diff options
author | Péter Diviánszky <divipp@gmail.com> | 2016-02-16 01:02:23 +0100 |
---|---|---|
committer | Péter Diviánszky <divipp@gmail.com> | 2016-02-16 01:02:23 +0100 |
commit | aa927f04434e53f41e9fcb04f9c6680c9457fcc8 (patch) | |
tree | f7d7d8bfe30543338bc4aa265f111d34fd700cdf /testdata/editor-examples/RecLC.out | |
parent | 6befbf3058a87522dc59e3e55c65a6d7b448fd9e (diff) |
eliminate FixLabel, performance is back at previous level
Diffstat (limited to 'testdata/editor-examples/RecLC.out')
-rw-r--r-- | testdata/editor-examples/RecLC.out | 330 |
1 files changed, 330 insertions, 0 deletions
diff --git a/testdata/editor-examples/RecLC.out b/testdata/editor-examples/RecLC.out new file mode 100644 index 00000000..72fa337a --- /dev/null +++ b/testdata/editor-examples/RecLC.out | |||
@@ -0,0 +1,330 @@ | |||
1 | Pipeline | ||
2 | { info = "generated by lambdcube-compiler 0.5.0.0" | ||
3 | , backend = OpenGL33 | ||
4 | , textures = | ||
5 | [ TextureDescriptor | ||
6 | { textureType = Texture2D (FloatT Red) 1 | ||
7 | , textureSize = VV2U (V2 512 512) | ||
8 | , textureSemantic = Depth | ||
9 | , textureSampler = | ||
10 | SamplerDescriptor | ||
11 | { samplerWrapS = Repeat | ||
12 | , samplerWrapT = Nothing | ||
13 | , samplerWrapR = Nothing | ||
14 | , samplerMinFilter = Linear | ||
15 | , samplerMagFilter = Linear | ||
16 | , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0) | ||
17 | , samplerMinLod = Nothing | ||
18 | , samplerMaxLod = Nothing | ||
19 | , samplerLodBias = 0.0 | ||
20 | , samplerCompareFunc = Nothing | ||
21 | } | ||
22 | , textureBaseLevel = 0 | ||
23 | , textureMaxLevel = 0 | ||
24 | } | ||
25 | , TextureDescriptor | ||
26 | { textureType = Texture2D (FloatT RGBA) 1 | ||
27 | , textureSize = VV2U (V2 512 512) | ||
28 | , textureSemantic = Color | ||
29 | , textureSampler = | ||
30 | SamplerDescriptor | ||
31 | { samplerWrapS = Repeat | ||
32 | , samplerWrapT = Nothing | ||
33 | , samplerWrapR = Nothing | ||
34 | , samplerMinFilter = Linear | ||
35 | , samplerMagFilter = Linear | ||
36 | , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0) | ||
37 | , samplerMinLod = Nothing | ||
38 | , samplerMaxLod = Nothing | ||
39 | , samplerLodBias = 0.0 | ||
40 | , samplerCompareFunc = Nothing | ||
41 | } | ||
42 | , textureBaseLevel = 0 | ||
43 | , textureMaxLevel = 0 | ||
44 | } | ||
45 | , TextureDescriptor | ||
46 | { textureType = Texture2D (FloatT Red) 1 | ||
47 | , textureSize = VV2U (V2 512 512) | ||
48 | , textureSemantic = Depth | ||
49 | , textureSampler = | ||
50 | SamplerDescriptor | ||
51 | { samplerWrapS = Repeat | ||
52 | , samplerWrapT = Nothing | ||
53 | , samplerWrapR = Nothing | ||
54 | , samplerMinFilter = Linear | ||
55 | , samplerMagFilter = Linear | ||
56 | , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0) | ||
57 | , samplerMinLod = Nothing | ||
58 | , samplerMaxLod = Nothing | ||
59 | , samplerLodBias = 0.0 | ||
60 | , samplerCompareFunc = Nothing | ||
61 | } | ||
62 | , textureBaseLevel = 0 | ||
63 | , textureMaxLevel = 0 | ||
64 | } | ||
65 | , TextureDescriptor | ||
