diff options
author | Péter Diviánszky <divipp@gmail.com> | 2016-02-14 11:28:53 +0100 |
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committer | Péter Diviánszky <divipp@gmail.com> | 2016-02-14 11:32:08 +0100 |
commit | 4b8d586412b024f24121e00c8ce0f2bc3eb53234 (patch) | |
tree | dcc006db9670a71c32bdf2bf13332227d1765e82 /testdata/Spiral.out | |
parent | cc11c0743bbab50f0f9d7bcc33fd41533a280870 (diff) |
pretty print pipelines in .out files
Diffstat (limited to 'testdata/Spiral.out')
-rw-r--r-- | testdata/Spiral.out | 148 |
1 files changed, 147 insertions, 1 deletions
diff --git a/testdata/Spiral.out b/testdata/Spiral.out index be099700..b9351455 100644 --- a/testdata/Spiral.out +++ b/testdata/Spiral.out | |||
@@ -1 +1,147 @@ | |||
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 [("vi1",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 vi1 ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( ( MVP ) * ( vec4 ( ( exp ( ( ( ( Mouse ).x ) - ( 0.5 ) ) * ( ( vi1 ).x ) ) ) * ( sin ( ( 0.9 ) * ( ( vi1 ).x ) ) ),( exp ( ( ( ( Mouse ).x ) - ( 0.5 ) ) * ( ( vi1 ).x ) ) ) * ( cos ( ( 0.9 ) * ( ( vi1 ).x ) ) ),( ( Mouse ).y ) * ( ( 0.9 ) * ( ( vi1 ).x ) ),1.0 ) ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );\nvo1 = vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vo1;\n}\n"}], slots = [], streams = [StreamData {streamData = fromList [("attribute_0",VFloatArray [-5.0,0.0,0.0,-4.0,0.0,0.0,-4.0,0.0,0.0,-3.0,0.0,0.0,-3.0,0.0,0.0,-2.0,0.0,0.0,-2.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,2.0,0.0,0.0,2.0,0.0,0.0,3.0,0.0,0.0,3.0,0.0,0.0,4.0,0.0,0.0,4.0,0.0,0.0,5.0,0.0,0.0])], 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 | 1 | Pipeline |
2 | { info = "generated by lambdcube-compiler 0.5.0.0" | ||
3 | , backend = OpenGL33 | ||
4 | , textures = [] | ||
5 | , samplers = [] | ||
6 | , targets = | ||
7 | [ RenderTarget | ||
8 | { renderTargets = | ||
9 | [ TargetItem | ||
10 | { targetSemantic = Depth , targetRef = Just (Framebuffer Depth) } | ||
11 | , TargetItem | ||
12 | { targetSemantic = Color , targetRef = Just (Framebuffer Color) } | ||
13 | ] | ||
14 | } | ||
15 | ] | ||
16 | , programs = | ||
17 | [ Program | ||
18 | { programUniforms = | ||
19 | fromList [ ( "MVP" , M44F ) , ( "Mouse" , V2F ) ] | ||
20 | , programStreams = | ||
21 | fromList | ||
22 | [ ( "vi1" , Parameter { name = "attribute_0" , ty = V3F } ) ] | ||
23 | , programInTextures = fromList [] | ||
24 | , programOutput = [ Parameter { name = "f0" , ty = V4F } ] | ||
25 | , vertexShader = | ||
26 | """ | ||
27 | #version 330 core | ||
28 | vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} | ||
29 | uniform mat4 MVP ; | ||
30 | uniform vec2 Mouse ; | ||
31 | in vec3 vi1 ; | ||
32 | smooth out vec4 vo1 ; | ||
33 | void main() { | ||
