diff options
author | Péter Diviánszky <divipp@gmail.com> | 2016-02-14 15:02:55 +0100 |
---|---|---|
committer | Péter Diviánszky <divipp@gmail.com> | 2016-02-14 15:02:55 +0100 |
commit | 34e78f10452d1a1628a85eab443a4a672fd44ec3 (patch) | |
tree | 56321512ba2cdc3f3f62395818fa5c2f8b9a17f4 /testdata/editor-examples/Heartbeat.out | |
parent | 87cefc9cacb9e82c4340c8552d9373175980faca (diff) |
refactoring
Diffstat (limited to 'testdata/editor-examples/Heartbeat.out')
-rw-r--r-- | testdata/editor-examples/Heartbeat.out | 101 |
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 | ] |