66 | { textureType = Texture2D (FloatT RGBA) 1 | ||
67 | , textureSize = VV2U (V2 512 512) | ||
68 | , textureSemantic = Color | ||
69 | , textureSampler = | ||
70 | SamplerDescriptor | ||
71 | { samplerWrapS = Repeat | ||
72 | , samplerWrapT = Nothing | ||
73 | , samplerWrapR = Nothing | ||
74 | , samplerMinFilter = Linear | ||
75 | , samplerMagFilter = Linear | ||
76 | , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0) | ||
77 | , samplerMinLod = Nothing | ||
78 | , samplerMaxLod = Nothing | ||
79 | , samplerLodBias = 0.0 | ||
80 | , samplerCompareFunc = Nothing | ||
81 | } | ||
82 | , textureBaseLevel = 0 | ||
83 | , textureMaxLevel = 0 | ||
84 | } | ||
85 | ] | ||
86 | , samplers = [] | ||
87 | , targets = | ||
88 | [ RenderTarget | ||
89 | { renderTargets = | ||
90 | [ TargetItem | ||
91 | { targetSemantic = Depth , targetRef = Just (Framebuffer Depth) } | ||
92 | , TargetItem | ||
93 | { targetSemantic = Color , targetRef = Just (Framebuffer Color) } | ||
94 | ] | ||
95 | } | ||
96 | , RenderTarget | ||
97 | { renderTargets = | ||
98 | [ TargetItem | ||
99 | { targetSemantic = Depth | ||
100 | , targetRef = Just (TextureImage 0 0 Nothing) | ||
101 | } | ||
102 | , TargetItem | ||
103 | { targetSemantic = Color | ||
104 | , targetRef = Just (TextureImage 1 0 Nothing) | ||
105 | } | ||
106 | ] | ||
107 | } | ||
108 | , RenderTarget | ||
109 | { renderTargets = | ||
110 | [ TargetItem | ||
111 | { targetSemantic = Depth | ||
112 | , targetRef = Just (TextureImage 2 0 Nothing) | ||
113 | } | ||
114 | , TargetItem | ||
115 | { targetSemantic = Color | ||
116 | , targetRef = Just (TextureImage 3 0 Nothing) | ||
117 | } | ||
118 | ] | ||
119 | } | ||
120 | ] | ||
121 | , programs = | ||
122 | [ Program | ||
123 | { programUniforms = | ||
124 | fromList [ ( "MVP" , M44F ) , ( "Time" , Float ) ] | ||
125 | , programStreams = | ||
126 | fromList | ||
127 | [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) ] | ||
128 | , programInTextures = fromList [] | ||
129 | , programOutput = [ Parameter { name = "f0" , ty = V4F } ] | ||
130 | , vertexShader = | ||
131 | """ | ||
132 | #version 330 core | ||
133 | vec4 texture2D(sampler2D s,vec2 uv) { | ||
134 | return texture(s,uv); | ||
135 | } | ||
136 | uniform mat4 MVP; | ||
137 | in vec4 vi1; | ||
138 | smooth out vec4 vo1; | ||
139 | void main() { | ||
140 | gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0)); | ||
141 | vo1 = vi1; | ||
142 | } | ||
143 | """ | ||
144 | , geometryShader = Nothing | ||
145 | , fragmentShader = | ||
146 | """ | ||
147 | #version 330 core | ||
148 | vec4 texture2D(sampler2D s,vec2 uv) { | ||
149 | return texture(s,uv); | ||
150 | } | ||
151 | uniform float Time; | ||
152 | smooth in vec4 vo1; | ||
153 | out vec4 f0; | ||
154 | void main() { | ||
155 | if (!(((((((vo1).y) + ((vo1).x)) + ((vo1).z)) > (1.0)) || ((abs | ||
156 | (((((vo1).y) - ((vo1).x)) + ((vo1).z)) - (1.0))) > (0.25))) && (((((((vo1).y) + ((vo1).x)) - ((vo1).z)) > (1.0)) || ((abs | ||
157 | (((((vo1).y) + ((vo1).x)) + ((vo1).z)) - (1.0))) > (0.25))) && (((((((vo1).y) - ((vo1).x)) - ((vo1).z)) > (1.0)) || ((abs | ||
