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authorPéter Diviánszky <divipp@gmail.com>2016-02-29 11:42:54 +0100
committerPéter Diviánszky <divipp@gmail.com>2016-02-29 11:43:07 +0100
commit3f7ebace8562ff63e030f19af2841f9c2a537bc3 (patch)
treeca8018c7eddf26b2aecab953c9fd2ccf343fa5c6 /testdata/editor-examples/Heartbeat.out
parent1e7cd49b76c0764b9e424aa6702929005c235cb9 (diff)
dependency change: pretty-compact --> wl-pprint
Diffstat (limited to 'testdata/editor-examples/Heartbeat.out')
-rw-r--r--testdata/editor-examples/Heartbeat.out168
1 files changed, 113 insertions, 55 deletions
diff --git a/testdata/editor-examples/Heartbeat.out b/testdata/editor-examples/Heartbeat.out
index 5fec3cb1..7c8bccbc 100644
--- a/testdata/editor-examples/Heartbeat.out
+++ b/testdata/editor-examples/Heartbeat.out
@@ -79,31 +79,39 @@ Pipeline
79 , vertexShader = 79 , vertexShader =
80 """ 80 """
81 #version 330 core 81 #version 330 core
82 vec4 texture2D(sampler2D s,vec2 uv) { 82 vec4 texture2D(sampler2D s
83 ,vec2 uv) {
83 return texture(s,uv); 84 return texture(s,uv);
84 } 85 }
85 in vec4 vi1; 86 in vec4 vi1;
86 in vec2 vi2; 87 in vec2 vi2;
87 smooth out vec2 vo1; 88 smooth out vec2 vo1;
88 vec4 scale(float z0,vec4 z1) { 89 vec4 scale(float z0,vec4 z1) {
89 return (z1) * (vec4 (z0,z0,z0,1.0)); 90 return (z1) * (vec4 (z0
91 ,z0
92 ,z0
93 ,1.0));
90 } 94 }
91 void main() { 95 void main() {
92 gl_Position = scale (1.0,vi1); 96 gl_Position = scale (1.0,vi1);
93 vo1 = vec2 ((vi2).x,(1.0) - ((vi2).y)); 97 vo1 = vec2 ((vi2).x
98 ,(1.0) - ((vi2).y));
94 } 99 }
95 """ 100 """
96 , geometryShader = Nothing 101 , geometryShader = Nothing
97 , fragmentShader = 102 , fragmentShader =
98 """ 103 """
99 #version 330 core 104 #version 330 core
100 vec4 texture2D(sampler2D s,vec2 uv) { 105 vec4 texture2D(sampler2D s
106 ,vec2 uv) {
101 return texture(s,uv); 107 return texture(s,uv);
102 } 108 }
103 uniform float Time; 109 uniform float Time;
104 smooth in vec2 vo1; 110 smooth in vec2 vo1;
105 out vec4 f0; 111 out vec4 f0;
106 vec4 rgb(float z0,float z1,float z2) { 112 vec4 rgb(float z0
113 ,float z1
114 ,float z2) {
107 return vec4 (z0,z1,z2,1.0); 115 return vec4 (z0,z1,z2,1.0);
108 } 116 }
109 vec4 blue; 117 vec4 blue;
@@ -114,7 +122,8 @@ Pipeline
114 void main() { 122 void main() {
115 blue = rgb (0.0,0.0,1.0); 123 blue = rgb (0.0,0.0,1.0);
116 navy = rgb (0.0,0.0,0.5); 124 navy = rgb (0.0,0.0,0.5);
117 ti = abs ((sin ((Time) * (4.0))) - (0.37)); 125 ti = abs ((sin
126 ((Time) * (4.0))) - (0.37));
118 white = rgb (1.0,1.0,1.0); 127 white = rgb (1.0,1.0,1.0);
119 yellow = rgb (1.0,1.0,0.0); 128 yellow = rgb (1.0,1.0,0.0);
120 f0 = 129 f0 =
@@ -143,7 +152,8 @@ Pipeline
143 , vertexShader = 152 , vertexShader =
144 """ 153 """
145 #version 330 core 154 #version 330 core
