// Generated by ShaderCompiler from DefaultBatchedMeshSpritesNoTexture.shader. Do not edit manually.
#pragma once

#include "ShaderCompilerTypes.h"
#if defined(WITH_RHI_D3D11)
#	include "D3d11GeneratedShaders.h"
#endif
#if defined(WITH_RHI_VULKAN)
#	include "VulkanGeneratedShaders.h"
#endif

#ifndef DOXYGEN_GENERATING_OUTPUT
namespace nCine::ShadersGen
{
#if defined(WITH_RHI_GL) && !defined(RHI_GL_PROFILE_ES2)
	inline constexpr char DefaultBatchedMeshSpritesNoTexture_Vs[] =
R"__SHDR__(#line 1

in vec2 aPosition;
in uint aMeshIndex;

out vec4 vColor;

uniform mat4 uProjectionMatrix;
uniform mat4 uViewMatrix;

struct Instance
{
	mat4 modelMatrix;
	vec4 color;
	vec2 spriteSize;
};

layout (std140) uniform InstancesBlock
{
#ifndef BATCH_SIZE
	#define BATCH_SIZE (682) // 64 Kb / 96 b
#endif
	Instance[BATCH_SIZE] instances;
} block;


#define i block.instances[aMeshIndex]

void main()
{
	vec4 position = vec4(aPosition.x * i.spriteSize.x, aPosition.y * i.spriteSize.y, 0.0, 1.0);

	gl_Position = uProjectionMatrix * uViewMatrix * i.modelMatrix * position;
	vColor = i.color;
}
)__SHDR__";
#endif

#if defined(WITH_RHI_GL) && defined(RHI_GL_PROFILE_ES2)
	inline constexpr char DefaultBatchedMeshSpritesNoTexture_Vs100[] =
R"__SHDR__(#line 1

attribute vec2 aPosition;
attribute float aMeshIndex;

varying vec4 vColor;

uniform mat4 uProjectionMatrix;
uniform mat4 uViewMatrix;

struct Instance
{
	mat4 modelMatrix;
	vec4 color;
	vec2 spriteSize;
};

#ifndef BATCH_SIZE
	#define BATCH_SIZE (682) // 64 Kb / 96 b
#endif
	uniform Instance instances[BATCH_SIZE];


#define i instances[int(aMeshIndex)]

void main()
{
	vec4 position = vec4(aPosition.x * i.spriteSize.x, aPosition.y * i.spriteSize.y, 0.0, 1.0);

	gl_Position = uProjectionMatrix * uViewMatrix * i.modelMatrix * position;
	vColor = i.color;
}
)__SHDR__";
#endif

#if defined(WITH_RHI_GL) && !defined(RHI_GL_PROFILE_ES2)
	inline constexpr char DefaultBatchedMeshSpritesNoTexture_Fs[] =
R"__SHDR__(#line 1

#ifdef GL_ES
precision mediump float;
#endif

in vec4 vColor;

out vec4 COLOR;

void main() {
	COLOR = vColor;
}

)__SHDR__";
#endif

#if defined(WITH_RHI_GL) && defined(RHI_GL_PROFILE_ES2)
	inline constexpr char DefaultBatchedMeshSpritesNoTexture_Fs100[] =
R"__SHDR__(#line 1

precision mediump float;

varying vec4 vColor;


void main() {
	vec4 COLOR;
	COLOR = vColor;
	gl_FragColor = COLOR;
}

)__SHDR__";
#endif

	inline constexpr ShaderCompiler::Uniform DefaultBatchedMeshSpritesNoTexture_Uniforms[] = {
		{ "uProjectionMatrix", ShaderCompiler::UniformType::Mat4, 0 },
		{ "uViewMatrix", ShaderCompiler::UniformType::Mat4, 0 },
	};

	inline constexpr ShaderCompiler::BlockMember DefaultBatchedMeshSpritesNoTexture_Block0_Members[] = {
		{ "instances", ShaderCompiler::UniformType::Struct, ShaderCompiler::SymbolicArraySize, 0 },
	};

	inline constexpr ShaderCompiler::UniformBlock DefaultBatchedMeshSpritesNoTexture_Blocks[] = {
		{ "InstancesBlock", 0, 96, 1, DefaultBatchedMeshSpritesNoTexture_Block0_Members },
	};

	inline constexpr ShaderCompiler::Attribute DefaultBatchedMeshSpritesNoTexture_Attributes[] = {
		{ "aPosition", ShaderCompiler::UniformType::Vec2, -1 },
		{ "aMeshIndex", ShaderCompiler::UniformType::UInt, -1 },
	};

	inline constexpr ShaderCompiler::ProgramVariant DefaultBatchedMeshSpritesNoTexture_Variants[] = {
		{ "", "",
#if defined(WITH_RHI_GL) && !defined(RHI_GL_PROFILE_ES2)
			DefaultBatchedMeshSpritesNoTexture_Vs, DefaultBatchedMeshSpritesNoTexture_Fs,
#else
			nullptr, nullptr,
#endif
			2, DefaultBatchedMeshSpritesNoTexture_Uniforms, 1, DefaultBatchedMeshSpritesNoTexture_Blocks, 0, nullptr, 2, DefaultBatchedMeshSpritesNoTexture_Attributes,
#if defined(WITH_RHI_GL) && defined(RHI_GL_PROFILE_ES2)
			DefaultBatchedMeshSpritesNoTexture_Vs100, DefaultBatchedMeshSpritesNoTexture_Fs100,
#else
			nullptr, nullptr,
#endif
#if defined(WITH_RHI_D3D11)
			DefaultBatchedMeshSpritesNoTexture_VsHlsl, DefaultBatchedMeshSpritesNoTexture_FsHlsl,
			DefaultBatchedMeshSpritesNoTexture_VsDxbc, DefaultBatchedMeshSpritesNoTexture_VsDxbcSize, DefaultBatchedMeshSpritesNoTexture_FsDxbc, DefaultBatchedMeshSpritesNoTexture_FsDxbcSize,
#else
			nullptr, nullptr,
			nullptr, 0, nullptr, 0,
#endif
#if defined(WITH_RHI_VULKAN)
			DefaultBatchedMeshSpritesNoTexture_VkVs, DefaultBatchedMeshSpritesNoTexture_VkVsSize, DefaultBatchedMeshSpritesNoTexture_VkFs, DefaultBatchedMeshSpritesNoTexture_VkFsSize },
#else
			nullptr, 0, nullptr, 0 },
#endif
	};

	inline constexpr ShaderCompiler::Program DefaultBatchedMeshSpritesNoTexture = { "DefaultBatchedMeshSpritesNoTexture", 0, 1, DefaultBatchedMeshSpritesNoTexture_Variants };
}
#endif
