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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/PrimReduce.out
parent1a7544763729938e7009ead1e375e9bbf413afb0 (diff)
improve pretty print layout & show desugared source code in .out files
Diffstat (limited to 'testdata/PrimReduce.out')
-rw-r--r--testdata/PrimReduce.out33
1 files changed, 8 insertions, 25 deletions
diff --git a/testdata/PrimReduce.out b/testdata/PrimReduce.out
index 83377657..0fc353f0 100644
--- a/testdata/PrimReduce.out
+++ b/testdata/PrimReduce.out
@@ -22,49 +22,32 @@ Pipeline
22 , vertexShader = 22 , vertexShader =
23 """ 23 """
24 #version 330 core 24 #version 330 core
25 vec4 texture2D(sampler2D s 25 vec4 texture2D(sampler2D s,vec2 uv) {
26 ,vec2 uv) {
27 return texture(s,uv); 26 return texture(s,uv);
28 } 27 }
29 in vec4 vi1; 28 in vec4 vi1;
30 vec4 rotate(float z0,vec4 z1) { 29 vec4 rotate(float z0,vec4 z1) {
31 return (mat4 (vec4 (cos (z0) 30 return (mat4 (vec4 (cos (z0),(0.0) - (sin (z0)),0.0,0.0)
32 ,(0.0) - (sin (z0)) 31 ,vec4 (sin (z0),cos (z0),0.0,0.0)
33 ,0.0
34 ,0.0)
35 ,vec4 (sin (z0)
36 ,cos (z0)
37 ,0.0
38 ,0.0)
39 ,vec4 (0.0,0.0,1.0,0.0) 32 ,vec4 (0.0,0.0,1.0,0.0)
40 ,vec4 (0.0 33 ,vec4 (0.0,0.0,0.0,1.0))) * (z1);
41 ,0.0
42 ,0.0
43 ,1.0))) * (z1);
44 } 34 }
45 vec4 scale(float z0,vec4 z1) { 35 vec4 scale(float z0,vec4 z1) {
46 return (z1) * (vec4 (z0 36 return (z1) * (vec4 (z0,z0,z0,1.0));
47 ,z0
48 ,z0
49 ,1.0));
50 } 37 }
51 void main() { 38 void main() {
52 gl_Position = scale (0.1 39 gl_Position = scale (0.1,rotate (3.0,vi1));
53 ,rotate (3.0,vi1));
54 } 40 }
55 """ 41 """
56 , geometryShader = Nothing 42 , geometryShader = Nothing
57 , fragmentShader = 43 , fragmentShader =
58 """ 44 """
59 #version 330 core 45 #version 330 core
60 vec4 texture2D(sampler2D s 46 vec4 texture2D(sampler2D s,vec2 uv) {
61 ,vec2 uv) {
62 return texture(s,uv); 47 return texture(s,uv);
63 } 48 }
64 out vec4 f0; 49 out vec4 f0;
65 vec4 rgb(float z0 50 vec4 rgb(float z0,float z1,float z2) {
66 ,float z1
67 ,float z2) {
68 return vec4 (z0,z1,z2,1.0); 51 return vec4 (z0,z1,z2,1.0);
69 } 52 }
70 vec4 blue; 53 vec4 blue;