Shader macro, converts Nim code into GLSLDefault constructor for different GLSL types.List of function that GLSL provides, don't include their Nim src.Simply SKIP these functions.GLSL helper functions
Types
ImageBuffer = object image*: Image
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Sampler2dArray = object images*: seq[Image]
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SamplerBuffer = object data*: seq[float32]
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UImageBuffer = object image*: Image
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UniformWriteOnly[T] = T
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USampler2d = object image*: Image
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Vars
gl_Position: Vec4
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gl_VertexID: uint32
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Procs
proc imageLoad(buffer: var UniformWriteOnly[UImageBuffer]; index: int32): UVec4 {. ...raises: [], tags: [], forbids: [].}
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proc imageStore(buffer: var Uniform[Sampler2d]; pos: IVec2; color: Vec4) {. ...raises: [], tags: [], forbids: [].}
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proc imageStore(buffer: var UniformWriteOnly[ImageBuffer]; index: int32; color: Vec4) {....raises: [], tags: [], forbids: [].}
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proc imageStore(buffer: var UniformWriteOnly[UImageBuffer]; index: int32; color: UVec4) {....raises: [], tags: [], forbids: [].}
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proc texelFetch(buffer: Uniform[Sampler2d]; pos: IVec2; level: int): Vec4 {. ...raises: [], tags: [], forbids: [].}
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proc texelFetch(buffer: Uniform[SamplerBuffer]; index: SomeInteger): Vec4
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proc texelFetch(buffer: Uniform[USampler2d]; pos: IVec2; level: int): UVec4 {. ...raises: [], tags: [], forbids: [].}
- CPU stub for usampler2D; not used at runtime. Returns zeros. Source Edit
proc textureGrad(s: Uniform[Sampler2d]; uv: Vec3; dUVdx: Vec2; dUVdy: Vec2): Vec4 {. ...raises: [], tags: [], forbids: [].}
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proc textureGrad(s: Uniform[Sampler2dArray]; uvw: Vec3; dUVdx: Vec2; dUVdy: Vec2): Vec4 {. ...raises: [], tags: [], forbids: [].}
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proc textureSize(buffer: Uniform[Sampler2d]; level: int): Vec2 {....raises: [], tags: [], forbids: [].}
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proc toGLSLInner(s: NimNode; version, extra: string): string {. ...raises: [Exception], tags: [RootEffect], forbids: [].}
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