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authorPéter Diviánszky <divipp@gmail.com>2016-02-29 11:42:54 +0100
committerPéter Diviánszky <divipp@gmail.com>2016-02-29 11:43:07 +0100
commit3f7ebace8562ff63e030f19af2841f9c2a537bc3 (patch)
treeca8018c7eddf26b2aecab953c9fd2ccf343fa5c6 /testdata/recursivetexture02.out
parent1e7cd49b76c0764b9e424aa6702929005c235cb9 (diff)
dependency change: pretty-compact --> wl-pprint
Diffstat (limited to 'testdata/recursivetexture02.out')
-rw-r--r--testdata/recursivetexture02.out34
1 files changed, 25 insertions, 9 deletions
diff --git a/testdata/recursivetexture02.out b/testdata/recursivetexture02.out
index f6dd7f86..3c7c92cf 100644
--- a/testdata/recursivetexture02.out
+++ b/testdata/recursivetexture02.out
@@ -287,7 +287,8 @@ Pipeline
287 , vertexShader = 287 , vertexShader =
288 """ 288 """
289 #version 330 core 289 #version 330 core
290 vec4 texture2D(sampler2D s,vec2 uv) { 290 vec4 texture2D(sampler2D s
291 ,vec2 uv) {
291 return texture(s,uv); 292 return texture(s,uv);
292 } 293 }
293 uniform mat4 MVP; 294 uniform mat4 MVP;
@@ -295,10 +296,14 @@ Pipeline
295 in vec2 vi2; 296 in vec2 vi2;
296 smooth out vec2 vo1; 297 smooth out vec2 vo1;
297 vec4 scale(float z0,vec4 z1) { 298 vec4 scale(float z0,vec4 z1) {
298 return (z1) * (vec4 (z0,z0,z0,1.0)); 299 return (z1) * (vec4 (z0
300 ,z0
301 ,z0
302 ,1.0));
299 } 303 }
300 void main() { 304 void main() {
301 gl_Position = scale (0.5,(MVP) * (vi1)); 305 gl_Position = scale (0.5
306 ,(MVP) * (vi1));
302 vo1 = vi2; 307 vo1 = vi2;
303 } 308 }
304 """ 309 """
@@ -306,7 +311,8 @@ Pipeline
306 , fragmentShader = 311 , fragmentShader =
307 """ 312 """
308 #version 330 core 313 #version 330 core
309 vec4 texture2D(sampler2D s,vec2 uv) { 314 vec4 texture2D(sampler2D s
315 ,vec2 uv) {
310 return texture(s,uv); 316 return texture(s,uv);
311 } 317 }
312 smooth in vec2 vo1; 318 smooth in vec2 vo1;
@@ -328,7 +334,8 @@ Pipeline
328 , vertexShader = 334 , vertexShader =
329 """ 335 """
330 #version 330 core 336 #version 330 core
331 vec4 texture2D(sampler2D s,vec2 uv) { 337 vec4 texture2D(sampler2D s
338 ,vec2 uv) {
332 return texture(s,uv); 339 return texture(s,uv);
333 } 340 }
334 uniform mat4 MVP; 341 uniform mat4 MVP;
@@ -336,10 +343,14 @@ Pipeline
336 in vec2 vi2; 343 in vec2 vi2;
337 smooth out vec2 vo1; 344 smooth out vec2 vo1;
338 vec4 scale(float z0,vec4 z1) { 345 vec4 scale(float z0,vec4 z1) {
339 return (z1) * (vec4 (z0,z0,z0,1.0)); 346 return (z1) * (vec4 (z0
347 ,z0
348 ,z0
349 ,1.0));
340 } 350 }
341 void main() { 351 void main() {
342 gl_Position = scale (1.0,(MVP) * (vi1)); 352 gl_Position = scale (1.0
353 ,(MVP) * (vi1));
343 vo1 = vi2; 354 vo1 = vi2;
344 } 355 }
345 """ 356 """
@@ -347,14 +358,19 @@ Pipeline
347 , fragmentShader = 358 , fragmentShader =
348 """ 359 """
349 #version 330 core 360 #version 330 core
350 vec4 texture2D(sampler2D s,vec2 uv) { 361 vec4 texture2D(sampler2D s
362 ,vec2 uv) {
351 return texture(s,uv); 363 return texture(s,uv);
352 } 364 }
353 uniform sampler2D s0; 365 uniform sampler2D s0;
354 smooth in vec2 vo1; 366 smooth in vec2 vo1;
355 out vec4 f0; 367 out vec4 f0;
356 void main() { 368 void main() {
357 f0 = (texture2D (s0,vo1)) * (vec4 (0.7,0.7,0.7,1.0)); 369 f0 = (texture2D (s0
370 ,vo1)) * (vec4 (0.7
371 ,0.7
372 ,0.7
373 ,1.0));
358 } 374 }
359 """ 375 """
360 } 376 }