158 | (((((vo1).y) + ((vo1).x)) - ((vo1).z)) - (1.0))) > (0.25))) && (((((((vo1).y) - ((vo1).x)) + ((vo1).z)) > (1.0)) || ((abs | ||
159 | (((((vo1).y) - ((vo1).x)) - ((vo1).z)) - (1.0))) > (0.25))) && ((((((sin | ||
160 | ((vo1) * (20.0))).x) * ((sin ((vo1) * (20.0))).x)) + (((sin | ||
161 | ((vo1) * (20.0))).y) * ((sin ((vo1) * (20.0))).y))) + (((sin | ||
162 | ((vo1) * (20.0))).z) * ((sin ((vo1) * (20.0))).z))) > (abs | ||
163 | ((3.0) * (sin ((1.0) * (Time))))))))))) discard; | ||
164 | f0 = vo1; | ||
165 | } | ||
166 | """ | ||
167 | } | ||
168 | , Program | ||
169 | { programUniforms = fromList [ ( "MVP" , M44F ) ] | ||
170 | , programStreams = | ||
171 | fromList | ||
172 | [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) | ||
173 | , ( "vi2" , Parameter { name = "vertexUV" , ty = V2F } ) | ||
174 | ] | ||
175 | , programInTextures = fromList [ ( "s0" , FTexture2D ) ] | ||
176 | , programOutput = [ Parameter { name = "f0" , ty = V4F } ] | ||
177 | , vertexShader = | ||
178 | """ | ||
179 | #version 330 core | ||
180 | vec4 texture2D(sampler2D s,vec2 uv) { | ||
181 | return texture(s,uv); | ||
182 | } | ||
183 | uniform mat4 MVP; | ||
184 | in vec4 vi1; | ||
185 | in vec2 vi2; | ||
186 | smooth out vec2 vo1; | ||
187 | void main() { | ||
188 | gl_Position = (MVP) * (((mat4 (vec4 (1.0,0.0,0.0,0.0) | ||
189 | ,vec4 (0.0,cos (0.0),sin (0.0),0.0) | ||
190 | ,vec4 (0.0,(0.0) - (sin (0.0)),cos (0.0),0.0) | ||
191 | ,vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 | ||
192 | (0.4,0.4,0.4,1.0))); | ||
193 | vo1 = vi2; | ||
194 | } | ||
195 | """ | ||
196 | , geometryShader = Nothing | ||
197 | , fragmentShader = | ||
198 | """ | ||
199 | #version 330 core | ||
200 | vec4 texture2D(sampler2D s,vec2 uv) { | ||
201 | return texture(s,uv); | ||
202 | } | ||
203 | uniform sampler2D s0; | ||
204 | smooth in vec2 vo1; | ||
205 | out vec4 f0; | ||
206 | void main() { | ||
207 | f0 = ((((((vo1).yyyx) * (0.5)) + (texture2D | ||
208 | (s0,vo1))) * (0.7)) * (vec4 (1.0,1.0,1.0,0.0))) + (vec4 | ||
209 | (0.0,0.0,0.0,1.0)); | ||
210 | } | ||
211 | """ | ||
212 | } | ||
213 | , Program | ||
214 | { programUniforms = fromList [ ( "MVP" , M44F ) ] | ||
215 | , programStreams = | ||
216 | fromList | ||
217 | [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) | ||
218 | , ( "vi2" , Parameter { name = "vertexUV" , ty = V2F } ) | ||
219 | ] | ||
220 | , programInTextures = fromList [ ( "s0" , FTexture2D ) ] | ||
221 | , programOutput = [ Parameter { name = "f0" , ty = V4F } ] | ||
222 | , vertexShader = | ||
223 | """ | ||
224 | #version 330 core | ||
225 | vec4 texture2D(sampler2D s,vec2 uv) { | ||
226 | return texture(s,uv); | ||
227 | } | ||
228 | uniform mat4 MVP; | ||
229 | in vec4 vi1; | ||
230 | in vec2 vi2; | ||
231 | smooth out vec2 vo1; | ||
232 | void main() { | ||
233 | gl_Position = (MVP) * (((mat4 (vec4 (1.0,0.0,0.0,0.0) | ||
234 | ,vec4 (0.0,cos (0.1),sin (0.1),0.0) | ||
235 | ,vec4 (0.0,(0.0) - (sin (0.1)),cos (0.1),0.0) | ||
236 | ,vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 | ||
237 | (0.4,0.4,0.4,1.0))); | ||
238 | vo1 = vi2; | ||
