summaryrefslogtreecommitdiff
path: root/testdata/editor-examples/LambdaCube.out
diff options
context:
space:
mode:
authorPéter Diviánszky <divipp@gmail.com>2016-02-14 15:02:55 +0100
committerPéter Diviánszky <divipp@gmail.com>2016-02-14 15:02:55 +0100
commit34e78f10452d1a1628a85eab443a4a672fd44ec3 (patch)
tree56321512ba2cdc3f3f62395818fa5c2f8b9a17f4 /testdata/editor-examples/LambdaCube.out
parent87cefc9cacb9e82c4340c8552d9373175980faca (diff)
refactoring
Diffstat (limited to 'testdata/editor-examples/LambdaCube.out')
-rw-r--r--testdata/editor-examples/LambdaCube.out144
1 files changed, 73 insertions, 71 deletions
diff --git a/testdata/editor-examples/LambdaCube.out b/testdata/editor-examples/LambdaCube.out
index 1211e5bd..1e68a1ea 100644
--- a/testdata/editor-examples/LambdaCube.out
+++ b/testdata/editor-examples/LambdaCube.out
@@ -24,86 +24,88 @@ Pipeline
24 , vertexShader = 24 , vertexShader =
25 """ 25 """
26 #version 330 core 26 #version 330 core
27 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 27 vec4 texture2D(sampler2D s,vec2 uv) {
28 uniform float Time ; 28 return texture(s,uv);
29 in vec4 vi1 ; 29 }
30 smooth out vec4 vo1 ; 30 uniform float Time;
31 in vec4 vi1;
32 smooth out vec4 vo1;
31 void main() { 33 void main() {
32 gl_Position = ((mat4 34 gl_Position = ((mat4
33 (vec4 (cos ((4.1) + ((((fract ((Time) * (0.2))) * (fract 35 (vec4 (cos ((4.1) + ((((fract ((Time) * (0.2))) * (fract
34 ((Time) * (0.2)))) * ((3.0) - ((2.0) * (fract 36 ((Time) * (0.2)))) * ((3.0) - ((2.0) * (fract
35 ((Time) * (0.2)))))) * (6.28318530718))) 37 ((Time) * (0.2)))))) * (6.28318530718)))
36 ,0.0 38 ,0.0
37 ,(0.0) - (sin ((4.1) + ((((fract ((Time) * (0.2))) * (fract 39 ,(0.0) - (sin ((4.1) + ((((fract ((Time) * (0.2))) * (fract
38 ((Time) * (0.2)))) * ((3.0) - ((2.0) * (fract 40 ((Time) * (0.2)))) * ((3.0) - ((2.0) * (fract
39 ((Time) * (0.2)))))) * (6.28318530718)))) 41 ((Time) * (0.2)))))) * (6.28318530718))))
40 ,0.0) 42 ,0.0)
41 ,vec4 (0.0,1.0,0.0,0.0) 43 ,vec4 (0.0,1.0,0.0,0.0)
42 ,vec4 (sin ((4.1) + ((((fract ((Time) * (0.2))) * (fract 44 ,vec4 (sin ((4.1) + ((((fract ((Time) * (0.2))) * (fract
43 ((Time) * (0.2)))) * ((3.0) - ((2.0) * (fract 45 ((Time) * (0.2)))) * ((3.0) - ((2.0) * (fract
44 ((Time) * (0.2)))))) * (6.28318530718))) 46 ((Time) * (0.2)))))) * (6.28318530718)))
45 ,0.0 47 ,0.0
46 ,cos ((4.1) + ((((fract ((Time) * (0.2))) * (fract 48 ,cos ((4.1) + ((((fract ((Time) * (0.2))) * (fract
47 ((Time) * (0.2)))) * ((3.0) - ((2.0) * (fract 49 ((Time) * (0.2)))) * ((3.0) - ((2.0) * (fract
48 ((Time) * (0.2)))))) * (6.28318530718))) 50 ((Time) * (0.2)))))) * (6.28318530718)))
49 ,0.0) 51 ,0.0)
50 ,vec4 (0.0,0.0,0.0,1.0))) * ((mat4 52 ,vec4 (0.0,0.0,0.0,1.0))) * ((mat4
51 (vec4 (cos (2.35619449017),sin (2.35619449017),0.0,0.0) 53 (vec4 (cos (2.35619449017),sin (2.35619449017),0.0,0.0)
52 ,vec4 54 ,vec4
53 ((0.0) - (sin (2.35619449017)),cos (2.35619449017),0.0,0.0) 55 ((0.0) - (sin (2.35619449017)),cos (2.35619449017),0.0,0.0)
54 ,vec4 (0.0,0.0,1.0,0.0) 56 ,vec4 (0.0,0.0,1.0,0.0)
55 ,vec4 (0.0,0.0,0.0,1.0))) * (vi1))) * (vec4 57 ,vec4 (0.0,0.0,0.0,1.0))) * (vi1))) * (vec4
56 ((0.2) + ((abs ((0.5) - (((fract ((Time) * (0.2))) * (fract 58 ((0.2) + ((abs ((0.5) - (((fract ((Time) * (0.2))) * (fract
