summaryrefslogtreecommitdiff
path: root/testdata/editor-examples/Heartbeat.out
diff options
context:
space:
mode:
authorPéter Diviánszky <divipp@gmail.com>2016-05-01 19:13:34 +0200
committerPéter Diviánszky <divipp@gmail.com>2016-05-01 19:13:34 +0200
commit90e336391673ac1cf9ff582e98e35faf89a8f09d (patch)
tree0b7a14dbfc5734c07c2ae4ed34cb679fecd10d3f /testdata/editor-examples/Heartbeat.out
parent1a7544763729938e7009ead1e375e9bbf413afb0 (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.out165
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;