146 vec4 texture2D(sampler2D s,vec2 uv) { 155 vec4 texture2D(sampler2D s
156 ,vec2 uv) {
147 return texture(s,uv); 157 return texture(s,uv);
148 } 158 }
149 uniform float Time; 159 uniform float Time;
@@ -154,73 +164,120 @@ Pipeline
154 vec4 r2_Float; 164 vec4 r2_Float;
155 vec4 r3_Float; 165 vec4 r3_Float;
156 vec4 ext0_Float_3(vec3 z0) { 166 vec4 ext0_Float_3(vec3 z0) {
157 return vec4 ((z0).x,(z0).y,(z0).z,0.0); 167 return vec4 ((z0).x
168 ,(z0).y
169 ,(z0).z
170 ,0.0);
158 } 171 }
159 vec3 neg_VecSFloat3(vec3 z0) { 172 vec3 neg_VecSFloat3(vec3 z0) {
160 return - (z0); 173 return - (z0);
161 } 174 }
162 mat4 translateBefore4(vec3 z0) { 175 mat4 translateBefore4(vec3 z0) {
163 return mat4 176 return mat4 (r1_Float
164 (r1_Float,r2_Float,r3_Float,vec4 ((z0).x,(z0).y,(z0).z,1.0)); 177 ,r2_Float
178 ,r3_Float
179 ,vec4 ((z0).x
180 ,(z0).y
181 ,(z0).z
182 ,1.0));
165 } 183 }
166 mat4 lookat(vec3 z0,vec3 z1,vec3 z2) { 184 mat4 lookat(vec3 z0
185 ,vec3 z1
186 ,vec3 z2) {
167 return (transpose (mat4 187 return (transpose (mat4
168 (ext0_Float_3 (normalize (cross (z2,normalize ((z0) - (z1))))) 188 (ext0_Float_3 (normalize (cross
169 ,ext0_Float_3 (cross (normalize ((z0) - (z1)) 189 (z2,normalize ((z0) - (z1)))))
170 ,normalize (cross (z2,normalize ((z0) - (z1)))))) 190 ,ext0_Float_3 (cross (normalize
171 ,ext0_Float_3 (normalize ((z0) - (z1))) 191 ((z0) - (z1))
172 ,vec4 (0.0,0.0,0.0,1.0)))) * (translateBefore4 (neg_VecSFloat3 192 ,normalize (cross (z2
173 (z0))); 193 ,normalize ((z0) - (z1))))))
174 } 194 ,ext0_Float_3 (normalize
175 mat4 perspective(float z0,float z1,float z2,float z3) { 195 ((z0) - (z1)))
176 return mat4
177 (vec4 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
178 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
179 ((z2) / (2.0)))))))
180 ,0.0
181 ,0.0
182 ,0.0)
183 ,vec4 (0.0 196 ,vec4 (0.0
184 ,((2.0) * (z0)) / (((z0) * (tan
185 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
186 ,0.0 197 ,0.0
187 ,0.0)
188 ,vec4 ((((z3) * ((z0) * (tan
189 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
190 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
191 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
192 ((z2) / (2.0)))))))
193 ,(((z0) * (tan ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
194 ((z2) / (2.0)))))) / (((z0) * (tan
195 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
196 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
197 ,-1.0)
198 ,vec4 (0.0
199 ,0.0 198 ,0.0
200 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))) 199 ,1.0)))) * (translateBefore4
201 ,0.0)); 200 (neg_VecSFloat3 (z0)));
201 }
202 mat4 perspective(float z0
203 ,float z1
204 ,float z2
205 ,float z3) {
206 return mat4 (vec4
207 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
