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authorCsaba Hruska <csaba.hruska@gmail.com>2016-02-10 00:30:10 +0100
committerCsaba Hruska <csaba.hruska@gmail.com>2016-02-10 00:30:10 +0100
commit2c241a2a3155ad2715da9adf6b2bae77125dcbe0 (patch)
treec0078e5f65b181af4c73bfcac29aad6ee4d84777 /testdata/editor-examples
parent05b2a0c051bd756a8df16ec1dce373bd9404c873 (diff)
add new editor sample
Diffstat (limited to 'testdata/editor-examples')
-rw-r--r--testdata/editor-examples/Texturing.lc18
-rw-r--r--testdata/editor-examples/Texturing.out1
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 @@
1makeFrame (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
15main = 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