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authorPéter Diviánszky <divipp@gmail.com>2016-02-14 11:28:53 +0100
committerPéter Diviánszky <divipp@gmail.com>2016-02-14 11:32:08 +0100
commit4b8d586412b024f24121e00c8ce0f2bc3eb53234 (patch)
treedcc006db9670a71c32bdf2bf13332227d1765e82 /testdata/editor-examples/Tetrahedron.out
parentcc11c0743bbab50f0f9d7bcc33fd41533a280870 (diff)
pretty print pipelines in .out files
Diffstat (limited to 'testdata/editor-examples/Tetrahedron.out')
-rw-r--r--testdata/editor-examples/Tetrahedron.out138
1 files changed, 137 insertions, 1 deletions
diff --git a/testdata/editor-examples/Tetrahedron.out b/testdata/editor-examples/Tetrahedron.out
index 9989dfda..aa4413f8 100644
--- a/testdata/editor-examples/Tetrahedron.out
+++ b/testdata/editor-examples/Tetrahedron.out
@@ -1 +1,137 @@
1Pipeline {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 [("vi1",Parameter {name = "attribute_0", 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 vi1 ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );\nvo1 = vi1;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float Time ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nif (!(true)) discard;\nf0 = ( ( mat4 ( vec4 ( cos ( Time ),sin ( Time ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ) * ( ( mod ( ( ( Time ) + ( sin ( Time ) ) ) + ( sin ( ( 1.1 ) * ( Time ) ) ),4.0 ) ) * ( 2.0 ) );\n}\n"}], slots = [], streams = [StreamData {streamData = fromList [("attribute_0",VFloatArray [0.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,0.0,1.0,0.0,1.0,1.0,0.0,0.0,1.0,0.0,1.0,0.0,1.0,0.0,0.0,1.0,1.0,0.0,1.0,0.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,0.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0])], streamType = fromList [("attribute_0",V4F)], streamPrimitive = Triangles, streamPrograms = [0]}], 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))]}),RenderStream 0]} \ No newline at end of file 1Pipeline
2 { info = "generated by lambdcube-compiler 0.5.0.0"
3 , backend = OpenGL33
4 , textures = []
5 , samplers = []
6 , targets =
7 [ RenderTarget
8 { renderTargets =
9 [ TargetItem
10 { targetSemantic = Depth , targetRef = Just (Framebuffer Depth) }
11 , TargetItem
12 { targetSemantic = Color , targetRef = Just (Framebuffer Color) }
13 ]
14 }
15 ]
16 , programs =
17 [ Program
18 { programUniforms =
19 fromList [ ( "MVP" , M44F ) , ( "Time" , Float ) ]
20 , programStreams =
21 fromList
22 [ ( "vi1" , Parameter { name = "attribute_0" , ty = V4F } ) ]
23 , programInTextures = fromList []
24 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
25 , vertexShader =
26 """
27 #version 330 core
28 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
29 uniform mat4 MVP ;
30 in vec4 vi1 ;
31 smooth out vec4 vo1 ;
32 void main() {
33 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );
34 vo1 = vi1;
35 }
36
37 """
38 , geometryShader = Nothing
39 , fragmentShader =
40 """
41 #version 330 core
42 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
43 uniform float Time ;
44 smooth in vec4 vo1 ;
45 out vec4 f0 ;
46 void main() {
47 if (!(true)) discard;
48 f0 = ( ( mat4 ( vec4 ( cos ( Time ),sin ( Time ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ) * ( ( mod ( ( ( Time ) + ( sin ( Time ) ) ) + ( sin ( ( 1.1 ) * ( Time ) ) ),4.0 ) ) * ( 2.0 ) );
49 }
50
51 """
52 }
53 ]
54 , slots = []
55 , streams =
56 [ StreamData
57 { streamData =
58 fromList
59 [ ( "attribute_0"
60 , VFloatArray
61 [ 0.0
62 , 0.0
63 , 0.0
64 , 1.0
65 , 1.0
66 , 0.0
67 , 0.0
68 , 1.0
69 , 0.0
70 , 1.0
71 , 0.0
72 , 1.0
73 , 1.0
74 , 0.0
75 , 0.0
76 , 1.0
77 , 0.0
78 , 1.0
79 , 0.0
80 , 1.0
81 , 0.0
82 , 0.0
83 , 1.0
84 , 1.0
85 , 0.0
86 , 1.0
87 , 0.0
88 , 1.0
89 , 0.0
90 , 0.0
91 , 1.0
92 , 1.0
93 , 0.0
94 , 0.0
95 , 0.0
96 , 1.0
97 , 0.0
98 , 0.0
99 , 1.0
100 , 1.0
101 , 0.0
102 , 0.0
103 , 0.0
104 , 1.0
105 , 1.0
106 , 0.0
107 , 0.0
108 , 1.0
109 ]
110 )
111 ]
112 , streamType = fromList [ ( "attribute_0" , V4F ) ]
113 , streamPrimitive = Triangles
114 , streamPrograms = [ 0 ]
115 }
116 ]
117 , commands =
118 [ SetRenderTarget 0
119 , ClearRenderTarget
120 [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1.0 }
121 , ClearImage
122 { imageSemantic = Color , clearValue = VV4F (V4 0.0 0.0 0.5 1.0) }
123 ]
124 , SetProgram 0
125 , SetRasterContext
126 (TriangleCtx CullNone PolygonFill NoOffset LastVertex)
127 , SetAccumulationContext
128 AccumulationContext
129 { accViewportName = Nothing
130 , accOperations =
131 [ DepthOp Less True
132 , ColorOp NoBlending (VV4B (V4 True True True True))
133 ]
134 }
135 , RenderStream 0
136 ]
137 } \ No newline at end of file