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authorPéter Diviánszky <divipp@gmail.com>2016-01-20 17:13:28 +0100
committerPéter Diviánszky <divipp@gmail.com>2016-01-20 17:13:28 +0100
commit7a04bdbc2dee7e6af698fb562c531de899a2055e (patch)
tree8bde46c9b18b8697dd208341b94e63bf3296196c /testdata/fragment04ifthenelse.out
parent9e09c29665c543303d124786a5cb7235d3221b7e (diff)
fix name clashing in generated shader code
Diffstat (limited to 'testdata/fragment04ifthenelse.out')
-rw-r--r--testdata/fragment04ifthenelse.out2
1 files changed, 1 insertions, 1 deletions
diff --git a/testdata/fragment04ifthenelse.out b/testdata/fragment04ifthenelse.out
index ba261547..8de32a3c 100644
--- a/testdata/fragment04ifthenelse.out
+++ b/testdata/fragment04ifthenelse.out
@@ -1 +1 @@
Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("Time",Float)], programStreams = fromList [("t1",Parameter {name = "position", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 t1 ;\nsmooth out vec4 v0 ;\nvoid main() {\nv0 = t1;\ngl_Position = t1;\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float Time ;\nsmooth in vec4 v0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( Time ) < ( 0.5 ) ? v0 : vec4 ( 0.0,0.0,1.0,1.0 );\n}\n"}], slots = [Slot {slotName = "quad", slotStreams = fromList [("position",V4F)], slotUniforms = fromList [("Time",Float)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 0.5)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("Time",Float)], programStreams = fromList [("t1",Parameter {name = "position", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 t1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = t1;\ngl_Position = t1;\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float Time ;\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( Time ) < ( 0.5 ) ? vv0 : vec4 ( 0.0,0.0,1.0,1.0 );\n}\n"}], slots = [Slot {slotName = "quad", slotStreams = fromList [("position",V4F)], slotUniforms = fromList [("Time",Float)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 0.5)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file