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authorPéter Diviánszky <divipp@gmail.com>2016-02-14 15:02:55 +0100
committerPéter Diviánszky <divipp@gmail.com>2016-02-14 15:02:55 +0100
commit34e78f10452d1a1628a85eab443a4a672fd44ec3 (patch)
tree56321512ba2cdc3f3f62395818fa5c2f8b9a17f4 /testdata/editor-examples/Heartbeat.out
parent87cefc9cacb9e82c4340c8552d9373175980faca (diff)
refactoring
Diffstat (limited to 'testdata/editor-examples/Heartbeat.out')
-rw-r--r--testdata/editor-examples/Heartbeat.out101
1 files changed, 53 insertions, 48 deletions
diff --git a/testdata/editor-examples/Heartbeat.out b/testdata/editor-examples/Heartbeat.out
index 6cfc3728..99d469b1 100644
--- a/testdata/editor-examples/Heartbeat.out
+++ b/testdata/editor-examples/Heartbeat.out
@@ -79,49 +79,52 @@ Pipeline
79 , vertexShader = 79 , vertexShader =
80 """ 80 """
81 #version 330 core 81 #version 330 core
82 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 82 vec4 texture2D(sampler2D s,vec2 uv) {
83 in vec4 vi1 ; 83 return texture(s,uv);
84 in vec2 vi2 ; 84 }
85 smooth out vec2 vo1 ; 85 in vec4 vi1;
86 in vec2 vi2;
87 smooth out vec2 vo1;
86 void main() { 88 void main() {
87 gl_Position = (vi1) * (vec4 (1.0,1.0,1.0,1.0)); 89 gl_Position = (vi1) * (vec4 (1.0,1.0,1.0,1.0));
88 vo1 = vec2 ((vi2).x,(1.0) - ((vi2).y)); 90 vo1 = vec2 ((vi2).x,(1.0) - ((vi2).y));
89 } 91 }
90
91 """ 92 """
92 , geometryShader = Nothing 93 , geometryShader = Nothing
93 , fragmentShader = 94 , fragmentShader =
94 """ 95 """
95 #version 330 core 96 #version 330 core
96 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 97 vec4 texture2D(sampler2D s,vec2 uv) {
97 uniform float Time ; 98 return texture(s,uv);
98 smooth in vec2 vo1 ; 99 }
99 out vec4 f0 ; 100 uniform float Time;
101 smooth in vec2 vo1;
102 out vec4 f0;
100 void main() { 103 void main() {
101 f0 = ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((5.0e-4) * (sin 104 f0 =
102 (((3.0) * (atan 105 ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((5.0e-4) * (sin
103 (((vo1).x) - (0.85) 106 (((3.0) * (atan
104 ,((vo1).y) - (0.85)))) + ((15.0) * (Time)))))) < ((5.0e-3) * (abs 107 (((vo1).x) - (0.85)
105 ((sin ((Time) * (4.0))) - (0.37)))) ? vec4 108 ,((vo1).y) - (0.85)))) + ((15.0) * (Time)))))) < ((5.0e-3) * (abs
106 (0.0 109 ((sin ((Time) * (4.0))) - (0.37)))) ? vec4
107 ,0.0 110 (0.0
108 ,0.5 111 ,0.0
109 ,1.0) : ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((2.0e-3) * (sin 112 ,0.5
110 (((5.0) * (atan 113 ,1.0) : ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((2.0e-3) * (sin
111 (((vo1).x) - (0.85) 114 (((5.0) * (atan
112 ,((vo1).y) - (0.85)))) - ((5.0) * (Time)))))) < ((2.0e-2) * (abs 115 (((vo1).x) - (0.85)
113 ((sin ((Time) * (4.0))) - (0.37)))) ? vec4 116 ,((vo1).y) - (0.85)))) - ((5.0) * (Time)))))) < ((2.0e-2) * (abs
114 (0.0 117 ((sin ((Time) * (4.0))) - (0.37)))) ? vec4
115 ,0.0 118 (0.0
116 ,1.0 119 ,0.0
117 ,1.0) : ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((2.0e-3) * (sin 120 ,1.0
118 (((7.0) * (atan 121 ,1.0) : ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((2.0e-3) * (sin
119 (((vo1).x) - (0.85) 122 (((7.0) * (atan
120 ,((vo1).y) - (0.85)))) + ((3.0) * (Time)))))) < ((5.0e-2) * (abs 123 (((vo1).x) - (0.85)
121 ((sin ((Time) * (4.0))) - (0.37)))) ? vec4 124 ,((vo1).y) - (0.85)))) + ((3.0) * (Time)))))) < ((5.0e-2) * (abs
122 (1.0,1.0,1.0,1.0) : vec4 (1.0,1.0,0.0,1.0); 125 ((sin ((Time) * (4.0))) - (0.37)))) ? vec4
126 (1.0,1.0,1.0,1.0) : vec4 (1.0,1.0,0.0,1.0);
123 } 127 }
124
125 """ 128 """
126 } 129 }
127 , Program 130 , Program
@@ -136,29 +139,31 @@ Pipeline
136 , vertexShader = 139 , vertexShader =
137 """ 140 """
138 #version 330 core 141 #version 330 core
139 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 142 vec4 texture2D(sampler2D s,vec2 uv) {
140 uniform mat4 MVP ; 143 return texture(s,uv);
141 in vec4 vi1 ; 144 }
142 in vec2 vi2 ; 145 uniform mat4 MVP;
143 smooth out vec2 vo1 ; 146 in vec4 vi1;
147 in vec2 vi2;
148 smooth out vec2 vo1;
144 void main() { 149 void main() {
145 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0)); 150 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0));
146 vo1 = vi2; 151 vo1 = vi2;
147 } 152 }
148
149 """ 153 """
150 , geometryShader = Nothing 154 , geometryShader = Nothing
151 , fragmentShader = 155 , fragmentShader =
152 """ 156 """
153 #version 330 core 157 #version 330 core
154 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 158 vec4 texture2D(sampler2D s,vec2 uv) {
155 uniform sampler2D s0 ; 159 return texture(s,uv);
156 smooth in vec2 vo1 ; 160 }
157 out vec4 f0 ; 161 uniform sampler2D s0;
162 smooth in vec2 vo1;
163 out vec4 f0;
158 void main() { 164 void main() {
159 f0 = texture2D (s0,vo1); 165 f0 = texture2D (s0,vo1);
160 } 166 }
161
162 """ 167 """
163 } 168 }
164 ] 169 ]