diff options
author | Péter Diviánszky <divipp@gmail.com> | 2016-02-29 11:42:54 +0100 |
---|---|---|
committer | Péter Diviánszky <divipp@gmail.com> | 2016-02-29 11:43:07 +0100 |
commit | 3f7ebace8562ff63e030f19af2841f9c2a537bc3 (patch) | |
tree | ca8018c7eddf26b2aecab953c9fd2ccf343fa5c6 /testdata/editor-examples/Heartbeat.out | |
parent | 1e7cd49b76c0764b9e424aa6702929005c235cb9 (diff) |
dependency change: pretty-compact --> wl-pprint
Diffstat (limited to 'testdata/editor-examples/Heartbeat.out')
-rw-r--r-- | testdata/editor-examples/Heartbeat.out | 168 |
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; |