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authorPéter Diviánszky <divipp@gmail.com>2016-05-01 19:13:34 +0200
committerPéter Diviánszky <divipp@gmail.com>2016-05-01 19:13:34 +0200
commit90e336391673ac1cf9ff582e98e35faf89a8f09d (patch)
tree0b7a14dbfc5734c07c2ae4ed34cb679fecd10d3f /testdata/gfx03.out
parent1a7544763729938e7009ead1e375e9bbf413afb0 (diff)
improve pretty print layout & show desugared source code in .out files
Diffstat (limited to 'testdata/gfx03.out')
-rw-r--r--testdata/gfx03.out39
1 files changed, 11 insertions, 28 deletions
diff --git a/testdata/gfx03.out b/testdata/gfx03.out
index 6fa00e25..0a5740b2 100644
--- a/testdata/gfx03.out
+++ b/testdata/gfx03.out
@@ -23,23 +23,20 @@ Pipeline
23 , vertexShader = 23 , vertexShader =
24 """ 24 """
25 #version 330 core 25 #version 330 core
26 vec4 texture2D(sampler2D s 26 vec4 texture2D(sampler2D s,vec2 uv) {
27 ,vec2 uv) {
28 return texture(s,uv); 27 return texture(s,uv);
29 } 28 }
30 uniform mat4 MVP2; 29 uniform mat4 MVP2;
31 in vec3 vi1; 30 in vec3 vi1;
32 void main() { 31 void main() {
33 gl_Position = (MVP2) * (vec4 32 gl_Position = (MVP2) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0));
34 ((vi1).x,(vi1).y,(vi1).z,1.0));
35 } 33 }
36 """ 34 """
37 , geometryShader = Nothing 35 , geometryShader = Nothing
38 , fragmentShader = 36 , fragmentShader =
39 """ 37 """
40 #version 330 core 38 #version 330 core
41 vec4 texture2D(sampler2D s 39 vec4 texture2D(sampler2D s,vec2 uv) {
42 ,vec2 uv) {
43 return texture(s,uv); 40 return texture(s,uv);
44 } 41 }
45 out vec4 f0; 42 out vec4 f0;
@@ -57,37 +54,28 @@ Pipeline
57 , vertexShader = 54 , vertexShader =
58 """ 55 """
59 #version 330 core 56 #version 330 core
60 vec4 texture2D(sampler2D s 57 vec4 texture2D(sampler2D s,vec2 uv) {
61 ,vec2 uv) {
62 return texture(s,uv); 58 return texture(s,uv);
63 } 59 }
64 uniform mat4 MVP2; 60 uniform mat4 MVP2;
65 in vec3 vi1; 61 in vec3 vi1;
66 smooth out vec4 vo1; 62 smooth out vec4 vo1;
67 void main() { 63 void main() {
68 gl_Position = (MVP2) * (vec4 64 gl_Position = (MVP2) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0));
69 ((vi1).x,(vi1).y,(vi1).z,1.0)); 65 vo1 = vec4 ((vi1).x,(vi1).y,(vi1).z,1.0);
70 vo1 = vec4 ((vi1).x
71 ,(vi1).y
72 ,(vi1).z
73 ,1.0);
74 } 66 }
75 """ 67 """
76 , geometryShader = Nothing 68 , geometryShader = Nothing
77 , fragmentShader = 69 , fragmentShader =
78 """ 70 """
79 #version 330 core 71 #version 330 core
80 vec4 texture2D(sampler2D s 72 vec4 texture2D(sampler2D s,vec2 uv) {
81 ,vec2 uv) {
82 return texture(s,uv); 73 return texture(s,uv);
83 } 74 }
84 smooth in vec4 vo1; 75 smooth in vec4 vo1;
85 out vec4 f0; 76 out vec4 f0;
86 void main() { 77 void main() {
87 f0 = (vo1) + (vec4 (1.0 78 f0 = (vo1) + (vec4 (1.0,1.4,1.0,0.6));
88 ,1.4
89 ,1.0
90 ,0.6));
91 } 79 }
92 """ 80 """
93 } 81 }
@@ -101,8 +89,7 @@ Pipeline
101 , vertexShader = 89 , vertexShader =
102 """ 90 """
103 #version 330 core 91 #version 330 core
104 vec4 texture2D(sampler2D s 92 vec4 texture2D(sampler2D s,vec2 uv) {
105 ,vec2 uv) {
106 return texture(s,uv); 93 return texture(s,uv);
107 } 94 }
108 uniform mat4 MVP; 95 uniform mat4 MVP;
@@ -117,17 +104,13 @@ Pipeline
117 , fragmentShader = 104 , fragmentShader =
118 """ 105 """
119 #version 330 core 106 #version 330 core
120 vec4 texture2D(sampler2D s 107 vec4 texture2D(sampler2D s,vec2 uv) {
121 ,vec2 uv) {
122 return texture(s,uv); 108 return texture(s,uv);
123 } 109 }
124 flat in vec4 vo1; 110 flat in vec4 vo1;
125 out vec4 f0; 111 out vec4 f0;
126 void main() { 112 void main() {
127 f0 = (vo1) * (vec4 (1.0 113 f0 = (vo1) * (vec4 (1.0,1.4,1.0,0.6));
128 ,1.4
129 ,1.0
130 ,0.6));
131 } 114 }
132 """ 115 """
133 } 116 }