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authorPéter Diviánszky <divipp@gmail.com>2016-02-29 11:42:54 +0100
committerPéter Diviánszky <divipp@gmail.com>2016-02-29 11:43:07 +0100
commit3f7ebace8562ff63e030f19af2841f9c2a537bc3 (patch)
treeca8018c7eddf26b2aecab953c9fd2ccf343fa5c6 /testdata/HyperbolicParaboloic.out
parent1e7cd49b76c0764b9e424aa6702929005c235cb9 (diff)
dependency change: pretty-compact --> wl-pprint
Diffstat (limited to 'testdata/HyperbolicParaboloic.out')
-rw-r--r--testdata/HyperbolicParaboloic.out27
1 files changed, 17 insertions, 10 deletions
diff --git a/testdata/HyperbolicParaboloic.out b/testdata/HyperbolicParaboloic.out
index 48d24991..e587605d 100644
--- a/testdata/HyperbolicParaboloic.out
+++ b/testdata/HyperbolicParaboloic.out
@@ -25,7 +25,8 @@ Pipeline
25 , vertexShader = 25 , vertexShader =
26 """ 26 """
27 #version 330 core 27 #version 330 core
28 vec4 texture2D(sampler2D s,vec2 uv) { 28 vec4 texture2D(sampler2D s
29 ,vec2 uv) {
29 return texture(s,uv); 30 return texture(s,uv);
30 } 31 }
31 uniform mat4 MVP; 32 uniform mat4 MVP;
@@ -33,25 +34,31 @@ Pipeline
33 in vec3 vi1; 34 in vec3 vi1;
34 smooth out vec4 vo1; 35 smooth out vec4 vo1;
35 vec4 scale(float z0,vec4 z1) { 36 vec4 scale(float z0,vec4 z1) {
36 return (z1) * (vec4 (z0,z0,z0,1.0)); 37 return (z1) * (vec4 (z0
38 ,z0
39 ,z0
40 ,1.0));
37 } 41 }
38 float t; 42 float t;
39 void main() { 43 void main() {
40 t = (Mouse).y; 44 t = (Mouse).y;
41 gl_Position = scale 45 gl_Position = scale (0.1
42 (0.1 46 ,(MVP) * (vec4 ((t) * ((vi1).x)
43 ,(MVP) * (vec4 ((t) * ((vi1).x) 47 ,(((0.5) * ((Mouse).x)) * ((vi1).x)) * ((vi1).y)
44 ,(((0.5) * ((Mouse).x)) * ((vi1).x)) * ((vi1).y) 48 ,(t) * ((vi1).y)
45 ,(t) * ((vi1).y) 49 ,1.0)));
46 ,1.0))); 50 vo1 = vec4 ((vi1).x
47 vo1 = vec4 ((vi1).x,(vi1).y,(vi1).z,1.0); 51 ,(vi1).y
52 ,(vi1).z
53 ,1.0);
48 } 54 }
49 """ 55 """
50 , geometryShader = Nothing 56 , geometryShader = Nothing
51 , fragmentShader = 57 , fragmentShader =
52 """ 58 """
53 #version 330 core 59 #version 330 core
54 vec4 texture2D(sampler2D s,vec2 uv) { 60 vec4 texture2D(sampler2D s
61 ,vec2 uv) {
55 return texture(s,uv); 62 return texture(s,uv);
56 } 63 }
57 smooth in vec4 vo1; 64 smooth in vec4 vo1;