diff options
author | Péter Diviánszky <divipp@gmail.com> | 2016-02-14 11:28:53 +0100 |
---|---|---|
committer | Péter Diviánszky <divipp@gmail.com> | 2016-02-14 11:32:08 +0100 |
commit | 4b8d586412b024f24121e00c8ce0f2bc3eb53234 (patch) | |
tree | dcc006db9670a71c32bdf2bf13332227d1765e82 /testdata/example08.out | |
parent | cc11c0743bbab50f0f9d7bcc33fd41533a280870 (diff) |
pretty print pipelines in .out files
Diffstat (limited to 'testdata/example08.out')
-rw-r--r-- | testdata/example08.out | 460 |
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 @@ | |||
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 [("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 | 1 | Pipeline |
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 | ||