208 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
209 ((z2) / (2.0)))))))
210 ,0.0
211 ,0.0
212 ,0.0)
213 ,vec4 (0.0
214 ,((2.0) * (z0)) / (((z0) * (tan
215 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
216 ((z2) / (2.0))))))
217 ,0.0
218 ,0.0)
219 ,vec4 ((((z3) * ((z0) * (tan
220 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
221 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
222 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
223 ((z2) / (2.0)))))))
224 ,(((z0) * (tan
225 ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
226 ((z2) / (2.0)))))) / (((z0) * (tan
227 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
228 ((z2) / (2.0))))))
229 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
230 ,-1.0)
231 ,vec4 (0.0
232 ,0.0
233 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0)))
234 ,0.0));
202 } 235 }
203 mat4 rotMatrixY(float z0) { 236 mat4 rotMatrixY(float z0) {
204 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) 237 return mat4 (vec4 (cos (z0)
238 ,0.0
239 ,(0.0) - (sin (z0))
240 ,0.0)
205 ,vec4 (0.0,1.0,0.0,0.0) 241 ,vec4 (0.0,1.0,0.0,0.0)
206 ,vec4 (sin (z0),0.0,cos (z0),0.0) 242 ,vec4 (sin (z0)
243 ,0.0
244 ,cos (z0)
245 ,0.0)
207 ,vec4 (0.0,0.0,0.0,1.0)); 246 ,vec4 (0.0,0.0,0.0,1.0));
208 } 247 }
209 mat4 projmat; 248 mat4 projmat;
210 vec4 scale(float z0,vec4 z1) { 249 vec4 scale(float z0,vec4 z1) {
211 return (z1) * (vec4 (z0,z0,z0,1.0)); 250 return (z1) * (vec4 (z0
251 ,z0
252 ,z0
253 ,1.0));
212 } 254 }
213 void main() { 255 void main() {
214 r1_Float = vec4 (1.0,0.0,0.0,0.0); 256 r1_Float = vec4 (1.0
215 r2_Float = vec4 (0.0,1.0,0.0,0.0); 257 ,0.0
216 r3_Float = vec4 (0.0,0.0,1.0,0.0); 258 ,0.0
217 projmat = ((perspective 259 ,0.0);
218 (0.1,100.0,0.5235987755982988,1.0)) * (lookat 260 r2_Float = vec4 (0.0
219 (vec3 (3.0,1.3,0.3) 261 ,1.0
220 ,vec3 (0.0,0.0,0.0) 262 ,0.0
221 ,vec3 (0.0,1.0,0.0)))) * (rotMatrixY 263 ,0.0);
264 r3_Float = vec4 (0.0
265 ,0.0
266 ,1.0
267 ,0.0);
268 projmat = ((perspective (0.1
269 ,100.0
270 ,0.5235987755982988
271 ,1.0)) * (lookat (vec3 (3.0
272 ,1.3
273 ,0.3)
274 ,vec3 (0.0,0.0,0.0)
275 ,vec3 (0.0
276 ,1.0
277 ,0.0)))) * (rotMatrixY
222 ((0.1308996938995747) * (Time))); 278 ((0.1308996938995747) * (Time)));
223 gl_Position = scale (0.5,(projmat) * (vi1)); 279 gl_Position = scale (0.5
280 ,(projmat) * (vi1));
224 vo1 = vi2; 281 vo1 = vi2;
225 } 282 }
226 """ 283 """
@@ -228,7 +285,8 @@ Pipeline
228 , fragmentShader = 285 , fragmentShader =
229 """ 286 """
230 #version 330 core 287 #version 330 core
231 vec4 texture2D(sampler2D s,vec2 uv) { 288 vec4 texture2D(sampler2D s
289 ,vec2 uv) {
232 return texture(s,uv); 290 return texture(s,uv);
233 } 291 }
234 uniform sampler2D s0; 292 uniform sampler2D s0;