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authorPéter Diviánszky <divipp@gmail.com>2016-02-14 11:28:53 +0100
committerPéter Diviánszky <divipp@gmail.com>2016-02-14 11:32:08 +0100
commit4b8d586412b024f24121e00c8ce0f2bc3eb53234 (patch)
treedcc006db9670a71c32bdf2bf13332227d1765e82 /testdata/example08.out
parentcc11c0743bbab50f0f9d7bcc33fd41533a280870 (diff)
pretty print pipelines in .out files
Diffstat (limited to 'testdata/example08.out')
-rw-r--r--testdata/example08.out460
1 files changed, 459 insertions, 1 deletions
diff --git a/testdata/example08.out b/testdata/example08.out
index 3689191a..c1d35f52 100644
--- a/testdata/example08.out
+++ b/testdata/example08.out
@@ -1 +1,459 @@
1Pipeline {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 = "position4", 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 ;\nuniform float Time ;\nin vec4 vi1 ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 2.0 ) ),sin ( ( Time ) * ( 2.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 2.0 ) ) ),cos ( ( Time ) * ( 2.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 1.0 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 2.0 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 2.0 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 2.0 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 2.0 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vi1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\nvo1 = vi1;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vo1;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("vi1",Parameter {name = "position4", 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 ;\nuniform float Time ;\nin vec4 vi1 ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 1.0 ) ),sin ( ( Time ) * ( 1.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 1.0 ) ) ),cos ( ( Time ) * ( 1.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.5 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 1.0 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 1.0 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 1.0 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 1.0 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vi1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\nvo1 = vi1;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vo1;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("vi1",Parameter {name = "position4", 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 ;\nuniform float Time ;\nin vec4 vi1 ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.0 ) ),sin ( ( Time ) * ( 0.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.0 ) ) ),cos ( ( Time ) * ( 0.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.0 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vi1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\nvo1 = vi1;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vo1;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("vi1",Parameter {name = "position4", 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 ;\nuniform float Time ;\nin vec4 vi1 ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( -1.0 ) ),sin ( ( Time ) * ( -1.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( -1.0 ) ) ),cos ( ( Time ) * ( -1.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( -0.5 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( -1.0 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( -1.0 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( -1.0 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( -1.0 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vi1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\nvo1 = vi1;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vo1;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("vi1",Parameter {name = "position4", 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 ;\nuniform float Time ;\nin vec4 vi1 ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.75 ) ),sin ( ( Time ) * ( 0.75 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.75 ) ) ),cos ( ( Time ) * ( 0.75 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.375 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.75 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.75 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.75 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.75 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vi1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\nvo1 = vi1;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vo1;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("vi1",Parameter {name = "position4", 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 ;\nuniform float Time ;\nin vec4 vi1 ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.3 ) ),sin ( ( Time ) * ( 0.3 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.3 ) ) ),cos ( ( Time ) * ( 0.3 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.15 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.3 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.3 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.3 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.3 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vi1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\nvo1 = vi1;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vo1;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("vi1",Parameter {name = "position4", 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 ;\nuniform float Time ;\nin vec4 vi1 ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.5 ) ),sin ( ( Time ) * ( 0.5 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.5 ) ) ),cos ( ( Time ) * ( 0.5 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.25 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.5 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.5 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.5 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.5 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vi1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\nvo1 = vi1;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vo1;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("vi1",Parameter {name = "position4", 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 ;\nuniform float Time ;\nin vec4 vi1 ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.0 ) ),sin ( ( Time ) * ( 0.