Backlog/lib/sdl3/spvreflect/reflected.zig

42 lines
1.1 KiB
Zig

pub const shaderTypes = @import("shaderTypes");
pub const int = shaderTypes.int;
pub const uint = shaderTypes.uint;
pub const vec2 = shaderTypes.vec2;
pub const u8vec4 = shaderTypes.u8vec4;
pub const vec3 = shaderTypes.vec3;
pub const vec4 = shaderTypes.vec4;
pub const mat4 = shaderTypes.mat4;
pub const float = shaderTypes.float;
pub const BufferInfo = shaderTypes.BufferInfo;
pub const Scene = struct {
color: vec4,
pub const Buffer: BufferInfo = .{ .storage = 0 };
};
pub const Scene2 = struct {
color: vec4,
lmfao: vec4,
pub const Buffer: BufferInfo = .{ .storage = 1 };
};
pub const TransformBuffer = struct {
modelMatrix: mat4,
viewMatrix: mat4,
projectionMatrix: mat4,
time: float,
pub const Buffer: BufferInfo = .{ .uniform = 0 };
};
pub const LoadArgs = shaderTypes.ShaderLoadArgs{
.num_samplers = 0, // The number of samplers defined in the shader.
.num_storage_textures = 0, // The number of storage textures defined in the shader.
.num_storage_buffers = 2, // The number of storage buffers defined in the shader.
.num_uniform_buffers = 0, // The number of uniform buffers defined in the shader.
};