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author | Péter Diviánszky <divipp@gmail.com> | 2016-05-06 14:21:24 +0200 |
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committer | Péter Diviánszky <divipp@gmail.com> | 2016-05-06 14:21:24 +0200 |
commit | dea5e2c619c55ca7e7e897edb9898d9b5105fc92 (patch) | |
tree | 79f67084d0f669558f7a6f3d2352264ad6dbf595 /testdata/editor-examples | |
parent | f69178d9e65103c8d1ba2ba47c9fb9f834780621 (diff) |
tweak hnf handling
Diffstat (limited to 'testdata/editor-examples')
-rw-r--r-- | testdata/editor-examples/Heartbeat.lc | 8 | ||||
-rw-r--r-- | testdata/editor-examples/Heartbeat.out | 11 | ||||
-rw-r--r-- | testdata/editor-examples/LambdaCube.out | 5 |
3 files changed, 8 insertions, 16 deletions
diff --git a/testdata/editor-examples/Heartbeat.lc b/testdata/editor-examples/Heartbeat.lc index 920c9097..29a0464e 100644 --- a/testdata/editor-examples/Heartbeat.lc +++ b/testdata/editor-examples/Heartbeat.lc | |||
@@ -7,8 +7,6 @@ triangleRasterCtx = TriangleCtx CullNone PolygonFill NoOffset LastVertex | |||
7 | triangles = triangleRasterCtx | 7 | triangles = triangleRasterCtx |
8 | colorFragmentCtx = (DepthOp Less True, ColorOp NoBlending (V4 True True True True)) | 8 | colorFragmentCtx = (DepthOp Less True, ColorOp NoBlending (V4 True True True True)) |
9 | 9 | ||
10 | rasterizeWith s = rasterizePrimitives triangles ((Smooth)) s | ||
11 | |||
12 | cubeVertexStream = fetch "stream4" (Attribute "position4" :: Vec 4 Float, Attribute "vertexUV" :: Vec 2 Float) | 10 | cubeVertexStream = fetch "stream4" (Attribute "position4" :: Vec 4 Float, Attribute "vertexUV" :: Vec 2 Float) |
13 | mapFragments2 s fs = accumulate colorFragmentCtx (\((a)) -> ((fs a))) s clear | 11 | mapFragments2 s fs = accumulate colorFragmentCtx (\((a)) -> ((fs a))) s clear |
14 | 12 | ||
@@ -22,7 +20,7 @@ rotate' v = projmat *. v | |||
22 | texImage = PrjImageColor $ | 20 | texImage = PrjImageColor $ |
23 | cubeVertexStream -- cube vertices | 21 | cubeVertexStream -- cube vertices |
24 | & mapPrimitives (\(x, y) -> (scale 1.0 x, V2 y%x (1-y%y))) | 22 | & mapPrimitives (\(x, y) -> (scale 1.0 x, V2 y%x (1-y%y))) |
25 | & rasterizeWith -- rasterize | 23 | & rasterizePrimitives triangles ((Smooth)) -- rasterize |
26 | `mapFragments2` | 24 | `mapFragments2` |
27 | (\xy -> let | 25 | (\xy -> let |
28 | x = ((xy :: Vec 2 Float)%x :: Float) -! 0.85 | 26 | x = ((xy :: Vec 2 Float)%x :: Float) -! 0.85 |
@@ -39,7 +37,7 @@ texImage = PrjImageColor $ | |||
39 | sampler = Sampler LinearFilter MirroredRepeat $ Texture2D (V2 128 128) texImage | 37 | sampler = Sampler LinearFilter MirroredRepeat $ Texture2D (V2 128 128) texImage |
40 | 38 | ||
41 | main = cubeVertexStream -- cube vertices | 39 | main = cubeVertexStream -- cube vertices |
42 | & mapPrimitives (\(x, y) -> (scale 0.5 . rotate' $ x, y)) | 40 | & mapPrimitives (\(x, y) -> (scale 0.5 . rotate' $ x, y)) |