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.0 ) ) ),cos ( ( Time ) * ( 0.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.0 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vi1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\nvo1 = vi1;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vo1;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("vi1",Parameter {name = "position4", 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 ;\nuniform float Time ;\nin vec4 vi1 ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( -0.5 ) ),sin ( ( Time ) * ( -0.5 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( -0.5 ) ) ),cos ( ( Time ) * ( -0.5 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( -0.25 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( -0.5 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( -0.5 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( -0.5 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( -0.5 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vi1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\nvo1 = vi1;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vo1;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F),("Time",Float)], slotPrimitive = Triangles, slotPrograms = [0,1,2,3,4,5,6,7,8]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.5 1.0)}],SetProgram 8,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 7,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 6,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 5,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 4,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 3,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 2,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 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))]}),RenderSlot 0]} \ No newline at end of file 1Pipeline
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 = "position4" , 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 uniform float Time ;
31 in vec4 vi1 ;
32 smooth out vec4 vo1 ;
33 void main() {
34 gl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 2.0 ) ),sin ( ( Time ) * ( 2.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 2.0 ) ) ),cos ( ( Time ) * ( 2.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 1.0 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 2.0 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 2.0 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 2.0 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 2.0 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vi1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );
35 vo1 = vi1;
36 }
37
38 """
39 , geometryShader = Nothing
40 , fragmentShader =
41 """
42 #version 330 core
43 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
44 smooth in vec4 vo1 ;
45 out vec4 f0 ;
46 void main() {
47 f0 = vo1;
48 }
49
50 """
51 }
52 , Program
53 { programUniforms =
54 fromList [ ( "MVP" , M44F ) , ( "Time" , Float ) ]
55 , programStreams =
56 fromList
57 [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) ]
58 , programInTextures = fromList []
59 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
60 , vertexShader =
61 """
62 #version 330 core
63 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
64 uniform mat4 MVP ;
65 uniform float Time ;
66 in vec4 vi1 ;
67 smooth out vec4 vo1 ;
68 void main() {
69 gl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 1.0 ) ),sin ( ( Time ) * ( 1.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 1.0 ) ) ),cos ( ( Time ) * ( 1.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.5 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 1.0 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 1.0 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 1.0 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 1.0 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vi1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );
70 vo1 = vi1;
71 }
72
73 """
74 , geometryShader = Nothing
75 , fragmentShader =
76 """
77 #version 330 core
78 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
79 smooth in vec4 vo1 ;
80 out vec4 f0 ;
81 void main() {
82 f0 = vo1;
83 }
84
85 """
86 }
87 , Program
88 { programUniforms =
89 fromList [ ( "MVP" , M44F ) , ( "Time" , Float ) ]
90 , programStreams =
91 fromList
92 [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) ]
93 , programInTextures = fromList []
94 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
95 , vertexShader =
96 """
97 #version 330 core
98 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
99 uniform mat4 MVP ;
100 uniform float Time ;
101 in vec4 vi1 ;
102 smooth out vec4 vo1 ;
103 void main() {
104 gl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.0 ) ),sin ( ( Time ) * ( 0.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.0 ) ) ),cos ( ( Time ) * ( 0.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.0 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vi1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );
105 vo1 = vi1;
106 }
107
108 """
109 , geometryShader = Nothing
110 , fragmentShader =
