diff options
author | Péter Diviánszky <divipp@gmail.com> | 2016-02-14 15:02:55 +0100 |
---|---|---|
committer | Péter Diviánszky <divipp@gmail.com> | 2016-02-14 15:02:55 +0100 |
commit | 34e78f10452d1a1628a85eab443a4a672fd44ec3 (patch) | |
tree | 56321512ba2cdc3f3f62395818fa5c2f8b9a17f4 /testdata/Hyperboloid.out | |
parent | 87cefc9cacb9e82c4340c8552d9373175980faca (diff) |
refactoring
Diffstat (limited to 'testdata/Hyperboloid.out')
-rw-r--r-- | testdata/Hyperboloid.out | 39 |
1 files changed, 21 insertions, 18 deletions
diff --git a/testdata/Hyperboloid.out b/testdata/Hyperboloid.out index b56b5c60..ec08e25e 100644 --- a/testdata/Hyperboloid.out +++ b/testdata/Hyperboloid.out | |||
@@ -25,33 +25,36 @@ 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 (((2.0) * ((Mouse).y)) * (sin | 36 | gl_Position = ((MVP) * (vec4 |
35 | (((0.7) * ((vi1).x)) + (((Mouse).x) * ((vi1).y)))) | 37 | (((2.0) * ((Mouse).y)) * (sin |
36 | ,(vi1).y | 38 | (((0.7) * ((vi1).x)) + (((Mouse).x) * ((vi1).y)))) |
37 | ,((2.0) * ((Mouse).y)) * (cos | 39 | ,(vi1).y |
38 | (((0.7) * ((vi1).x)) + (((Mouse).x) * ((vi1).y)))) | 40 | ,((2.0) * ((Mouse).y)) * (cos |
39 | ,1.0))) * (vec4 (0.1,0.1,0.1,1.0)); | 41 | (((0.7) * ((vi1).x)) + (((Mouse).x) * ((vi1).y)))) |
40 | vo1 = vec4 ((vi1).x,(vi1).y,(vi1).z,1.0); | 42 | ,1.0))) * (vec4 (0.1,0.1,0.1,1.0)); |
43 | vo1 = vec4 ((vi1).x,(vi1).y,(vi1).z,1.0); | ||
41 | } | 44 | } |
42 | |||
43 | """ | 45 | """ |
44 | , geometryShader = Nothing | 46 | , geometryShader = Nothing |
45 | , fragmentShader = | 47 | , fragmentShader = |
46 | """ | 48 | """ |
47 | #version 330 core | 49 | #version 330 core |
48 | vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} | 50 | vec4 texture2D(sampler2D s,vec2 uv) { |
49 | smooth in vec4 vo1 ; | 51 | return texture(s,uv); |
50 | out vec4 f0 ; | 52 | } |
53 | smooth in vec4 vo1; | ||
54 | out vec4 f0; | ||
51 | void main() { | 55 | void main() { |
52 | f0 = vo1; | 56 | f0 = vo1; |
53 | } | 57 | } |
54 | |||
55 | """ | 58 | """ |
56 | } | 59 | } |
57 | ] | 60 | ] |