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@ -32,6 +32,7 @@ pub fn build(b: *std.Build) void {
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}
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sdl3.shaderDefintion(b, mod, "../../lib/sdl3", optimize, "sample.vert", b.path("shaders/sample.vert.json"));
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sdl3.shaderDefintion(b, mod, "../../lib/sdl3", optimize, "meshes.vert", b.path("shaders/meshes.vert.json"));
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// ========== tests ==========
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const tests = b.addTest(.{
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@ -0,0 +1,34 @@
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struct Input
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{
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float3 Position : TEXCOORD0;
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float2 TexCoord : TEXCOORD1;
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uint InstanceIndex : SV_InstanceID;
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};
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struct Output
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{
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float2 TexCoord : TEXCOORD0;
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float4 Position : SV_Position;
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};
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struct Scene
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{
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float4x4 Model;
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};
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StructuredBuffer<Scene> scene: register(t0, space0);
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cbuffer Uniforms : register(b0, space1)
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{
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float4x4 ViewProjection;
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float time;
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};
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Output main(Input input)
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{
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Output output;
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output.TexCoord = input.TexCoord;
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output.Position = mul(ViewProjection, mul(float4(input.Position, 1.0), scene[input.InstanceIndex].Model));
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return output;
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}
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@ -0,0 +1,94 @@
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{
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"entryPoints" : [
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{
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"name" : "main",
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"mode" : "vert"
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}
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],
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"types" : {
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"_8" : {
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"name" : "Scene",
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"members" : [
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{
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"name" : "Model",
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"type" : "mat4",
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"offset" : 0,
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"matrix_stride" : 16,
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"row_major" : true
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}
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]
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},
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"_7" : {
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"name" : "type.StructuredBuffer.Scene",
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"members" : [
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{
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"name" : "_m0",
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"type" : "_8",
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"array" : [
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0
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],
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"array_size_is_literal" : [
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true
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],
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"offset" : 0,
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"array_stride" : 64
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}
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]
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},
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"_10" : {
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"name" : "type.Uniforms",
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"members" : [
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{
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"name" : "ViewProjection",
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"type" : "mat4",
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"offset" : 0,
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"matrix_stride" : 16,
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"row_major" : true
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},
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{
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"name" : "time",
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"type" : "float",
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"offset" : 64
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}
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]
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}
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},
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"inputs" : [
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{
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"type" : "vec3",
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"name" : "in.var.TEXCOORD0",
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"location" : 0
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},
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{
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"type" : "vec2",
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"name" : "in.var.TEXCOORD1",
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"location" : 1
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}
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],
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"outputs" : [
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{
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"type" : "vec2",
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"name" : "out.var.TEXCOORD0",
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"location" : 0
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}
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],
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"ssbos" : [
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{
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"type" : "_7",
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"name" : "scene",
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"readonly" : true,
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"block_size" : 0,
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"set" : 0,
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"binding" : 0
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}
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],
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"ubos" : [
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{
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"type" : "_10",
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"name" : "type.Uniforms",
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"block_size" : 68,
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"set" : 1,
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"binding" : 0
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}
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]
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}
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@ -0,0 +1,41 @@
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct Scene
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{
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float4x4 Model;
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};
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struct type_StructuredBuffer_Scene
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{
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Scene _m0[1];
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};
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struct type_Uniforms
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{
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float4x4 ViewProjection;
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float time;
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};
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struct main0_out
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{
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float2 out_var_TEXCOORD0 [[user(locn0)]];
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float4 gl_Position [[position]];
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};
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struct main0_in
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{
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float3 in_var_TEXCOORD0 [[attribute(0)]];
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float2 in_var_TEXCOORD1 [[attribute(1)]];
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};
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vertex main0_out main0(main0_in in [[stage_in]], constant type_Uniforms& Uniforms [[buffer(0)]], const device type_StructuredBuffer_Scene& scene [[buffer(1)]], uint gl_InstanceIndex [[instance_id]])
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{
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main0_out out = {};
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out.out_var_TEXCOORD0 = in.in_var_TEXCOORD1;
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out.gl_Position = Uniforms.ViewProjection * (float4(in.in_var_TEXCOORD0, 1.0) * scene._m0[gl_InstanceIndex].Model);
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return out;
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}
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