB ? aRect : -1; }
if (strcmp("aColor", name) == 0) { return aColor != NULL_ATTRIB ? aColor : -1; }
return -1;
}
} attrib_locations;
mat4_scalar uTransform;
void bind_textures() {
}
};
struct ps_clear_vert : VertexShaderImpl, ps_clear_common {
private:
typedef ps_clear_vert Self;
// mat4_scalar uTransform;
vec2 aPosition;
vec4 vColor;
vec4_scalar aRect;
vec4_scalar aColor;
ALWAYS_INLINE void main(void) {
vec2 pos = mix((aRect).sel(X,Y), (aRect).sel(Z,W), (aPosition).sel(X,Y));
gl_Position = (uTransform)*(make_vec4(pos, 0.f, 1.f));
(gl_Position).z = (gl_Position).w;
vColor = aColor;
}
static void set_uniform_1i(VertexShaderImpl* impl, int index, int value) {
Self* self = (Self*)impl;
if (self->samplers.set_slot(index, value)) return;
switch (index) {
case 1:
assert(0); // uTransform
break;
}
}
static void set_uniform_4fv(VertexShaderImpl* impl, int index, const float *value) {
Self* self = (Self*)impl;
switch (index) {
case 1:
assert(0); // uTransform
break;
}
}
static void set_uniform_matrix4fv(VertexShaderImpl* impl, int index, const float *value) {
Self* self = (Self*)impl;
switch (index) {
case 1:
self->uTransform = mat4_scalar::load_from_ptr(value);
break;
}
}
static void load_attribs(VertexShaderImpl* impl, VertexAttrib *attribs, uint32_t start, int instance, int count) {Self* self = (Self*)impl;
load_attrib(self->aPosition, attribs[self->attrib_locations.aPosition], start, instance, count);
load_flat_attrib(self->aRect, attribs[self->attrib_locations.aRect], start, instance, count);
load_flat_attrib(self->aColor, attribs[self->attrib_locations.aColor], start, instance, count);
}
public:
struct InterpOutputs {
vec4_scalar vColor;
};
private:
ALWAYS_INLINE void store_interp_outputs(char* dest_ptr, size_t stride) {
for(int n = 0; n < 4; n++) {
auto* dest = reinterpret_cast<InterpOutputs*>(dest_ptr);
dest->vColor = get_nth(vColor, n);
dest_ptr += stride;
}
}
static void run(VertexShaderImpl* impl, char* interps, size_t interp_stride) {
Self* self = (Self*)impl;
self->main();
self->store_interp_outputs(interps, interp_stride);
}
static void init_batch(VertexShaderImpl* impl) {
Self* self = (Self*)impl; self->bind_textures(); }
public:
ps_clear_vert() {
set_uniform_1i_func = &set_uniform_1i;
set_uniform_4fv_func = &set_uniform_4fv;
set_uniform_matrix4fv_func = &set_uniform_matrix4fv;
init_batch_func = &init_batch;
load_attribs_func = &load_attribs;
run_primitive_func = &run;
}
};
struct ps_clear_frag : FragmentShaderImpl, ps_clear_vert {
private:
typedef ps_clear_frag Self;
#define oFragColor gl_FragColor
// vec4 oFragColor;
vec4 vColor;
ALWAYS_INLINE void main(void) {
oFragColor = vColor;
}
typedef ps_clear_vert::InterpOutputs InterpInputs;
InterpInputs interp_step;
struct InterpPerspective {
vec4 vColor;
};
InterpPerspective interp_perspective;
static void read_interp_inputs(FragmentShaderImpl* impl, const void* init_, const void* step_) {Self* self = (Self*)impl;const InterpInputs* init = (const InterpInputs*)init_;const InterpInputs* step = (const InterpInputs*)step_;
self->vColor = init_interp(init->vColor, step->vColor);
self->interp_step.vColor = step->vColor * 4.0f;
}
static void read_perspective_inputs(FragmentShaderImpl* impl, const void* init_, const void* step_) {Self* self = (Self*)impl;const InterpInputs* init = (const InterpInputs*)init_;const InterpInputs* step = (const InterpInputs*)step_;
Float w = 1.0f / self->gl_FragCoord.w;
self->interp_perspective.vColor = init_interp(init->vColor, step->vColor);
self->vColor = self->interp_perspective.vColor * w;
self->interp_step.vColor = step->vColor * 4.0f;
}
ALWAYS_INLINE void step_interp_inputs(int steps = 4) {
float chunks = steps * 0.25f;
vColor += interp_step.vColor * chunks;
}
ALWAYS_INLINE void step_perspective_inputs(int steps = 4) {
step_perspective(steps);
float chunks = steps * 0.25f;
Float w = 1.0f / gl_FragCoord.w;
interp_perspective.vColor += interp_step.vColor * chunks;
vColor = w * interp_perspective.vColor;
}
static void run(FragmentShaderImpl* impl) {
Self* self = (Self*)impl;
self->main();
self->step_interp_inputs();
}
static void skip(FragmentShaderImpl* impl, int steps) {
Self* self = (Self*)impl;
self->step_interp_inputs(steps);
}
static void run_perspective(FragmentShaderImpl* impl) {
Self* self = (Self*)impl;
self->main();
self->step_perspective_inputs();
}
static void skip_perspective(FragmentShaderImpl* impl, int steps) {
Self* self = (Self*)impl;
self->step_perspective_inputs(steps);
}
public:
ps_clear_frag() {
init_span_func = &read_interp_inputs;
run_func = &run;
skip_func = &skip;
enable_perspective();
init_span_w_func = &read_perspective_inputs;
run_w_func = &run_perspective;
skip_w_func = &skip_perspective;
}
};
struct ps_clear_program : ProgramImpl, ps_clear_frag {
int get_uniform(const char *name) const override {
if (strcmp("uTransform", name) == 0) { return 1; }
return -1;
}
void bind_attrib(const char* name, int index) override {
attrib_locations.bind_loc(name, index);
}
int get_attrib(const char* name) const override {
return attrib_locations.get_loc(name);
}
size_t interpolants_size() const override { return sizeof(InterpOutputs); }
VertexShaderImpl* get_vertex_shader() override {
return this;
}
FragmentShaderImpl* get_fragment_shader() override {
return this;
}
const char* get_name() const override { return "ps_clear"; }
static ProgramImpl* loader() { return new ps_clear_program; }
};