diff options
author | Péter Diviánszky <divipp@gmail.com> | 2016-02-14 11:28:53 +0100 |
---|---|---|
committer | Péter Diviánszky <divipp@gmail.com> | 2016-02-14 11:32:08 +0100 |
commit | 4b8d586412b024f24121e00c8ce0f2bc3eb53234 (patch) | |
tree | dcc006db9670a71c32bdf2bf13332227d1765e82 /testdata/recursivetexture02.out | |
parent | cc11c0743bbab50f0f9d7bcc33fd41533a280870 (diff) |
pretty print pipelines in .out files
Diffstat (limited to 'testdata/recursivetexture02.out')
-rw-r--r-- | testdata/recursivetexture02.out | 632 |
1 files changed, 631 insertions, 1 deletions
diff --git a/testdata/recursivetexture02.out b/testdata/recursivetexture02.out index 558e2284..900e2418 100644 --- a/testdata/recursivetexture02.out +++ b/testdata/recursivetexture02.out | |||
@@ -1 +1,631 @@ | |||
1 | Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0}], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 0 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 1 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 2 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 3 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 4 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 5 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 6 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 7 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 8 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 9 0 Nothing)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("vi1",Parameter {name = "position4", ty = V4F}),("vi2",Parameter {name = "vertexUV", ty = V2F})], 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 vec4 vi1 ;\nin vec2 vi2 ;\nsmooth out vec2 vo1 ;\nvoid main() {\ngl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );\nvo1 = vi2;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec2 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo1 ).xyxy;\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("vi1",Parameter {name = "position4", ty = V4F}),("vi2",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("s0",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 vi1 ;\nin vec2 vi2 ;\nsmooth out vec2 vo1 ;\nvoid main() {\ngl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\nvo1 = vi2;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D s0 ;\nsmooth in vec2 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( s0,vo1 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("vi1",Parameter {name = "position4", ty = V4F}),("vi2",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("s0",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 vi1 ;\nin vec2 vi2 ;\nsmooth out vec2 vo1 ;\nvoid main() {\ngl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\nvo1 = vi2;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D s0 ;\nsmooth in vec2 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( s0,vo1 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("vi1",Parameter {name = "position4", ty = V4F}),("vi2",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("s0",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 vi1 ;\nin vec2 vi2 ;\nsmooth out vec2 vo1 ;\nvoid main() {\ngl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\nvo1 = vi2;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D s0 ;\nsmooth in vec2 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( s0,vo1 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("vi1",Parameter {name = "position4", ty = V4F}),("vi2",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("s0",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 vi1 ;\nin vec2 vi2 ;\nsmooth out vec2 vo1 ;\nvoid main() {\ngl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\nvo1 = vi2;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D s0 ;\nsmooth in vec2 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( s0,vo1 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("vi1",Parameter {name = "position4", ty = V4F}),("vi2",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("s0",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 vi1 ;\nin vec2 vi2 ;\nsmooth out vec2 vo1 ;\nvoid main() {\ngl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\nvo1 = vi2;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D s0 ;\nsmooth in vec2 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( s0,vo1 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0,1,2,3,4,5]}], streams = [], commands = [SetRenderTarget 5,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 4,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 1,SetTexture 0 9,SetSamplerUniform "s0" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less 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True))]}),RenderSlot 0,SetRenderTarget 1,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 4,SetTexture 0 3,SetSamplerUniform "s0" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 5,SetTexture 0 1,SetSamplerUniform "s0" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | 1 | Pipeline |
