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authorPéter Diviánszky <divipp@gmail.com>2016-02-26 19:05:37 +0100
committerPéter Diviánszky <divipp@gmail.com>2016-02-26 19:05:37 +0100
commit3d2f2fba9af44efa5ee729eab59c9968114745fa (patch)
tree6ef6b8dff4f0fb2b9d72a1f137f402fe63648225 /testdata/editor-examples
parent8002915b62b20c784879f5de011f8af02a4da167 (diff)
fix build
Diffstat (limited to 'testdata/editor-examples')
-rw-r--r--testdata/editor-examples/LambdaCube2.out71
-rw-r--r--testdata/editor-examples/RecLC.lc1
-rw-r--r--testdata/editor-examples/RecLC.out69
3 files changed, 131 insertions, 10 deletions
diff --git a/testdata/editor-examples/LambdaCube2.out b/testdata/editor-examples/LambdaCube2.out
index 30fc82fe..59538757 100644
--- a/testdata/editor-examples/LambdaCube2.out
+++ b/testdata/editor-examples/LambdaCube2.out
@@ -15,8 +15,7 @@ Pipeline
15 ] 15 ]
16 , programs = 16 , programs =
17 [ Program 17 [ Program
18 { programUniforms = 18 { programUniforms = fromList [ ( "Time" , Float ) ]
19 fromList [ ( "MVP" , M44F ) , ( "Time" , Float ) ]
20 , programStreams = 19 , programStreams =
21 fromList 20 fromList
22 [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) ] 21 [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) ]
@@ -28,14 +27,76 @@ Pipeline
28 vec4 texture2D(sampler2D s,vec2 uv) { 27 vec4 texture2D(sampler2D s,vec2 uv) {
29 return texture(s,uv); 28 return texture(s,uv);
30 } 29 }
31 uniform mat4 MVP; 30 uniform float Time;
32 in vec4 vi1; 31 in vec4 vi1;
33 smooth out vec4 vo1; 32 smooth out vec4 vo1;
33 vec4 ext0_Float_3(vec3 z0) {
34 return vec4 ((z0).x,(z0).y,(z0).z,0.0);
35 }
36 vec3 neg_VecSFloat3(vec3 z0) {
37 return - (z0);
38 }
39 mat4 translateBefore4(vec3 z0,mat4 z1) {
40 return mat4 ((z1) * (vec4 (1.0,0.0,0.0,0.0))
41 ,(z1) * (vec4 (0.0,1.0,0.0,0.0))
42 ,(z1) * (vec4 (0.0,0.0,1.0,0.0))
43 ,(ext0_Float_3 ((z0) * (mat3
44 (((z1) * (vec4 (1.0,0.0,0.0,0.0))).xyz
45 ,((z1) * (vec4 (0.0,1.0,0.0,0.0))).xyz
46 ,((z1) * (vec4 (0.0,0.0,1.0,0.0))).xyz)))) + ((z1) * (vec4
47 (0.0,0.0,0.0,1.0))));
48 }
49 mat4 lookat(vec3 z0,vec3 z1,vec3 z2) {
50 return translateBefore4
51 (neg_VecSFloat3 (z0)
52 ,transpose (mat4
53 (ext0_Float_3 (normalize (cross (z2,normalize ((z0) - (z1)))))
54 ,ext0_Float_3 (cross (normalize ((z0) - (z1))
55 ,normalize (cross (z2,normalize ((z0) - (z1))))))
56 ,ext0_Float_3 (normalize ((z0) - (z1)))
57 ,vec4 (0.0,0.0,0.0,1.0))));
58 }
59 mat4 perspective(float z0,float z1,float z2,float z3) {
60 return mat4
61 (vec4 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
62 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
63 ((z2) / (2.0)))))))
64 ,0.0
65 ,(0.0) - ((((z3) * ((z0) * (tan
66 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
67 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
68 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
69 ((z2) / (2.0))))))))
70 ,0.0)
71 ,vec4 (0.0
72 ,((2.0) * (z0)) / (((z0) * (tan
73 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
74 ,(((z0) * (tan ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
75 ((z2) / (2.0)))))) / (((z0) * (tan
76 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
77 ,0.0)
78 ,vec4 (0.0
79 ,0.0
80 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
81 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))))
82 ,vec4 (0.0,0.0,-1.0,0.0));
83 }
84 mat4 rotMatrixY(float z0) {
85 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0)
86 ,vec4 (0.0,1.0,0.0,0.0)
87 ,vec4 (sin (z0),0.0,cos (z0),0.0)
88 ,vec4 (0.0,0.0,0.0,1.0));
89 }
34 vec4 scale(float z0,vec4 z1) { 90 vec4 scale(float z0,vec4 z1) {
35 return (z1) * (vec4 (z0,z0,z0,1.0)); 91 return (z1) * (vec4 (z0,z0,z0,1.0));
36 } 92 }
37 void main() { 93 void main() {
38 gl_Position = scale (0.5,(MVP) * (vi1)); 94 gl_Position = scale (0.5
95 ,(((perspective (0.1,100.0,30.0,1.0)) * (lookat
96 (vec3 (3.0,1.3,0.3)
97 ,vec3 (0.0,0.0,0.0)
98 ,vec3 (0.0,1.0,0.0)))) * (rotMatrixY
99 ((0.1308996938995747) * (Time)))) * (vi1));
39 vo1 = vi1; 100 vo1 = vi1;
40 } 101 }
41 """ 102 """
@@ -69,7 +130,7 @@ Pipeline
69 [ Slot 130 [ Slot
70 { slotName = "stream4" 131 { slotName = "stream4"
71 , slotStreams = fromList [ ( "position4" , V4F ) ] 132 , slotStreams = fromList [ ( "position4" , V4F ) ]
