diff options
author | Péter Diviánszky <divipp@gmail.com> | 2016-05-01 19:13:34 +0200 |
---|---|---|
committer | Péter Diviánszky <divipp@gmail.com> | 2016-05-01 19:13:34 +0200 |
commit | 90e336391673ac1cf9ff582e98e35faf89a8f09d (patch) | |
tree | 0b7a14dbfc5734c07c2ae4ed34cb679fecd10d3f /testdata/editor-examples/Heartbeat.out | |
parent | 1a7544763729938e7009ead1e375e9bbf413afb0 (diff) |
improve pretty print layout & show desugared source code in .out files
Diffstat (limited to 'testdata/editor-examples/Heartbeat.out')
-rw-r--r-- | testdata/editor-examples/Heartbeat.out | 165 |
1 files changed, 47 insertions, 118 deletions
diff --git a/testdata/editor-examples/Heartbeat.out b/testdata/editor-examples/Heartbeat.out index dac805c6..6c435c7e 100644 --- a/testdata/editor-examples/Heartbeat.out +++ b/testdata/editor-examples/Heartbeat.out | |||
@@ -79,39 +79,31 @@ Pipeline | |||
79 | , vertexShader = | 79 | , vertexShader = |
80 | """ | 80 | """ |
81 | #version 330 core | 81 | #version 330 core |
82 | vec4 texture2D(sampler2D s | 82 | vec4 texture2D(sampler2D s,vec2 uv) { |
83 | ,vec2 uv) { | ||
84 | return texture(s,uv); | 83 | return texture(s,uv); |
85 | } | 84 | } |
86 | in vec4 vi1; | 85 | in vec4 vi1; |
87 | in vec2 vi2; | 86 | in vec2 vi2; |
88 | smooth out vec2 vo1; | 87 | smooth out vec2 vo1; |
89 | vec4 scale(float z0,vec4 z1) { | 88 | vec4 scale(float z0,vec4 z1) { |
90 | return (z1) * (vec4 (z0 | 89 | return (z1) * (vec4 (z0,z0,z0,1.0)); |
91 | ,z0 | ||
92 | ,z0 | ||
93 | ,1.0)); | ||
94 | } | 90 | } |
95 | void main() { | 91 | void main() { |
96 | gl_Position = scale (1.0,vi1); | 92 | gl_Position = scale (1.0,vi1); |
97 | vo1 = vec2 ((vi2).x | 93 | vo1 = vec2 ((vi2).x,(1.0) - ((vi2).y)); |
98 | ,(1.0) - ((vi2).y)); | ||
99 | } | 94 | } |
100 | """ | 95 | """ |
101 | , geometryShader = Nothing | 96 | , geometryShader = Nothing |
102 | , fragmentShader = | 97 | , fragmentShader = |
103 | """ | 98 | """ |
104 | #version 330 core | 99 | #version 330 core |
105 | vec4 texture2D(sampler2D s | 100 | vec4 texture2D(sampler2D s,vec2 uv) { |
106 | ,vec2 uv) { | ||
107 | return texture(s,uv); | 101 | return texture(s,uv); |
108 | } | 102 | } |
109 | uniform float Time; | 103 | uniform float Time; |
110 | smooth in vec2 vo1; | 104 | smooth in vec2 vo1; |
111 | out vec4 f0; | 105 | out vec4 f0; |
112 | vec4 rgb(float z0 | 106 | vec4 rgb(float z0,float z1,float z2) { |
113 | ,float z1 | ||
114 | ,float z2) { | ||
115 | return vec4 (z0,z1,z2,1.0); | 107 | return vec4 (z0,z1,z2,1.0); |
116 | } | 108 | } |
117 | vec4 blue; | 109 | vec4 blue; |
@@ -122,21 +114,17 @@ Pipeline | |||
122 | void main() { | 114 | void main() { |
123 | blue = rgb (0.0,0.0,1.0); | 115 | blue = rgb (0.0,0.0,1.0); |
124 | navy = rgb (0.0,0.0,0.5); | 116 | navy = rgb (0.0,0.0,0.5); |
125 | ti = abs ((sin | 117 | ti = abs ((sin ((Time) * (4.0))) - (0.37)); |
126 | ((Time) * (4.0))) - (0.37)); | ||
127 | white = rgb (1.0,1.0,1.0); | 118 | white = rgb (1.0,1.0,1.0); |
128 | yellow = rgb (1.0,1.0,0.0); | 119 | yellow = rgb (1.0,1.0,0.0); |
129 | f0 = | 120 | f0 = |
130 | ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((5.0e-4) * (sin | 121 | ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((5.0e-4) * (sin |
131 | (((3.0) * (atan | 122 | (((3.0) * (atan (((vo1).x) - (0.85) |
132 | (((vo1).x) - (0.85) | 123 | ,((vo1).y) - (0.85)))) + ((15.0) * (Time)))))) < ((5.0e-3) * (ti)) ? navy : ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((2.0e-3) * (sin |
