diff options
author | Péter Diviánszky <divipp@gmail.com> | 2016-02-29 11:42:54 +0100 |
---|---|---|
committer | Péter Diviánszky <divipp@gmail.com> | 2016-02-29 11:43:07 +0100 |
commit | 3f7ebace8562ff63e030f19af2841f9c2a537bc3 (patch) | |
tree | ca8018c7eddf26b2aecab953c9fd2ccf343fa5c6 /testdata/recursivetexture02.out | |
parent | 1e7cd49b76c0764b9e424aa6702929005c235cb9 (diff) |
dependency change: pretty-compact --> wl-pprint
Diffstat (limited to 'testdata/recursivetexture02.out')
-rw-r--r-- | testdata/recursivetexture02.out | 34 |
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 | } |