57 ((Time) * (0.2)))) * ((3.0) - ((2.0) * (fract 59 ((Time) * (0.2)))) * ((3.0) - ((2.0) * (fract
58 ((Time) * (0.2)))))))) * (0.6)) 60 ((Time) * (0.2)))))))) * (0.6))
59 ,(0.2) + ((abs ((0.5) - (((fract ((Time) * (0.2))) * (fract 61 ,(0.2) + ((abs ((0.5) - (((fract ((Time) * (0.2))) * (fract
60 ((Time) * (0.2)))) * ((3.0) - ((2.0) * (fract 62 ((Time) * (0.2)))) * ((3.0) - ((2.0) * (fract
61 ((Time) * (0.2)))))))) * (0.6)) 63 ((Time) * (0.2)))))))) * (0.6))
62 ,(0.2) + ((abs ((0.5) - (((fract ((Time) * (0.2))) * (fract 64 ,(0.2) + ((abs ((0.5) - (((fract ((Time) * (0.2))) * (fract
63 ((Time) * (0.2)))) * ((3.0) - ((2.0) * (fract 65 ((Time) * (0.2)))) * ((3.0) - ((2.0) * (fract
64 ((Time) * (0.2)))))))) * (0.6)) 66 ((Time) * (0.2)))))))) * (0.6))
65 ,1.0)); 67 ,1.0));
66 vo1 = vi1; 68 vo1 = vi1;
67 } 69 }
68
69 """ 70 """
70 , geometryShader = Nothing 71 , geometryShader = Nothing
71 , fragmentShader = 72 , fragmentShader =
72 """ 73 """
73 #version 330 core 74 #version 330 core
74 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 75 vec4 texture2D(sampler2D s,vec2 uv) {
75 smooth in vec4 vo1 ; 76 return texture(s,uv);
76 out vec4 f0 ; 77 }
78 smooth in vec4 vo1;
79 out vec4 f0;
77 void main() { 80 void main() {
78 f0 = (abs ((vo1).x)) > (0.99999) ? vec4 81 f0 = (abs ((vo1).x)) > (0.99999) ? vec4
79 (((((((vo1).yz) * (sign 82 (((((((vo1).yz) * (sign
80 ((vo1).x))) * (0.5)) + (0.5)).x) * ((((((vo1).yz) * (sign 83 ((vo1).x))) * (0.5)) + (0.5)).x) * ((((((vo1).yz) * (sign
81 ((vo1).x))) * (0.5)) + (0.5)).x) 84 ((vo1).x))) * (0.5)) + (0.5)).x)
82 ,1.0 85 ,1.0
83 ,((1.0) - ((((((vo1).yz) * (sign 86 ,((1.0) - ((((((vo1).yz) * (sign
84 ((vo1).x))) * (0.5)) + (0.5)).x)) * ((1.0) - ((((((vo1).yz) * (sign 87 ((vo1).x))) * (0.5)) + (0.5)).x)) * ((1.0) - ((((((vo1).yz) * (sign
85 ((vo1).x))) * (0.5)) + (0.5)).x)) 88 ((vo1).x))) * (0.5)) + (0.5)).x))
86 ,((((((vo1).yz) * (sign 89 ,((((((vo1).yz) * (sign
87 ((vo1).x))) * (0.5)) + (0.5)).y) > (0.75) ? 0.0 : 1.0) : (abs 90 ((vo1).x))) * (0.5)) + (0.5)).y) > (0.75) ? 0.0 : 1.0) : (abs
88 ((vo1).y)) > (0.99999) ? vec4 91 ((vo1).y)) > (0.99999) ? vec4
89 ((dot (((((vo1).zx) * (sign ((vo1).y))) * (0.5)) + (0.5) 92 ((dot (((((vo1).zx) * (sign ((vo1).y))) * (0.5)) + (0.5)
90 ,vec2 (-0.5,0.5))) + (0.4) 93 ,vec2 (-0.5,0.5))) + (0.4)
91 ,1.0 94 ,1.0
92 ,0.0 95 ,0.0
93 ,((dot (((((vo1).zx) * (sign ((vo1).y))) * (0.5)) + (0.5) 96 ,((dot (((((vo1).zx) * (sign ((vo1).y))) * (0.5)) + (0.5)
94 ,vec2 (1.0,-1.0))) > (-0.25)) && ((dot 97 ,vec2 (1.0,-1.0))) > (-0.25)) && ((dot
95 (((((vo1).zx) * (sign ((vo1).y))) * (0.5)) + (0.5) 98 (((((vo1).zx) * (sign ((vo1).y))) * (0.5)) + (0.5)
96 ,vec2 (1.0,-1.0))) < (0.0)) ? 0.0 : 1.0) : (abs 99 ,vec2 (1.0,-1.0))) < (0.0)) ? 0.0 : 1.0) : (abs
97 ((vo1).z)) > (0.99999) ? vec4 100 ((vo1).z)) > (0.99999) ? vec4
98 (0.0 101 (0.0
99 ,1.0 102 ,1.0
100 ,(dot (((((vo1).xy) * (sign ((vo1).z))) * (0.5)) + (0.5) 103 ,(dot (((((vo1).xy) * (sign ((vo1).z))) * (0.5)) + (0.5)
101 ,vec2 (0.5,-0.5))) + (0.4) 104 ,vec2 (0.5,-0.5))) + (0.4)
102 ,((((((vo1).xy) * (sign 105 ,((((((vo1).xy) * (sign
103 ((vo1).z))) * (0.5)) + (0.5)).y) > (0.75) ? 0.0 : 1.0) : vec4 106 ((vo1).z))) * (0.5)) + (0.5)).y) > (0.75) ? 0.0 : 1.0) : vec4
104 (0.0,0.0,0.0,1.0); 107 (0.0,0.0,0.0,1.0);
105 } 108 }
106
107 """ 109 """
108 } 110 }
109 ] 111 ]