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author | Csaba Hruska <csaba.hruska@gmail.com> | 2016-02-10 00:30:10 +0100 |
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committer | Csaba Hruska <csaba.hruska@gmail.com> | 2016-02-10 00:30:10 +0100 |
commit | 2c241a2a3155ad2715da9adf6b2bae77125dcbe0 (patch) | |
tree | c0078e5f65b181af4c73bfcac29aad6ee4d84777 /testdata/editor-examples | |
parent | 05b2a0c051bd756a8df16ec1dce373bd9404c873 (diff) |
add new editor sample
Diffstat (limited to 'testdata/editor-examples')
-rw-r--r-- | testdata/editor-examples/Texturing.lc | 18 | ||||
-rw-r--r-- | testdata/editor-examples/Texturing.out | 1 |
2 files changed, 19 insertions, 0 deletions
diff --git a/testdata/editor-examples/Texturing.lc b/testdata/editor-examples/Texturing.lc new file mode 100644 index 00000000..8fd2510d --- /dev/null +++ b/testdata/editor-examples/Texturing.lc | |||
@@ -0,0 +1,18 @@ | |||
1 | makeFrame (projmat :: Mat 4 4 Float) | ||
2 | (vertexstream :: PrimitiveStream Triangle (Vec 4 Float,Vec 2 Float)) | ||
3 | |||
4 | = imageFrame (emptyDepthImage 1, emptyColorImage navy) | ||
5 | `overlay` fragments | ||
6 | where | ||
7 | sampler = Sampler LinearFilter MirroredRepeat $ Texture2DSlot "Diffuse" | ||
8 | fragments = | ||
9 | vertexstream | ||
10 | & mapPrimitives (\(x,uv) -> (scale 0.5 (projmat *. x), uv)) | ||
11 | & rasterizePrimitives (TriangleCtx CullNone PolygonFill NoOffset LastVertex) Smooth | ||
12 | & mapFragments (texture2D sampler) | ||
13 | & accumulateWith (DepthOp Less True, ColorOp NoBlending (V4 True True True True)) | ||
14 | |||
15 | main = renderFrame $ | ||
16 | makeFrame (Uniform "MVP") | ||
17 | (fetch_ "stream4" (Attribute "position4", Attribute "vertexUV")) | ||
18 | |||
diff --git a/testdata/editor-examples/Texturing.out b/testdata/editor-examples/Texturing.out new file mode 100644 index 00000000..6d3224bc --- /dev/null +++ b/testdata/editor-examples/Texturing.out | |||
@@ -0,0 +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 [("Diffuse",FTexture2D),("MVP",M44F)], programStreams = fromList [("b22",Parameter {name = "position4", ty = V4F}),("i22",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("Diffuse",FTexture2D)], 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 b22 ;\nin vec2 i22 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = i22;\ngl_Position = ( ( MVP ) * ( b22 ) ) * ( 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 sampler2D Diffuse ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = texture2D ( Diffuse,vv0 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("Diffuse",FTexture2D),("MVP",M44F)], 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,SetSamplerUniform "Diffuse" 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 | |||