133 | ,((vo1).y) - (0.85)))) + ((15.0) * (Time)))))) < ((5.0e-3) * (ti)) ? navy : ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((2.0e-3) * (sin | 124 | (((5.0) * (atan (((vo1).x) - (0.85) |
134 | (((5.0) * (atan | 125 | ,((vo1).y) - (0.85)))) - ((5.0) * (Time)))))) < ((2.0e-2) * (ti)) ? blue : ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((2.0e-3) * (sin |
135 | (((vo1).x) - (0.85) | 126 | (((7.0) * (atan (((vo1).x) - (0.85) |
136 | ,((vo1).y) - (0.85)))) - ((5.0) * (Time)))))) < ((2.0e-2) * (ti)) ? blue : ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((2.0e-3) * (sin | 127 | ,((vo1).y) - (0.85)))) + ((3.0) * (Time)))))) < ((5.0e-2) * (ti)) ? white : yellow; |
137 | (((7.0) * (atan | ||
138 | (((vo1).x) - (0.85) | ||
139 | ,((vo1).y) - (0.85)))) + ((3.0) * (Time)))))) < ((5.0e-2) * (ti)) ? white : yellow; | ||
140 | } | 128 | } |
141 | """ | 129 | """ |
142 | } | 130 | } |
@@ -152,8 +140,7 @@ Pipeline | |||
152 | , vertexShader = | 140 | , vertexShader = |
153 | """ | 141 | """ |
154 | #version 330 core | 142 | #version 330 core |
155 | vec4 texture2D(sampler2D s | 143 | vec4 texture2D(sampler2D s,vec2 uv) { |
156 | ,vec2 uv) { | ||
157 | return texture(s,uv); | 144 | return texture(s,uv); |
158 | } | 145 | } |
159 | uniform float Time; | 146 | uniform float Time; |
@@ -164,120 +151,63 @@ Pipeline | |||
164 | vec4 r2_Float; | 151 | vec4 r2_Float; |
165 | vec4 r3_Float; | 152 | vec4 r3_Float; |
166 | vec4 ext0_Float_3(vec3 z0) { | 153 | vec4 ext0_Float_3(vec3 z0) { |
167 | return vec4 ((z0).x | 154 | return vec4 ((z0).x,(z0).y,(z0).z,0.0); |
168 | ,(z0).y | ||
169 | ,(z0).z | ||
170 | ,0.0); | ||
171 | } | 155 | } |
172 | vec3 neg_VecSFloat3(vec3 z0) { | 156 | vec3 neg_VecSFloat3(vec3 z0) { |
173 | return - (z0); | 157 | return - (z0); |
174 | } | 158 | } |
175 | mat4 translateBefore4(vec3 z0) { | 159 | mat4 translateBefore4(vec3 z0) { |
176 | return mat4 (r1_Float | 160 | return mat4 (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)); | ||
183 | } | 161 | } |
184 | mat4 lookat(vec3 z0 | 162 | mat4 lookat(vec3 z0,vec3 z1,vec3 z2) { |
185 | ,vec3 z1 | 163 | return (transpose (mat4 (ext0_Float_3 (normalize (cross (z2 |
186 | ,vec3 z2) { | 164 | ,normalize ((z0) - (z1))))) |
187 | return (transpose (mat4 | 165 | ,ext0_Float_3 (cross (normalize ((z0) - (z1)) |
188 | (ext0_Float_3 (normalize (cross | 166 | ,normalize (cross (z2,normalize ((z0) - (z1)))))) |
189 | (z2,normalize ((z0) - (z1))))) | 167 | ,ext0_Float_3 (normalize ((z0) - (z1))) |
190 | ,ext0_Float_3 (cross (normalize | 168 | ,vec4 (0.0,0.0,0.0,1.0)))) * (translateBefore4 (neg_VecSFloat3 (z0))); |
191 | ((z0) - (z1)) | ||
192 | ,normalize (cross (z2 | ||
193 | ,normalize ((z0) - (z1)))))) | ||
194 | ,ext0_Float_3 (normalize | ||
195 | ((z0) - (z1))) | ||
196 | ,vec4 (0.0 | ||
197 | ,0.0 | ||
198 | ,0.0 | ||
199 | ,1.0)))) * (translateBefore4 | ||
200 | (neg_VecSFloat3 (z0))); | ||
201 | } | 169 | } |
202 | mat4 perspective(float z0 | 170 | mat4 perspective(float z0,float z1,float z2,float z3) { |
203 | ,float z1 | 171 | return mat4 (vec4 (((2.0) * (z0)) / (((z3) * ((z0) * (tan |
204 | ,float z2 | 172 | ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan ((z2) / (2.0))))))) |
205 | ,float z3) { | 173 | ,0.0 |
206 | return mat4 (vec4 | 174 | ,0.0 |
207 | (((2.0) * (z0)) / (((z3) * ((z0) * (tan | 175 | ,0.0) |
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 | 176 | ,vec4 (0.0 |