43 | & rasterizeWith -- rasterize | 41 | & rasterizePrimitives triangles ((Smooth)) -- rasterize |
44 | `mapFragments2` (texture2D sampler) | 42 | `mapFragments2` (texture2D sampler) |
45 | & ScreenOut -- draw into screen | 43 | & ScreenOut -- draw into screen |
diff --git a/testdata/editor-examples/Heartbeat.out b/testdata/editor-examples/Heartbeat.out index 6c435c7e..56f659dc 100644 --- a/testdata/editor-examples/Heartbeat.out +++ b/testdata/editor-examples/Heartbeat.out | |||
@@ -103,20 +103,17 @@ Pipeline | |||
103 | uniform float Time; | 103 | uniform float Time; |
104 | smooth in vec2 vo1; | 104 | smooth in vec2 vo1; |
105 | out vec4 f0; | 105 | out vec4 f0; |
106 | vec4 rgb(float z0,float z1,float z2) { | ||
107 | return vec4 (z0,z1,z2,1.0); | ||
108 | } | ||
109 | vec4 blue; | 106 | vec4 blue; |
110 | vec4 navy; | 107 | vec4 navy; |
111 | float ti; | 108 | float ti; |
112 | vec4 white; | 109 | vec4 white; |
113 | vec4 yellow; | 110 | vec4 yellow; |
114 | void main() { | 111 | void main() { |
115 | blue = rgb (0.0,0.0,1.0); | 112 | blue = vec4 (0.0,0.0,1.0,1.0); |
116 | navy = rgb (0.0,0.0,0.5); | 113 | navy = vec4 (0.0,0.0,0.5,1.0); |
117 | ti = abs ((sin ((Time) * (4.0))) - (0.37)); | 114 | ti = abs ((sin ((Time) * (4.0))) - (0.37)); |
118 | white = rgb (1.0,1.0,1.0); | 115 | white = vec4 (1.0,1.0,1.0,1.0); |
119 | yellow = rgb (1.0,1.0,0.0); | 116 | yellow = vec4 (1.0,1.0,0.0,1.0); |
120 | f0 = | 117 | f0 = |
121 | ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((5.0e-4) * (sin | 118 | ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((5.0e-4) * (sin |
122 | (((3.0) * (atan (((vo1).x) - (0.85) | 119 | (((3.0) * (atan (((vo1).x) - (0.85) |
diff --git a/testdata/editor-examples/LambdaCube.out b/testdata/editor-examples/LambdaCube.out index 68796786..fa7afdb9 100644 --- a/testdata/editor-examples/LambdaCube.out +++ b/testdata/editor-examples/LambdaCube.out | |||
@@ -65,9 +65,6 @@ Pipeline | |||
65 | } | 65 | } |
66 | smooth in vec4 vo1; | 66 | smooth in vec4 vo1; |
67 | out vec4 f0; | 67 | out vec4 f0; |
68 | vec4 rgb(float z0,float z1,float z2) { | ||
69 | return vec4 (z0,z1,z2,1.0); | ||
70 | } | ||
71 | vec4 black; | 68 | vec4 black; |
72 | vec4 leftSide(vec2 z0) { | 69 | vec4 leftSide(vec2 z0) { |
73 | return vec4 (0.0 | 70 | return vec4 (0.0 |
@@ -89,7 +86,7 @@ Pipeline | |||
89 | ,vec2 (1.0,-1.0))) < (0.0)) ? 0.0 : 1.0); | 86 | ,vec2 (1.0,-1.0))) < (0.0)) ? 0.0 : 1.0); |
90 | } | 87 | } |
91 | void main() { | 88 | void main() { |
92 | black = rgb (0.0,0.0,0.0); | 89 | black = vec4 (0.0,0.0,0.0,1.0); |
93 | f0 = (abs ((vo1).x)) > (0.99999) ? rightSide_2 (((((vo1).yz) * (sign | 90 | f0 = (abs ((vo1).x)) > (0.99999) ? rightSide_2 (((((vo1).yz) * (sign |
94 | ((vo1).x))) * (0.5)) + (0.5)) : (abs ((vo1).y)) > (0.99999) ? topSide | 91 | ((vo1).x))) * (0.5)) + (0.5)) : (abs ((vo1).y)) > (0.99999) ? topSide |
95 | (((((vo1).zx) * (sign ((vo1).y))) * (0.5)) + (0.5)) : (abs | 92 | (((((vo1).zx) * (sign ((vo1).y))) * (0.5)) + (0.5)) : (abs |