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authorCsaba Hruska <csaba.hruska@gmail.com>2016-02-27 01:04:23 +0100
committerCsaba Hruska <csaba.hruska@gmail.com>2016-02-27 01:04:23 +0100
commit0dcc32b6c7233ef4a888fee14fa57d647df531fb (patch)
tree870e7a47de5f2d0a90fc33ded4af1e804b9ad188 /testdata/editor-examples/Cube.out
parent92f557c8e2dd5f0af5d87520786b6ed28a333973 (diff)
cleanup MVP from editor examples
Diffstat (limited to 'testdata/editor-examples/Cube.out')
-rw-r--r--testdata/editor-examples/Cube.out73
1 files changed, 69 insertions, 4 deletions
diff --git a/testdata/editor-examples/Cube.out b/testdata/editor-examples/Cube.out
index e682b5ec..c2294d0f 100644
--- a/testdata/editor-examples/Cube.out
+++ b/testdata/editor-examples/Cube.out
@@ -15,7 +15,7 @@ Pipeline
15 ] 15 ]
16 , programs = 16 , programs =
17 [ Program 17 [ Program
18 { programUniforms = fromList [ ( "MVP" , M44F ) ] 18 { programUniforms = fromList [ ( "Time" , Float ) ]
19 , programStreams = 19 , programStreams =
20 fromList 20 fromList
21 [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) ] 21 [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) ]
@@ -27,14 +27,79 @@ Pipeline
27 vec4 texture2D(sampler2D s,vec2 uv) { 27 vec4 texture2D(sampler2D s,vec2 uv) {
28 return texture(s,uv); 28 return texture(s,uv);
29 } 29 }
30 uniform mat4 MVP; 30 uniform float Time;
31 in vec4 vi1; 31 in vec4 vi1;
32 smooth out vec4 vo1; 32 smooth out vec4 vo1;
33 vec4 r1_Float;
34 vec4 r2_Float;
35 vec4 r3_Float;
36 vec4 ext0_Float_3(vec3 z0) {
37 return vec4 ((z0).x,(z0).y,(z0).z,0.0);
38 }
39 vec3 neg_VecSFloat3(vec3 z0) {
40 return - (z0);
41 }
42 mat4 translateBefore4(vec3 z0) {
43 return mat4
44 (r1_Float,r2_Float,r3_Float,vec4 ((z0).x,(z0).y,(z0).z,1.0));
45 }
46 mat4 lookat(vec3 z0,vec3 z1,vec3 z2) {
47 return (transpose (mat4
48 (ext0_Float_3 (normalize (cross (z2,normalize ((z0) - (z1)))))
49 ,ext0_Float_3 (cross (normalize ((z0) - (z1))
50 ,normalize (cross (z2,normalize ((z0) - (z1))))))
51 ,ext0_Float_3 (normalize ((z0) - (z1)))
52 ,vec4 (0.0,0.0,0.0,1.0)))) * (translateBefore4 (neg_VecSFloat3
53 (z0)));
54 }
55 mat4 perspective(float z0,float z1,float z2,float z3) {
56 return mat4
57 (vec4 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
58 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
59 ((z2) / (2.0)))))))
60 ,0.0
61 ,0.0
62 ,0.0)
63 ,vec4 (0.0
64 ,((2.0) * (z0)) / (((z0) * (tan
65 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
66 ,0.0
67 ,0.0)
68 ,vec4 ((((z3) * ((z0) * (tan
69 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
70 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
71 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
72 ((z2) / (2.0)))))))
73 ,(((z0) * (tan ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
74 ((z2) / (2.0)))))) / (((z0) * (tan
75 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
76 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
77 ,-1.0)
78 ,vec4 (0.0
79 ,0.0
80 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0)))
81 ,0.0));
82 }
83 mat4 rotMatrixY(float z0) {
84 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0)
85 ,vec4 (0.0,1.0,0.0,0.0)
86 ,vec4 (sin (z0),0.0,cos (z0),0.0)
87 ,vec4 (0.0,0.0,0.0,1.0));
88 }
33 vec4 scale(float z0,vec4 z1) { 89 vec4 scale(float z0,vec4 z1) {
34 return (z1) * (vec4 (z0,z0,z0,1.0)); 90 return (z1) * (vec4 (z0,z0,z0,1.0));
35 } 91 }
36 void main() { 92 void main() {
37 gl_Position = scale (0.5,(MVP) * (vi1)); 93 r1_Float = vec4 (1.0,0.0,0.0,0.0);
94 r2_Float = vec4 (0.0,1.0,0.0,0.0);
95 r3_Float = vec4 (0.0,0.0,1.0,0.0);
96 gl_Position = scale
97 (0.5
98 ,(((perspective (0.1,100.0,0.5235987755982988,1.0)) * (lookat
99 (vec3 (3.0,1.3,0.3)
100 ,vec3 (0.0,0.0,0.0)
101 ,vec3 (0.0,1.0,0.0)))) * (rotMatrixY
102 ((0.1308996938995747) * (Time)))) * (vi1));
38 vo1 = vi1; 103 vo1 = vi1;
39 } 104 }
40 """ 105 """
@@ -57,7 +122,7 @@ Pipeline
57 [ Slot 122 [ Slot
58 { slotName = "stream4" 123 { slotName = "stream4"
59 , slotStreams = fromList [ ( "position4" , V4F ) ] 124 , slotStreams = fromList [ ( "position4" , V4F ) ]
60 , slotUniforms = fromList [ ( "MVP" , M44F ) ] 125 , slotUniforms = fromList [ ( "Time" , Float ) ]
61 , slotPrimitive = Triangles 126 , slotPrimitive = Triangles
62 , slotPrograms = [ 0 ] 127 , slotPrograms = [ 0 ]
63 } 128 }