34 | gl_Position = ( ( MVP ) * ( vec4 ( ( exp ( ( ( ( Mouse ).x ) - ( 0.5 ) ) * ( ( vi1 ).x ) ) ) * ( sin ( ( 0.9 ) * ( ( vi1 ).x ) ) ),( exp ( ( ( ( Mouse ).x ) - ( 0.5 ) ) * ( ( vi1 ).x ) ) ) * ( cos ( ( 0.9 ) * ( ( vi1 ).x ) ) ),( ( Mouse ).y ) * ( ( 0.9 ) * ( ( vi1 ).x ) ),1.0 ) ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); | ||
35 | vo1 = vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ); | ||
36 | } | ||
37 | |||
38 | """ | ||
39 | , geometryShader = Nothing | ||
40 | , fragmentShader = | ||
41 | """ | ||
42 | #version 330 core | ||
43 | vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} | ||
44 | smooth in vec4 vo1 ; | ||
45 | out vec4 f0 ; | ||
46 | void main() { | ||
47 | f0 = vo1; | ||
48 | } | ||
49 | |||
50 | """ | ||
51 | } | ||
52 | ] | ||
53 | , slots = [] | ||
54 | , streams = | ||
55 | [ StreamData | ||
56 | { streamData = | ||
57 | fromList | ||
58 | [ ( "attribute_0" | ||
59 | , VFloatArray | ||
60 | [ -5.0 | ||
61 | , 0.0 | ||
62 | , 0.0 | ||
63 | , -4.0 | ||
64 | , 0.0 | ||
65 | , 0.0 | ||
66 | , -4.0 | ||
67 | , 0.0 | ||
68 | , 0.0 | ||
69 | , -3.0 | ||
70 | , 0.0 | ||
71 | , 0.0 | ||
72 | , -3.0 | ||
73 | , 0.0 | ||
74 | , 0.0 | ||
75 | , -2.0 | ||
76 | , 0.0 | ||
77 | , 0.0 | ||
78 | , -2.0 | ||
79 | , 0.0 | ||
80 | , 0.0 | ||
81 | , -1.0 | ||
82 | , 0.0 | ||
83 | , 0.0 | ||
84 | , -1.0 | ||
85 | , 0.0 | ||
86 | , 0.0 | ||
87 | , 0.0 | ||
88 | , 0.0 | ||
89 | , 0.0 | ||
90 | , 0.0 | ||
91 | , 0.0 | ||
92 | , 0.0 | ||
93 | , 1.0 | ||
94 | , 0.0 | ||
95 | , 0.0 | ||
96 | , 1.0 | ||
97 | , 0.0 | ||
98 | , 0.0 | ||
99 | , 2.0 | ||
100 | , 0.0 | ||
101 | , 0.0 | ||
102 | , 2.0 | ||
103 | , 0.0 | ||
104 | , 0.0 | ||
105 | , 3.0 | ||
106 | , 0.0 | ||
107 | , 0.0 | ||
108 | , 3.0 | ||
109 | , 0.0 | ||
110 | , 0.0 | ||
111 | , 4.0 | ||
112 | , 0.0 | ||
113 | , 0.0 | ||
114 | , 4.0 | ||
115 | , 0.0 | ||
116 | , 0.0 | ||
117 | , 5.0 | ||
118 | , 0.0 | ||
119 | , 0.0 | ||
120 | ] | ||
121 | ) | ||
122 | ] | ||
123 | , streamType = fromList [ ( "attribute_0" , V3F ) ] | ||
124 | , streamPrimitive = Lines | ||
125 | , streamPrograms = [ 0 ] | ||
126 | } | ||
127 | ] | ||
128 | , commands = | ||
129 | [ SetRenderTarget 0 | ||
130 | , ClearRenderTarget | ||
131 | [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1000.0 } | ||
132 | , ClearImage | ||
133 | { imageSemantic = Color , clearValue = VV4F (V4 1.0 1.0 1.0 1.0) } | ||
134 | ] | ||
135 | , SetProgram 0 | ||
136 | , SetRasterContext (LineCtx 1.0 LastVertex) | ||
137 | , SetAccumulationContext | ||
138 | AccumulationContext | ||
139 | { accViewportName = Nothing | ||
140 | , accOperations = | ||
141 | [ DepthOp Less True | ||
142 | , ColorOp NoBlending (VV4B (V4 True True True True)) | ||
143 | ] | ||
144 | } | ||
145 | , RenderStream 0 | ||
146 | ] | ||
147 | } \ No newline at end of file | ||