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author | Péter Diviánszky <divipp@gmail.com> | 2016-02-14 15:02:55 +0100 |
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committer | Péter Diviánszky <divipp@gmail.com> | 2016-02-14 15:02:55 +0100 |
commit | 34e78f10452d1a1628a85eab443a4a672fd44ec3 (patch) | |
tree | 56321512ba2cdc3f3f62395818fa5c2f8b9a17f4 /testdata/HyperbolicParaboloic.out | |
parent | 87cefc9cacb9e82c4340c8552d9373175980faca (diff) |
refactoring
Diffstat (limited to 'testdata/HyperbolicParaboloic.out')
-rw-r--r-- | testdata/HyperbolicParaboloic.out | 35 |
1 files changed, 19 insertions, 16 deletions
diff --git a/testdata/HyperbolicParaboloic.out b/testdata/HyperbolicParaboloic.out index 67b1a1f6..3697902a 100644 --- a/testdata/HyperbolicParaboloic.out +++ b/testdata/HyperbolicParaboloic.out | |||
@@ -25,31 +25,34 @@ Pipeline | |||
25 | , vertexShader = | 25 | , vertexShader = |
26 | """ | 26 | """ |
27 | #version 330 core | 27 | #version 330 core |
28 | vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} | 28 | vec4 texture2D(sampler2D s,vec2 uv) { |
29 | uniform mat4 MVP ; | 29 | return texture(s,uv); |
30 | uniform vec2 Mouse ; | 30 | } |
31 | in vec3 vi1 ; | 31 | uniform mat4 MVP; |
32 | smooth out vec4 vo1 ; | 32 | uniform vec2 Mouse; |
33 | in vec3 vi1; | ||
34 | smooth out vec4 vo1; | ||
33 | void main() { | 35 | void main() { |
34 | gl_Position = ((MVP) * (vec4 (((Mouse).y) * ((vi1).x) | 36 | gl_Position = ((MVP) * (vec4 |
35 | ,(((0.5) * ((Mouse).x)) * ((vi1).x)) * ((vi1).y) | 37 | (((Mouse).y) * ((vi1).x) |
36 | ,((Mouse).y) * ((vi1).y) | 38 | ,(((0.5) * ((Mouse).x)) * ((vi1).x)) * ((vi1).y) |
37 | ,1.0))) * (vec4 (0.1,0.1,0.1,1.0)); | 39 | ,((Mouse).y) * ((vi1).y) |
38 | vo1 = vec4 ((vi1).x,(vi1).y,(vi1).z,1.0); | 40 | ,1.0))) * (vec4 (0.1,0.1,0.1,1.0)); |
41 | vo1 = vec4 ((vi1).x,(vi1).y,(vi1).z,1.0); | ||
39 | } | 42 | } |
40 | |||
41 | """ | 43 | """ |
42 | , geometryShader = Nothing | 44 | , geometryShader = Nothing |
43 | , fragmentShader = | 45 | , fragmentShader = |
44 | """ | 46 | """ |
45 | #version 330 core | 47 | #version 330 core |
46 | vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} | 48 | vec4 texture2D(sampler2D s,vec2 uv) { |
47 | smooth in vec4 vo1 ; | 49 | return texture(s,uv); |
48 | out vec4 f0 ; | 50 | } |
51 | smooth in vec4 vo1; | ||
52 | out vec4 f0; | ||
49 | void main() { | 53 | void main() { |
50 | f0 = vo1; | 54 | f0 = vo1; |
51 | } | 55 | } |
52 | |||
53 | """ | 56 | """ |
54 | } | 57 | } |
55 | ] | 58 | ] |