111 """
112 #version 330 core
113 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
114 smooth in vec4 vo1 ;
115 out vec4 f0 ;
116 void main() {
117 f0 = vo1;
118 }
119
120 """
121 }
122 , Program
123 { programUniforms =
124 fromList [ ( "MVP" , M44F ) , ( "Time" , Float ) ]
125 , programStreams =
126 fromList
127 [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) ]
128 , programInTextures = fromList []
129 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
130 , vertexShader =
131 """
132 #version 330 core
133 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
134 uniform mat4 MVP ;
135 uniform float Time ;
136 in vec4 vi1 ;
137 smooth out vec4 vo1 ;
138 void main() {
139 gl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( -1.0 ) ),sin ( ( Time ) * ( -1.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( -1.0 ) ) ),cos ( ( Time ) * ( -1.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( -0.5 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( -1.0 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( -1.0 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( -1.0 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( -1.0 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vi1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );
140 vo1 = vi1;
141 }
142
143 """
144 , geometryShader = Nothing
145 , fragmentShader =
146 """
147 #version 330 core
148 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
149 smooth in vec4 vo1 ;
150 out vec4 f0 ;
151 void main() {
152 f0 = vo1;
153 }
154
155 """
156 }
157 , Program
158 { programUniforms =
159 fromList [ ( "MVP" , M44F ) , ( "Time" , Float ) ]
160 , programStreams =
161 fromList
162 [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) ]
163 , programInTextures = fromList []
164 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
165 , vertexShader =
166 """
167 #version 330 core
168 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
169 uniform mat4 MVP ;
170 uniform float Time ;
171 in vec4 vi1 ;
172 smooth out vec4 vo1 ;
173 void main() {
174 gl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.75 ) ),sin ( ( Time ) * ( 0.75 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.75 ) ) ),cos ( ( Time ) * ( 0.75 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.375 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.75 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.75 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.75 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.75 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vi1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );
175 vo1 = vi1;
176 }
177
178 """
179 , geometryShader = Nothing
180 , fragmentShader =
181 """
182 #version 330 core
183 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
184 smooth in vec4 vo1 ;
185 out vec4 f0 ;
186 void main() {
187 f0 = vo1;
188 }
189
190 """
191 }
192 , Program
193 { programUniforms =
194 fromList [ ( "MVP" , M44F ) , ( "Time" , Float ) ]
195 , programStreams =
196 fromList
197 [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) ]
198 , programInTextures = fromList []
199 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
200 , vertexShader =
201 """
202 #version 330 core
203 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
204 uniform mat4 MVP ;
205 uniform float Time ;
206 in vec4 vi1 ;
207 smooth out vec4 vo1 ;
208 void main() {
209 gl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.3 ) ),sin ( ( Time ) * ( 0.3 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.3 ) ) ),cos ( ( Time ) * ( 0.3 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.15 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.3 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.3 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.3 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.3 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vi1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );
210 vo1 = vi1;
211 }
212
213 """
214 , geometryShader = Nothing
215 , fragmentShader =
216 """
217 #version 330 core
218 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
219 smooth in vec4 vo1 ;
220 out vec4 f0 ;
221 void main() {
222 f0 = vo1;
223 }
224
225 """
226 }
227 , Program
228 { programUniforms =
229 fromList [ ( "MVP" , M44F ) , ( "Time" , Float ) ]
230 , programStreams =
231 fromList
232 [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) ]
233 , programInTextures = fromList []
234 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
235 , vertexShader =
236 """
237 #version 330 core
238 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
239 uniform mat4 MVP ;
240 uniform float Time ;
241 in vec4 vi1 ;
242 smooth out vec4 vo1 ;
243 void main() {
244 gl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.5 ) ),sin ( ( Time ) * ( 0.5 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.5 ) ) ),cos ( ( Time ) * ( 0.5 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.25 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.5 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.5 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.5 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.5 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vi1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );
245 vo1 = vi1;
246 }
247
248 """
249 , geometryShader = Nothing
250 , fragmentShader =
251 """
252 #version 330 core
253 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
254 smooth in vec4 vo1 ;
255 out vec4 f0 ;
256 void main() {
257 f0 = vo1;
258 }
259
260 """
261 }
262 , Program
263 { programUniforms =
264 fromList [ ( "MVP" , M44F ) , ( "Time" , Float ) ]
265 , programStreams =
266 fromList
267 [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) ]
