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authorPéter Diviánszky <divipp@gmail.com>2016-02-08 15:24:50 +0100
committerPéter Diviánszky <divipp@gmail.com>2016-02-08 18:14:07 +0100
commitd6e6afbe06c1efe356f65d9234eceb1e8c5eb3c1 (patch)
tree6c6c8fc2ece561089dfc6ea9393fd37b173fea84 /testdata/editor-examples/LambdaCube2.out
parentc3eb372a3166ed35a1e96a9ce948d34101382c35 (diff)
refactor label handling
Diffstat (limited to 'testdata/editor-examples/LambdaCube2.out')
-rw-r--r--testdata/editor-examples/LambdaCube2.out2
1 files changed, 1 insertions, 1 deletions
diff --git a/testdata/editor-examples/LambdaCube2.out b/testdata/editor-examples/LambdaCube2.out
index 865d2363..c89b14b0 100644
--- a/testdata/editor-examples/LambdaCube2.out
+++ b/testdata/editor-examples/LambdaCube2.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("r9",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 r9 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = r9;\ngl_Position = ( ( MVP ) * ( r9 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float Time ;\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nif (!(( ( ( ( ( ( vv0 ).y ) + ( ( vv0 ).x ) ) + ( ( vv0 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vv0 ).y ) - ( ( vv0 ).x ) ) + ( ( vv0 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( ( vv0 ).y ) + ( ( vv0 ).x ) ) - ( ( vv0 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vv0 ).y ) + ( ( vv0 ).x ) ) + ( ( vv0 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( ( vv0 ).y ) - ( ( vv0 ).x ) ) - ( ( vv0 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vv0 ).y ) + ( ( vv0 ).x ) ) - ( ( vv0 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( ( vv0 ).y ) - ( ( vv0 ).x ) ) + ( ( vv0 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vv0 ).y ) - ( ( vv0 ).x ) ) - ( ( vv0 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).x ) * ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).x ) ) + ( ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).y ) * ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).y ) ) ) + ( ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).z ) * ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).z ) ) ) > ( abs ( ( 3.0 ) * ( sin ( ( 1.0 ) * ( Time ) ) ) ) ) ) ) ) ))) discard;\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F),("Time",Float)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.5 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("p9",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 p9 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = p9;\ngl_Position = ( ( MVP ) * ( p9 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float Time ;\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nif (!(( ( ( ( ( ( vv0 ).y ) + ( ( vv0 ).x ) ) + ( ( vv0 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vv0 ).y ) - ( ( vv0 ).x ) ) + ( ( vv0 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( ( vv0 ).y ) + ( ( vv0 ).x ) ) - ( ( vv0 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vv0 ).y ) + ( ( vv0 ).x ) ) + ( ( vv0 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( ( vv0 ).y ) - ( ( vv0 ).x ) ) - ( ( vv0 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vv0 ).y ) + ( ( vv0 ).x ) ) - ( ( vv0 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( ( vv0 ).y ) - ( ( vv0 ).x ) ) + ( ( vv0 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vv0 ).y ) - ( ( vv0 ).x ) ) - ( ( vv0 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).x ) * ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).x ) ) + ( ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).y ) * ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).y ) ) ) + ( ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).z ) * ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).z ) ) ) > ( abs ( ( 3.0 ) * ( sin ( ( 1.0 ) * ( Time ) ) ) ) ) ) ) ) ))) discard;\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F),("Time",Float)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.5 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file