summaryrefslogtreecommitdiff
path: root/testdata/Spiral.out
diff options
context:
space:
mode:
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/Spiral.out
parent1a7544763729938e7009ead1e375e9bbf413afb0 (diff)
improve pretty print layout & show desugared source code in .out files
Diffstat (limited to 'testdata/Spiral.out')
-rw-r--r--testdata/Spiral.out23
1 files changed, 6 insertions, 17 deletions
diff --git a/testdata/Spiral.out b/testdata/Spiral.out
index f08fa25a..070dbd1c 100644
--- a/testdata/Spiral.out
+++ b/testdata/Spiral.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;
@@ -34,33 +33,23 @@ Pipeline
34 in vec3 vi1; 33 in vec3 vi1;
35 smooth out vec4 vo1; 34 smooth out vec4 vo1;
36 vec4 scale(float z0,vec4 z1) { 35 vec4 scale(float z0,vec4 z1) {
37 return (z1) * (vec4 (z0 36 return (z1) * (vec4 (z0,z0,z0,1.0));
38 ,z0
39 ,z0
40 ,1.0));
41 } 37 }
42 void main() { 38 void main() {
43 gl_Position = scale (0.5 39 gl_Position = scale (0.5
44 ,(MVP) * (vec4 ((exp 40 ,(MVP) * (vec4 ((exp ((((Mouse).x) - (0.5)) * ((vi1).x))) * (sin
45 ((((Mouse).x) - (0.5)) * ((vi1).x))) * (sin
46 ((0.9) * ((vi1).x)))
47 ,(exp
48 ((((Mouse).x) - (0.5)) * ((vi1).x))) * (cos
49 ((0.9) * ((vi1).x))) 41 ((0.9) * ((vi1).x)))
42 ,(exp ((((Mouse).x) - (0.5)) * ((vi1).x))) * (cos ((0.9) * ((vi1).x)))
50 ,((Mouse).y) * ((0.9) * ((vi1).x)) 43 ,((Mouse).y) * ((0.9) * ((vi1).x))
51 ,1.0))); 44 ,1.0)));
52 vo1 = vec4 ((vi1).x 45 vo1 = vec4 ((vi1).x,(vi1).y,(vi1).z,1.0);
53 ,(vi1).y
54 ,(vi1).z
55 ,1.0);
56 } 46 }
57 """ 47 """
58 , geometryShader = Nothing 48 , geometryShader = Nothing
59 , fragmentShader = 49 , fragmentShader =
60 """ 50 """
61 #version 330 core 51 #version 330 core
62 vec4 texture2D(sampler2D s 52 vec4 texture2D(sampler2D s,vec2 uv) {
63 ,vec2 uv) {
64 return texture(s,uv); 53 return texture(s,uv);
65 } 54 }
66 smooth in vec4 vo1; 55 smooth in vec4 vo1;