214 | ,((2.0) * (z0)) / (((z0) * (tan | 177 | ,((2.0) * (z0)) / (((z0) * (tan ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan |
215 | ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan | ||
216 | ((z2) / (2.0)))))) | 178 | ((z2) / (2.0)))))) |
217 | ,0.0 | 179 | ,0.0 |
218 | ,0.0) | 180 | ,0.0) |
219 | ,vec4 ((((z3) * ((z0) * (tan | 181 | ,vec4 ((((z3) * ((z0) * (tan ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan |
220 | ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan | ||
221 | ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan | 182 | ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan |
222 | ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan | 183 | ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan ((z2) / (2.0))))))) |
223 | ((z2) / (2.0))))))) | 184 | ,(((z0) * (tan ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan |
224 | ,(((z0) * (tan | 185 | ((z2) / (2.0)))))) / (((z0) * (tan ((z2) / (2.0)))) - ((0.0) - ((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)))))) | 186 | ((z2) / (2.0)))))) |
229 | ,(0.0) - (((z1) + (z0)) / ((z1) - (z0))) | 187 | ,(0.0) - (((z1) + (z0)) / ((z1) - (z0))) |
230 | ,-1.0) | 188 | ,-1.0) |
231 | ,vec4 (0.0 | 189 | ,vec4 (0.0,0.0,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))),0.0)); |
232 | ,0.0 | ||
233 | ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))) | ||
234 | ,0.0)); | ||
235 | } | 190 | } |
236 | mat4 rotMatrixY(float z0) { | 191 | mat4 rotMatrixY(float z0) { |
237 | return mat4 (vec4 (cos (z0) | 192 | return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) |
238 | ,0.0 | ||
239 | ,(0.0) - (sin (z0)) | ||
240 | ,0.0) | ||
241 | ,vec4 (0.0,1.0,0.0,0.0) | 193 | ,vec4 (0.0,1.0,0.0,0.0) |
242 | ,vec4 (sin (z0) | 194 | ,vec4 (sin (z0),0.0,cos (z0),0.0) |
243 | ,0.0 | ||
244 | ,cos (z0) | ||
245 | ,0.0) | ||
246 | ,vec4 (0.0,0.0,0.0,1.0)); | 195 | ,vec4 (0.0,0.0,0.0,1.0)); |
247 | } | 196 | } |
248 | mat4 projmat; | 197 | mat4 projmat; |
249 | vec4 scale(float z0,vec4 z1) { | 198 | vec4 scale(float z0,vec4 z1) { |
250 | return (z1) * (vec4 (z0 | 199 | return (z1) * (vec4 (z0,z0,z0,1.0)); |
251 | ,z0 | ||
252 | ,z0 | ||
253 | ,1.0)); | ||
254 | } | 200 | } |
255 | void main() { | 201 | void main() { |
256 | r1_Float = vec4 (1.0 | 202 | r1_Float = vec4 (1.0,0.0,0.0,0.0); |
257 | ,0.0 | 203 | r2_Float = vec4 (0.0,1.0,0.0,0.0); |
258 | ,0.0 | 204 | r3_Float = vec4 (0.0,0.0,1.0,0.0); |
259 | ,0.0); | 205 | projmat = ((perspective (0.1,100.0,0.5235987755982988,1.0)) * (lookat (vec3 (3.0 |
260 | r2_Float = vec4 (0.0 | 206 | ,1.3 |
261 | ,1.0 | 207 | ,0.3) |
262 | ,0.0 | 208 | ,vec3 (0.0,0.0,0.0) |
263 | ,0.0); | 209 | ,vec3 (0.0,1.0,0.0)))) * (rotMatrixY ((0.1308996938995747) * (Time))); |
264 | r3_Float = vec4 (0.0 | 210 | gl_Position = scale (0.5,(projmat) * (vi1)); |
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 | ||
278 | ((0.1308996938995747) * (Time))); | ||
279 | gl_Position = scale (0.5 | ||
280 | ,(projmat) * (vi1)); | ||
281 | vo1 = vi2; | 211 | vo1 = vi2; |
282 | } | 212 | } |
283 | """ | 213 | """ |
@@ -285,8 +215,7 @@ Pipeline | |||
285 | , fragmentShader = | 215 | , fragmentShader = |
286 | """ | 216 | """ |
287 | #version 330 core | 217 | #version 330 core |
288 | vec4 texture2D(sampler2D s | 218 | vec4 texture2D(sampler2D s,vec2 uv) { |
289 | ,vec2 uv) { | ||
290 | return texture(s,uv); | 219 | return texture(s,uv); |
291 | } | 220 | } |
292 | uniform sampler2D s0; | 221 | uniform sampler2D s0; |