diff options
author | Péter Diviánszky <divipp@gmail.com> | 2016-02-14 11:28:53 +0100 |
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committer | Péter Diviánszky <divipp@gmail.com> | 2016-02-14 11:32:08 +0100 |
commit | 4b8d586412b024f24121e00c8ce0f2bc3eb53234 (patch) | |
tree | dcc006db9670a71c32bdf2bf13332227d1765e82 /testdata/editor-examples/Tetrahedron.out | |
parent | cc11c0743bbab50f0f9d7bcc33fd41533a280870 (diff) |
pretty print pipelines in .out files
Diffstat (limited to 'testdata/editor-examples/Tetrahedron.out')
-rw-r--r-- | testdata/editor-examples/Tetrahedron.out | 138 |
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 @@ | |||
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 [("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 | 1 | Pipeline |
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 | ||