You are an expert in writing code in many different languages. Your goal is to perform code completion for the following code, keeping in mind the rest of the code and the file meta data.
    Metadata details:
    filename: shaders.go
    path of file: ./repos/caire/vendor/gioui.org/shader/piet
    
    the code of the file until where you have to start completion: // Code generated by bu
    
func init() {
	const (
		opengles = runtime.GOOS == "linux" || runtime.GOOS == "freebsd" || runtime.GOOS == "openbsd" || runtime.GOOS == "windows" || runtime.GOOS == "js" || runtime.GOOS == "android" || runtime.GOOS == "darwin" || runtime.GOOS == "ios"
		opengl   = runtime.GOOS == "darwin"
		d3d11    = runtime.GOOS == "windows"
		vulkan   = runtime.GOOS == "linux" || runtime.GOOS == "android"
	)
	if vulkan {
		Shader_backdrop_comp.SPIRV = zbackdrop_comp_0_spirv
	}
	if opengles {
	}
	if opengl {
	}
	if d3d11 {
		Shader_backdrop_comp.DXBC = zbackdrop_comp_0_dxbc
	}
	if runtime.GOOS == "darwin" {
		Shader_backdrop_comp.MetalLib = zbackdrop_comp_0_metallibmacos
	}
	if runtime.GOOS == "ios" {
		if runtime.GOARCH == "amd64" {
			Shader_backdrop_comp.MetalLib = zbackdrop_comp_0_metallibiossimulator
		} else {
			Shader_backdrop_comp.MetalLib = zbackdrop_comp_0_metallibios
		}
	}
	if vulkan {
		Shader_binning_comp.SPIRV = zbinning_comp_0_spirv
	}
	if opengles {
	}
	if opengl {
	}
	if d3d11 {
		Shader_binning_comp.DXBC = zbinning_comp_0_dxbc
	}
	if runtime.GOOS == "darwin" {
		Shader_binning_comp.MetalLib = zbinning_comp_0_metallibmacos
	}
	if runtime.GOOS == "ios" {
		if runtime.GOARCH == "amd64" {
			Shader_binning_comp.MetalLib = zbinning_comp_0_metallibiossimulator
		} else {
			Shader_binning_comp.MetalLib = zbinning_comp_0_metallibios
		}
	}
	if vulkan {
		Shader_coarse_comp.SPIRV = zcoarse_comp_0_spirv
	}
	if opengles {
	}
	if opengl {
	}
	if d3d11 {
		Shader_coarse_comp.DXBC = zcoarse_comp_0_dxbc
	}
	if runtime.GOOS == "darwin" {
		Shader_coarse_comp.MetalLib = zcoarse_comp_0_metallibmacos
	}
	if runtime.GOOS == "ios" {
		if runtime.GOARCH == "amd64" {
			Shader_coarse_comp.MetalLib = zcoarse_comp_0_metallibiossimulator
		} else {
			Shader_coarse_comp.MetalLib = zcoarse_comp_0_metallibios
		}
	}
	if vulkan {
		Shader_elements_comp.SPIRV = zelements_comp_0_spirv
	}
	if opengles {
	}
	if opengl {
	}
	if d3d11 {
		Shader_elements_comp.DXBC = zelements_comp_0_dxbc
	}
	if runtime.GOOS == "darwin" {
		Shader_elements_comp.MetalLib = zelements_comp_0_metallibmacos
	}
	if runtime.GOOS == "ios" {
		if runtime.GOARCH == "amd64" {
			Shader_elements_comp.MetalLib = zelements_comp_0_metallibiossimulator
		} else {
			Shader_elements_comp.MetalLib = zelements_comp_0_metallibios
		}
	}
	if vulkan {
		Shader_kernel4_comp.SPIRV = zkernel4_comp_0_spirv
	}
	if opengles {
	}
	if opengl {
	}
	if d3d11 {
		Shader_kernel4_comp.DXBC = zkernel4_comp_0_dxbc
	}
	if runtime.GOOS == "darwin" {
		Shader_kernel4_comp.MetalLib = zkernel4_comp_0_metallibmacos
	}
	if runtime.GOOS == "ios" {
		if runtime.GOARCH == "amd64" {
			Shader_kernel4_comp.MetalLib = zkernel4_comp_0_metallibiossimulator
		} else {
			Shader_kernel4_comp.MetalLib = zkernel4_comp_0_metallibios
		}
	}
	if vulkan {
		Shader_path_coarse_comp.SPIRV = zpath_coarse_comp_0_spirv
	}
	if opengles {
	}
	if opengl {
	}
	if d3d11 {
		Shader_path_coarse_comp.DXBC = zpath_coarse_comp_0_dxbc
	}
	if runtime.GOOS == "darwin" {
		Shader_path_coarse_comp.MetalLib = zpath_coarse_comp_0_metallibmacos
	}
	if runtime.GOOS == "ios" {
		if runtime.GOARCH == "amd64" {
			Shader_path_coarse_comp.MetalLib = zpath_coarse_comp_0_metallibiossimulator
		} else {
			Shader_path_coarse_comp.MetalLib = zpath_coarse_comp_0_metallibios
		}
	}
	if vulkan {
		Shader_tile_alloc_comp.SPIRV = ztile_alloc_comp_0_spirv
	}
	if opengles {
	}
	if opengl {
	}
	if d3d11 {
		Shader_tile_alloc_comp.DXBC = ztile_alloc_comp_0_dxbc
	}
	if runtime.GOOS == "darwin" {
		Shader_tile_alloc_comp.MetalLib = ztile_alloc_comp_0_metallibmacos
	}
	if runtime.GOOS == "ios" {
		if runtime.GOARCH == "amd64" {
			Shader_tile_alloc_comp.MetalLib = ztile_alloc_comp_0_metallibiossimulator
		} else {
			Shader_tile_alloc_comp.MetalLib = ztile_alloc_comp_0_metallibios
		}
	}
}