// Copyright 2025 Google LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
syntax = "proto3";
package designcompose.definition.element;
import "definition/element/color.proto";
option java_multiple_files = true;
option java_package = "com.android.designcompose.definition.element";
option optimize_for = LITE_RUNTIME;
// Details for the runtime shader
message ShaderData {
// string for runtime shader code
string shader = 1;
// fallback color when runtime shader code isn't supported
optional definition.element.Color shader_fallback_color = 2;
// shader uniforms, name => ShaderUniform
map<string, ShaderUniform> shader_uniforms = 3;
}
// Data for shader uniform, containing name, type and default value set from plugin.
message ShaderUniform {
// name
string name = 1;
// type
string type = 2;
// shader uniform value
optional ShaderUniformValue value = 3;
// If this shader uniform should be ignored. No action to set the uniform value.
// For images, we have imageResolution bundled to the image input.
// The uniform value will be ignored but the uniform is in list for type check.
bool ignore = 4;
}
// Shader uniform value, currently support float, FloatColor and float array.
message ShaderUniformValue {
// Float array value for float2, float3, float4, half2, half3 and half4.
message FloatVec {
repeated float floats = 1;
}
// Int array value for int2, int3 and int4.
message IntVec {
repeated int32 ints = 1;
}
// ImageRef for image uniform(shader).
message ImageRef {
string key = 1;
optional string res_name = 2;
}
// Image bytes for image uniform(shader).
message ImageBytes {
bytes data = 1;
}
// Image resource for image uniform(shader).
message ImageResource {
uint32 resource_id = 1;
}
oneof value_type {
// uniform "type" is "float", "half" or "iTime".
float float_value = 1;
// uniform "type" is "float2", "float3", "float4", "half2", "half3" or "half4"
// in the plugin data.
FloatVec float_vec_value = 2;
// uniform "type" is "color3" or "color4" in the plugin data. Alpha would be
// ignored for "color3" when set uniform value to the runtime shader.
FloatColor float_color_value = 3;
int32 int_value = 4;
// uniform "type" is "int2", "int3" or "int4" in the plugin data.
IntVec int_vec_value = 5;
// uniform "shader" holds an image ref key
ImageRef image_ref_value = 6;
// uniform "shader" holds an image bytes data. It is created for uniform value customization.
ImageBytes image_bytes_value = 7;
// uniform "shader" holds an image resource id. It is created for uniform value customization.
ImageResource image_resource_value = 8;
}
}