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author | Péter Diviánszky <divipp@gmail.com> | 2016-05-01 19:13:34 +0200 |
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committer | Péter Diviánszky <divipp@gmail.com> | 2016-05-01 19:13:34 +0200 |
commit | 90e336391673ac1cf9ff582e98e35faf89a8f09d (patch) | |
tree | 0b7a14dbfc5734c07c2ae4ed34cb679fecd10d3f /testdata/Spiral.out | |
parent | 1a7544763729938e7009ead1e375e9bbf413afb0 (diff) |
improve pretty print layout & show desugared source code in .out files
Diffstat (limited to 'testdata/Spiral.out')
-rw-r--r-- | testdata/Spiral.out | 23 |
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; |