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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/line01.out
parentcc11c0743bbab50f0f9d7bcc33fd41533a280870 (diff)
pretty print pipelines in .out files
Diffstat (limited to 'testdata/line01.out')
-rw-r--r--testdata/line01.out116
1 files changed, 115 insertions, 1 deletions
diff --git a/testdata/line01.out b/testdata/line01.out
index abbc261d..46e5f47d 100644
--- a/testdata/line01.out
+++ b/testdata/line01.out
@@ -1 +1,115 @@
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)], programStreams = fromList [("vi1",Parameter {name = "attribute_0", ty = V3F})], 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 ;\nin vec3 vi1 ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( ( MVP ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );\nvo1 = vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 );\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 = [], streams = [StreamData {streamData = fromList [("attribute_0",VFloatArray [-2.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,2.0,0.0,0.0,2.0,0.0,0.0,3.0,0.0,0.0])], streamType = fromList [("attribute_0",V3F)], streamPrimitive = Lines, streamPrograms = [0]}], 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 0,SetRasterContext (LineCtx 1.0 LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderStream 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 = fromList [ ( "MVP" , M44F ) ]
19 , programStreams =
20 fromList
21 [ ( "vi1" , Parameter { name = "attribute_0" , ty = V3F } ) ]
22 , programInTextures = fromList []
23 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
24 , vertexShader =
25 """
26 #version 330 core
27 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
28 uniform mat4 MVP ;
29 in vec3 vi1 ;
30 smooth out vec4 vo1 ;
31 void main() {
32 gl_Position = ( ( MVP ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );
33 vo1 = vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 );
34 }
35
36 """
37 , geometryShader = Nothing
38 , fragmentShader =
39 """
40 #version 330 core
41 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
42 smooth in vec4 vo1 ;
43 out vec4 f0 ;
44 void main() {
45 f0 = vo1;
46 }
47
48 """
49 }
50 ]
51 , slots = []
52 , streams =
53 [ StreamData
54 { streamData =
55 fromList
56 [ ( "attribute_0"
57 , VFloatArray
58 [ -2.0
59 , 0.0
60 , 0.0
61 , -1.0
62 , 0.0
63 , 0.0
64 , -1.0
65 , 0.0
66 , 0.0
67 , 0.0
68 , 0.0
69 , 0.0
70 , 0.0
71 , 0.0
72 , 0.0
73 , 1.0
74 , 0.0
75 , 0.0
76 , 1.0
77 , 0.0
78 , 0.0
79 , 2.0
80 , 0.0
81 , 0.0
82 , 2.0
83 , 0.0
84 , 0.0
85 , 3.0
86 , 0.0
87 , 0.0
88 ]
89 )
90 ]
91 , streamType = fromList [ ( "attribute_0" , V3F ) ]
92 , streamPrimitive = Lines
93 , streamPrograms = [ 0 ]
94 }
95 ]
96 , commands =
97 [ SetRenderTarget 0
98 , ClearRenderTarget
99 [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1000.0 }
100 , ClearImage
101 { imageSemantic = Color , clearValue = VV4F (V4 0.0 0.0 0.5 1.0) }
102 ]
103 , SetProgram 0
104 , SetRasterContext (LineCtx 1.0 LastVertex)
105 , SetAccumulationContext
106 AccumulationContext
107 { accViewportName = Nothing
108 , accOperations =
109 [ DepthOp Less True
110 , ColorOp NoBlending (VV4B (V4 True True True True))
111 ]
112 }
113 , RenderStream 0
114 ]
115 } \ No newline at end of file