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authorPéter Diviánszky <divipp@gmail.com>2016-02-08 15:24:50 +0100
committerPéter Diviánszky <divipp@gmail.com>2016-02-08 18:14:07 +0100
commitd6e6afbe06c1efe356f65d9234eceb1e8c5eb3c1 (patch)
tree6c6c8fc2ece561089dfc6ea9393fd37b173fea84 /testdata/Hyperboloid.out
parentc3eb372a3166ed35a1e96a9ce948d34101382c35 (diff)
refactor label handling
Diffstat (limited to 'testdata/Hyperboloid.out')
-rw-r--r--testdata/Hyperboloid.out2
1 files changed, 1 insertions, 1 deletions
diff --git a/testdata/Hyperboloid.out b/testdata/Hyperboloid.out
index 437b0242..29210b10 100644
--- a/testdata/Hyperboloid.out
+++ b/testdata/Hyperboloid.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F),("Mouse",V2F)], programStreams = fromList [("y1",Parameter {name = "attribute_0", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nuniform vec2 Mouse ;\nin vec3 y1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( y1 ).x,( y1 ).y,( y1 ).z,1.0 );\ngl_Position = ( ( MVP ) * ( vec4 ( ( ( 2.0 ) * ( ( Mouse ).y ) ) * ( sin ( ( ( 0.7 ) * ( ( y1 ).x ) ) + ( ( ( Mouse ).x ) * ( ( y1 ).y ) ) ) ),( y1 ).y,( ( 2.0 ) * ( ( Mouse ).y ) ) * ( cos ( ( ( 0.7 ) * ( ( y1 ).x ) ) + ( ( ( Mouse ).x ) * ( ( y1 ).y ) ) ) ),1.0 ) ) ) * ( vec4 ( 0.1,0.1,0.1,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [], streams = [StreamData {streamData = fromList [("attribute_0",VFloatArray [-5.0,-3.0,0.0,-5.0,3.0,0.0,-4.0,-3.0,0.0,-4.0,3.0,0.0,-3.0,-3.0,0.0,-3.0,3.0,0.0,-2.0,-3.0,0.0,-2.0,3.0,0.0,-1.0,-3.0,0.0,-1.0,3.0,0.0,0.0,-3.0,0.0,0.0,3.0,0.0,1.0,-3.0,0.0,1.0,3.0,0.0,2.0,-3.0,0.0,2.0,3.0,0.0,3.0,-3.0,0.0,3.0,3.0,0.0,4.0,-3.0,0.0,4.0,3.0,0.0,5.0,-3.0,0.0,5.0,3.0,0.0])], streamType = fromList [("attribute_0",V3F)], streamPrimitive = Lines, streamPrograms = [0]}], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 1.0 1.0 1.0)}],SetProgram 0,SetRasterContext (LineCtx 1.0 LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderStream 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F),("Mouse",V2F)], programStreams = fromList [("w1",Parameter {name = "attribute_0", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nuniform vec2 Mouse ;\nin vec3 w1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( w1 ).x,( w1 ).y,( w1 ).z,1.0 );\ngl_Position = ( ( MVP ) * ( vec4 ( ( ( 2.0 ) * ( ( Mouse ).y ) ) * ( sin ( ( ( 0.7 ) * ( ( w1 ).x ) ) + ( ( ( Mouse ).x ) * ( ( w1 ).y ) ) ) ),( w1 ).y,( ( 2.0 ) * ( ( Mouse ).y ) ) * ( cos ( ( ( 0.7 ) * ( ( w1 ).x ) ) + ( ( ( Mouse ).x ) * ( ( w1 ).y ) ) ) ),1.0 ) ) ) * ( vec4 ( 0.1,0.1,0.1,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [], streams = [StreamData {streamData = fromList [("attribute_0",VFloatArray [-5.0,-3.0,0.0,-5.0,3.0,0.0,-4.0,-3.0,0.0,-4.0,3.0,0.0,-3.0,-3.0,0.0,-3.0,3.0,0.0,-2.0,-3.0,0.0,-2.0,3.0,0.0,-1.0,-3.0,0.0,-1.0,3.0,0.0,0.0,-3.0,0.0,0.0,3.0,0.0,1.0,-3.0,0.0,1.0,3.0,0.0,2.0,-3.0,0.0,2.0,3.0,0.0,3.0,-3.0,0.0,3.0,3.0,0.0,4.0,-3.0,0.0,4.0,3.0,0.0,5.0,-3.0,0.0,5.0,3.0,0.0])], streamType = fromList [("attribute_0",V3F)], streamPrimitive = Lines, streamPrograms = [0]}], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 1.0 1.0 1.0)}],SetProgram 0,SetRasterContext (LineCtx 1.0 LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderStream 0]} \ No newline at end of file