72 , slotUniforms = fromList [ ( "MVP" , M44F ) , ( "Time" , Float ) ] 133 , slotUniforms = fromList [ ( "Time" , Float ) ]
73 , slotPrimitive = Triangles 134 , slotPrimitive = Triangles
74 , slotPrograms = [ 0 ] 135 , slotPrograms = [ 0 ]
75 } 136 }
diff --git a/testdata/editor-examples/RecLC.lc b/testdata/editor-examples/RecLC.lc
index 7c7f0d90..b8cfac19 100644
--- a/testdata/editor-examples/RecLC.lc
+++ b/testdata/editor-examples/RecLC.lc
@@ -5,7 +5,6 @@ import RecursiveTexture hiding (main)
5 5
6inner2 = 6inner2 =
7 makeFrame (Uniform "Time") 7 makeFrame (Uniform "Time")
8 (Uniform "MVP")
9 (fetch "stream4" (Attribute "position4")) 8 (fetch "stream4" (Attribute "position4"))
10 9
11main :: Output 10main :: Output
diff --git a/testdata/editor-examples/RecLC.out b/testdata/editor-examples/RecLC.out
index 8d679d2f..e8385948 100644
--- a/testdata/editor-examples/RecLC.out
+++ b/testdata/editor-examples/RecLC.out
@@ -120,8 +120,7 @@ Pipeline
120 ] 120 ]
121 , programs = 121 , programs =
122 [ Program 122 [ Program
123 { programUniforms = 123 { programUniforms = fromList [ ( "Time" , Float ) ]
124 fromList [ ( "MVP" , M44F ) , ( "Time" , Float ) ]
125 , programStreams = 124 , programStreams =
126 fromList 125 fromList
127 [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) ] 126 [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) ]
@@ -133,14 +132,76 @@ Pipeline
133 vec4 texture2D(sampler2D s,vec2 uv) { 132 vec4 texture2D(sampler2D s,vec2 uv) {
134 return texture(s,uv); 133 return texture(s,uv);
135 } 134 }
136 uniform mat4 MVP; 135 uniform float Time;
137 in vec4 vi1; 136 in vec4 vi1;
138 smooth out vec4 vo1; 137 smooth out vec4 vo1;
138 vec4 ext0_Float_3(vec3 z0) {
139 return vec4 ((z0).x,(z0).y,(z0).z,0.0);
140 }
141 vec3 neg_VecSFloat3(vec3 z0) {
142 return - (z0);
143 }
144 mat4 translateBefore4(vec3 z0,mat4 z1) {
145 return mat4 ((z1) * (vec4 (1.0,0.0,0.0,0.0))
146 ,(z1) * (vec4 (0.0,1.0,0.0,0.0))
147 ,(z1) * (vec4 (0.0,0.0,1.0,0.0))
148 ,(ext0_Float_3 ((z0) * (mat3
149 (((z1) * (vec4 (1.0,0.0,0.0,0.0))).xyz
150 ,((z1) * (vec4 (0.0,1.0,0.0,0.0))).xyz
151 ,((z1) * (vec4 (0.0,0.0,1.0,0.0))).xyz)))) + ((z1) * (vec4
152 (0.0,0.0,0.0,1.0))));
153 }
154 mat4 lookat(vec3 z0,vec3 z1,vec3 z2) {
155 return translateBefore4
156 (neg_VecSFloat3 (z0)
157 ,transpose (mat4
158 (ext0_Float_3 (normalize (cross (z2,normalize ((z0) - (z1)))))
159 ,ext0_Float_3 (cross (normalize ((z0) - (z1))
160 ,normalize (cross (z2,normalize ((z0) - (z1))))))
161 ,ext0_Float_3 (normalize ((z0) - (z1)))
162 ,vec4 (0.0,0.0,0.0,1.0))));
163 }
164 mat4 perspective(float z0,float z1,float z2,float z3) {
165 return mat4
166 (vec4 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
167 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
168 ((z2) / (2.0)))))))
169 ,0.0
170 ,(0.0) - ((((z3) * ((z0) * (tan
171 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
172 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
173 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
174 ((z2) / (2.0))))))))
175 ,0.0)
176 ,vec4 (0.0
177 ,((2.0) * (z0)) / (((z0) * (tan
178 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
179 ,(((z0) * (tan ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
180 ((z2) / (2.0)))))) / (((z0) * (tan
181 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
182 ,0.0)
183 ,vec4 (0.0
184 ,0.0
185 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
186 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))))
187 ,vec4 (0.0,0.0,-1.0,0.0));
188 }
189 mat4 rotMatrixY(float z0) {
190 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0)
191 ,vec4 (0.0,1.0,0.0,0.0)
192 ,vec4 (sin (z0),0.0,cos (z0),0.0)
193 ,vec4 (0.0,0.0,0.0,1.0));
194 }
139 vec4 scale(float z0,vec4 z1) { 195 vec4 scale(float z0,vec4 z1) {
140 return (z1) * (vec4 (z0,z0,z0,1.0)); 196 return (z1) * (vec4 (z0,z0,z0,1.0));
141 } 197 }
142 void main() { 198 void main() {
143 gl_Position = scale (0.5,(MVP) * (vi1)); 199 gl_Position = scale (0.5
200 ,(((perspective (0.1,100.0,30.0,1.0)) * (lookat
201 (vec3 (3.0,1.3,0.3)
202 ,vec3 (0.0,0.0,0.0)
203 ,vec3 (0.0,1.0,0.0)))) * (rotMatrixY
204 ((0.1308996938995747) * (Time)))) * (vi1));
144 vo1 = vi1; 205 vo1 = vi1;
145 } 206 }
146 """ 207 """