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authorPéter Diviánszky <divipp@gmail.com>2016-05-01 19:13:34 +0200
committerPéter Diviánszky <divipp@gmail.com>2016-05-01 19:13:34 +0200
commit90e336391673ac1cf9ff582e98e35faf89a8f09d (patch)
tree0b7a14dbfc5734c07c2ae4ed34cb679fecd10d3f /testdata/Hyperboloid.out
parent1a7544763729938e7009ead1e375e9bbf413afb0 (diff)
improve pretty print layout & show desugared source code in .out files
Diffstat (limited to 'testdata/Hyperboloid.out')
-rw-r--r--testdata/Hyperboloid.out22
1 files changed, 6 insertions, 16 deletions
diff --git a/testdata/Hyperboloid.out b/testdata/Hyperboloid.out
index 2e9fa214..0d39c7ed 100644
--- a/testdata/Hyperboloid.out
+++ b/testdata/Hyperboloid.out
@@ -25,8 +25,7 @@ Pipeline
25 , vertexShader = 25 , vertexShader =
26 """ 26 """
27 #version 330 core 27 #version 330 core
28 vec4 texture2D(sampler2D s 28 vec4 texture2D(sampler2D s,vec2 uv) {
29 ,vec2 uv) {
30 return texture(s,uv); 29 return texture(s,uv);
31 } 30 }
32 uniform mat4 MVP; 31 uniform mat4 MVP;
@@ -36,33 +35,24 @@ Pipeline
36 float k; 35 float k;
37 float r; 36 float r;
38 vec4 scale(float z0,vec4 z1) { 37 vec4 scale(float z0,vec4 z1) {
39 return (z1) * (vec4 (z0 38 return (z1) * (vec4 (z0,z0,z0,1.0));
40 ,z0
41 ,z0
42 ,1.0));
43 } 39 }
44 void main() { 40 void main() {
45 k = (2.0) * ((Mouse).y); 41 k = (2.0) * ((Mouse).y);
46 r = (Mouse).x; 42 r = (Mouse).x;
47 gl_Position = scale (0.1 43 gl_Position = scale (0.1
48 ,(MVP) * (vec4 ((k) * (sin 44 ,(MVP) * (vec4 ((k) * (sin (((0.7) * ((vi1).x)) + ((r) * ((vi1).y))))
49 (((0.7) * ((vi1).x)) + ((r) * ((vi1).y))))
50 ,(vi1).y 45 ,(vi1).y
51 ,(k) * (cos 46 ,(k) * (cos (((0.7) * ((vi1).x)) + ((r) * ((vi1).y))))
52 (((0.7) * ((vi1).x)) + ((r) * ((vi1).y))))
53 ,1.0))); 47 ,1.0)));
54 vo1 = vec4 ((vi1).x 48 vo1 = vec4 ((vi1).x,(vi1).y,(vi1).z,1.0);
55 ,(vi1).y
56 ,(vi1).z
57 ,1.0);
58 } 49 }
59 """ 50 """
60 , geometryShader = Nothing 51 , geometryShader = Nothing
61 , fragmentShader = 52 , fragmentShader =
62 """ 53 """
63 #version 330 core 54 #version 330 core
64 vec4 texture2D(sampler2D s 55 vec4 texture2D(sampler2D s,vec2 uv) {
65 ,vec2 uv) {
66 return texture(s,uv); 56 return texture(s,uv);
67 } 57 }
68 smooth in vec4 vo1; 58 smooth in vec4 vo1;