268 , programInTextures = fromList []
269 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
270 , vertexShader =
271 """
272 #version 330 core
273 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
274 uniform mat4 MVP ;
275 uniform float Time ;
276 in vec4 vi1 ;
277 smooth out vec4 vo1 ;
278 void main() {
279 gl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.0 ) ),sin ( ( Time ) * ( 0.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.0 ) ) ),cos ( ( Time ) * ( 0.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.0 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vi1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );
280 vo1 = vi1;
281 }
282
283 """
284 , geometryShader = Nothing
285 , fragmentShader =
286 """
287 #version 330 core
288 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
289 smooth in vec4 vo1 ;
290 out vec4 f0 ;
291 void main() {
292 f0 = vo1;
293 }
294
295 """
296 }
297 , Program
298 { programUniforms =
299 fromList [ ( "MVP" , M44F ) , ( "Time" , Float ) ]
300 , programStreams =
301 fromList
302 [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) ]
303 , programInTextures = fromList []
304 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
305 , vertexShader =
306 """
307 #version 330 core
308 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
309 uniform mat4 MVP ;
310 uniform float Time ;
311 in vec4 vi1 ;
312 smooth out vec4 vo1 ;
313 void main() {
314 gl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( -0.5 ) ),sin ( ( Time ) * ( -0.5 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( -0.5 ) ) ),cos ( ( Time ) * ( -0.5 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( -0.25 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( -0.5 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( -0.5 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( -0.5 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( -0.5 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vi1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );
315 vo1 = vi1;
316 }
317
318 """
319 , geometryShader = Nothing
320 , fragmentShader =
321 """
322 #version 330 core
323 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
324 smooth in vec4 vo1 ;
325 out vec4 f0 ;
326 void main() {
327 f0 = vo1;
328 }
329
330 """
331 }
332 ]
333 , slots =
334 [ Slot
335 { slotName = "stream4"
336 , slotStreams = fromList [ ( "position4" , V4F ) ]
337 , slotUniforms = fromList [ ( "MVP" , M44F ) , ( "Time" , Float ) ]
338 , slotPrimitive = Triangles
339 , slotPrograms = [ 0 , 1 , 2 , 3 , 4 , 5 , 6 , 7 , 8 ]
340 }
341 ]
342 , streams = []
343 , commands =
344 [ SetRenderTarget 0
345 , ClearRenderTarget
346 [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1000.0 }
347 , ClearImage
348 { imageSemantic = Color , clearValue = VV4F (V4 0.0 0.0 0.5 1.0) }
349 ]
350 , SetProgram 8
351 , SetRasterContext
352 (TriangleCtx CullNone PolygonFill NoOffset LastVertex)
353 , SetAccumulationContext
354 AccumulationContext
355 { accViewportName = Nothing
356 , accOperations =
357 [ DepthOp Less True
358 , ColorOp NoBlending (VV4B (V4 True True True True))
359 ]
360 }
361 , RenderSlot 0
362 , SetProgram 7
363 , SetRasterContext
364 (TriangleCtx CullNone PolygonFill NoOffset LastVertex)
365 , SetAccumulationContext
366 AccumulationContext
367 { accViewportName = Nothing
368 , accOperations =
369 [ DepthOp Less True
370 , ColorOp NoBlending (VV4B (V4 True True True True))
371 ]
372 }
373 , RenderSlot 0
374 , SetProgram 6
375 , SetRasterContext
376 (TriangleCtx CullNone PolygonFill NoOffset LastVertex)
377 , SetAccumulationContext
378 AccumulationContext
379 { accViewportName = Nothing
380 , accOperations =
381 [ DepthOp Less True
382 , ColorOp NoBlending (VV4B (V4 True True True True))
383 ]
384 }
385 , RenderSlot 0
386 , SetProgram 5
387 , SetRasterContext
388 (TriangleCtx CullNone PolygonFill NoOffset LastVertex)
389 , SetAccumulationContext
390 AccumulationContext
391 { accViewportName = Nothing
392 , accOperations =
393 [ DepthOp Less True
394 , ColorOp NoBlending (VV4B (V4 True True True True))
395 ]
396 }
397 , RenderSlot 0
398 , SetProgram 4
399 , SetRasterContext
400 (TriangleCtx CullNone PolygonFill NoOffset LastVertex)
401 , SetAccumulationContext
402 AccumulationContext
403 { accViewportName = Nothing
404 , accOperations =
405 [ DepthOp Less True
406 , ColorOp NoBlending (VV4B (V4 True True True True))
407 ]
408 }
409 , RenderSlot 0
410 , SetProgram 3
411 , SetRasterContext
412 (TriangleCtx CullNone PolygonFill NoOffset LastVertex)
413 , SetAccumulationContext
414 AccumulationContext
415 { accViewportName = Nothing
416 , accOperations =
417 [ DepthOp Less True
418 , ColorOp NoBlending (VV4B (V4 True True True True))
419 ]
420 }
421 , RenderSlot 0
422 , SetProgram 2
423 , SetRasterContext
424 (TriangleCtx CullNone PolygonFill NoOffset LastVertex)
425 , SetAccumulationContext
426 AccumulationContext
427 { accViewportName = Nothing
428 , accOperations =
429 [ DepthOp Less True
430 , ColorOp NoBlending (VV4B (V4 True True True True))
431 ]
432 }
433 , RenderSlot 0
434 , SetProgram 1
435 , SetRasterContext
436 (TriangleCtx CullNone PolygonFill NoOffset LastVertex)
437 , SetAccumulationContext
438 AccumulationContext
439 { accViewportName = Nothing
440 , accOperations =
441 [ DepthOp Less True
442 , ColorOp NoBlending (VV4B (V4 True True True True))
443 ]
444 }
445 , RenderSlot 0
446 , SetProgram 0
447 , SetRasterContext
448 (TriangleCtx CullNone PolygonFill NoOffset LastVertex)
449 , SetAccumulationContext
450 AccumulationContext
451 { accViewportName = Nothing
452 , accOperations =
453 [ DepthOp Less True
454 , ColorOp NoBlending (VV4B (V4 True True True True))
455 ]
456 }
457 , RenderSlot 0
458 ]
459 } \ No newline at end of file