239 | } | ||
240 | """ | ||
241 | , geometryShader = Nothing | ||
242 | , fragmentShader = | ||
243 | """ | ||
244 | #version 330 core | ||
245 | vec4 texture2D(sampler2D s,vec2 uv) { | ||
246 | return texture(s,uv); | ||
247 | } | ||
248 | uniform sampler2D s0; | ||
249 | smooth in vec2 vo1; | ||
250 | out vec4 f0; | ||
251 | void main() { | ||
252 | f0 = ((((((vo1).yyyx) * (0.5)) + (texture2D | ||
253 | (s0,vo1))) * (0.7)) * (vec4 (1.0,1.0,1.0,0.0))) + (vec4 | ||
254 | (0.0,0.0,0.0,1.0)); | ||
255 | } | ||
256 | """ | ||
257 | } | ||
258 | ] | ||
259 | , slots = | ||
260 | [ Slot | ||
261 | { slotName = "stream4" | ||
262 | , slotStreams = | ||
263 | fromList [ ( "position4" , V4F ) , ( "vertexUV" , V2F ) ] | ||
264 | , slotUniforms = fromList [ ( "MVP" , M44F ) , ( "Time" , Float ) ] | ||
265 | , slotPrimitive = Triangles | ||
266 | , slotPrograms = [ 0 , 1 , 2 ] | ||
267 | } | ||
268 | ] | ||
269 | , streams = [] | ||
270 | , commands = | ||
271 | [ SetRenderTarget 2 | ||
272 | , ClearRenderTarget | ||
273 | [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1.0 } | ||
274 | , ClearImage | ||
275 | { imageSemantic = Color , clearValue = VV4F (V4 0.0 0.0 0.5 1.0) } | ||
276 | ] | ||
277 | , SetProgram 0 | ||
278 | , SetRasterContext | ||
279 | (TriangleCtx CullNone PolygonFill NoOffset LastVertex) | ||
280 | , SetAccumulationContext | ||
281 | AccumulationContext | ||
282 | { accViewportName = Nothing | ||
283 | , accOperations = | ||
284 | [ DepthOp Less True | ||
285 | , ColorOp NoBlending (VV4B (V4 True True True True)) | ||
286 | ] | ||
287 | } | ||
288 | , RenderSlot 0 | ||
289 | , SetRenderTarget 1 | ||
290 | , ClearRenderTarget | ||
291 | [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1.0 } | ||
292 | , ClearImage | ||
293 | { imageSemantic = Color , clearValue = VV4F (V4 0.0 0.5 0.5 1.0) } | ||
294 | ] | ||
295 | , SetProgram 1 | ||
296 | , SetTexture 0 3 | ||
297 | , SetSamplerUniform "s0" 0 | ||
298 | , SetRasterContext | ||
299 | (TriangleCtx CullNone PolygonFill NoOffset LastVertex) | ||
300 | , SetAccumulationContext | ||
301 | AccumulationContext | ||
302 | { accViewportName = Nothing | ||
303 | , accOperations = | ||
304 | [ DepthOp Less True | ||
305 | , ColorOp NoBlending (VV4B (V4 True True True True)) | ||
306 | ] | ||
307 | } | ||
308 | , RenderSlot 0 | ||
309 | , SetRenderTarget 0 | ||
310 | , ClearRenderTarget | ||
311 | [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1.0 } | ||
312 | , ClearImage | ||
313 | { imageSemantic = Color , clearValue = VV4F (V4 0.0 0.5 0.5 1.0) } | ||
314 | ] | ||
315 | , SetProgram 2 | ||
316 | , SetTexture 0 1 | ||
317 | , SetSamplerUniform "s0" 0 | ||
318 | , SetRasterContext | ||
319 | (TriangleCtx CullNone PolygonFill NoOffset LastVertex) | ||
320 | , SetAccumulationContext | ||
321 | AccumulationContext | ||
322 | { accViewportName = Nothing | ||
323 | , accOperations = | ||
324 | [ DepthOp Less True | ||
325 | , ColorOp NoBlending (VV4B (V4 True True True True)) | ||
326 | ] | ||
327 | } | ||
328 | , RenderSlot 0 | ||
329 | ] | ||
330 | } \ No newline at end of file | ||