2 | { info = "generated by lambdcube-compiler 0.5.0.0" | ||
3 | , backend = OpenGL33 | ||
4 | , textures = | ||
5 | [ TextureDescriptor | ||
6 | { textureType = Texture2D (FloatT Red) 1 | ||
7 | , textureSize = VV2U (V2 1024 768) | ||
8 | , textureSemantic = Depth | ||
9 | , textureSampler = | ||
10 | SamplerDescriptor | ||
11 | { samplerWrapS = Repeat | ||
12 | , samplerWrapT = Nothing | ||
13 | , samplerWrapR = Nothing | ||
14 | , samplerMinFilter = Linear | ||
15 | , samplerMagFilter = Linear | ||
16 | , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0) | ||
17 | , samplerMinLod = Nothing | ||
18 | , samplerMaxLod = Nothing | ||
19 | , samplerLodBias = 0.0 | ||
20 | , samplerCompareFunc = Nothing | ||
21 | } | ||
22 | , textureBaseLevel = 0 | ||
23 | , textureMaxLevel = 0 | ||
24 | } | ||
25 | , TextureDescriptor | ||
26 | { textureType = Texture2D (FloatT RGBA) 1 | ||
27 | , textureSize = VV2U (V2 1024 768) | ||
28 | , textureSemantic = Color | ||
29 | , textureSampler = | ||
30 | SamplerDescriptor | ||
31 | { samplerWrapS = Repeat | ||
32 | , samplerWrapT = Nothing | ||
33 | , samplerWrapR = Nothing | ||
34 | , samplerMinFilter = Linear | ||
35 | , samplerMagFilter = Linear | ||
36 | , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0) | ||
37 | , samplerMinLod = Nothing | ||
38 | , samplerMaxLod = Nothing | ||
39 | , samplerLodBias = 0.0 | ||
40 | , samplerCompareFunc = Nothing | ||
41 | } | ||
42 | , textureBaseLevel = 0 | ||
43 | , textureMaxLevel = 0 | ||
44 | } | ||
45 | , TextureDescriptor | ||
46 | { textureType = Texture2D (FloatT Red) 1 | ||
47 | , textureSize = VV2U (V2 1024 768) | ||
48 | , textureSemantic = Depth | ||
49 | , textureSampler = | ||
50 | SamplerDescriptor | ||
51 | { samplerWrapS = Repeat | ||
52 | , samplerWrapT = Nothing | ||
53 | , samplerWrapR = Nothing | ||
54 | , samplerMinFilter = Linear | ||
55 | , samplerMagFilter = Linear | ||
56 | , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0) | ||
57 | , samplerMinLod = Nothing | ||
58 | , samplerMaxLod = Nothing | ||
59 | , samplerLodBias = 0.0 | ||
60 | , samplerCompareFunc = Nothing | ||
61 | } | ||
62 | , textureBaseLevel = 0 | ||
63 | , textureMaxLevel = 0 | ||
64 | } | ||
65 | , TextureDescriptor | ||
66 | { textureType = Texture2D (FloatT RGBA) 1 | ||
67 | , textureSize = VV2U (V2 1024 768) | ||
68 | , textureSemantic = Color | ||
69 | , textureSampler = | ||
70 | SamplerDescriptor | ||
71 | { samplerWrapS = Repeat | ||
72 | , samplerWrapT = Nothing | ||
73 | , samplerWrapR = Nothing | ||
74 | , samplerMinFilter = Linear | ||
75 | , samplerMagFilter = Linear | ||
76 | , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0) | ||
77 | , samplerMinLod = Nothing | ||
78 | , samplerMaxLod = Nothing | ||
79 | , samplerLodBias = 0.0 | ||
80 | , samplerCompareFunc = Nothing | ||
81 | } | ||
82 | , textureBaseLevel = 0 | ||
83 | , textureMaxLevel = 0 | ||
84 | } | ||
85 | , TextureDescriptor | ||
86 | { textureType = Texture2D (FloatT Red) 1 | ||
87 | , textureSize = VV2U (V2 1024 768) | ||
88 | , textureSemantic = Depth | ||
89 | , textureSampler = | ||
90 | SamplerDescriptor | ||
91 | { samplerWrapS = Repeat | ||
92 | , samplerWrapT = Nothing | ||
93 | , samplerWrapR = Nothing | ||
94 | , samplerMinFilter = Linear | ||
95 | , samplerMagFilter = Linear | ||
96 | , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0) | ||
97 | , samplerMinLod = Nothing | ||
98 | , samplerMaxLod = Nothing | ||
99 | , samplerLodBias = 0.0 | ||
100 | , samplerCompareFunc = Nothing | ||
101 | } | ||
102 | , textureBaseLevel = 0 | ||
103 | , textureMaxLevel = 0 | ||
104 | } | ||
105 | , TextureDescriptor | ||
106 | { textureType = Texture2D (FloatT RGBA) 1 | ||
107 | , textureSize = VV2U (V2 1024 768) | ||
108 | , textureSemantic = Color | ||
109 | , textureSampler = | ||
110 | SamplerDescriptor | ||
111 | { samplerWrapS = Repeat | ||
112 | , samplerWrapT = Nothing | ||
113 | , samplerWrapR = Nothing | ||
114 | , samplerMinFilter = Linear | ||
115 | , samplerMagFilter = Linear | ||
116 | , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0) | ||
117 | , samplerMinLod = Nothing | ||
118 | , samplerMaxLod = Nothing | ||
119 | , samplerLodBias = 0.0 | ||
120 | , samplerCompareFunc = Nothing | ||
121 | } | ||
122 | , textureBaseLevel = 0 | ||
123 | , textureMaxLevel = 0 | ||
124 | } | ||
125 | , TextureDescriptor | ||
126 | { textureType = Texture2D (FloatT Red) 1 | ||
127 | , textureSize = VV2U (V2 1024 768) | ||
128 | , textureSemantic = Depth | ||
129 | , textureSampler = | ||
130 | SamplerDescriptor | ||
131 | { samplerWrapS = Repeat | ||
132 | , samplerWrapT = Nothing | ||
133 | , samplerWrapR = Nothing | ||
134 | , samplerMinFilter = Linear | ||
135 | , samplerMagFilter = Linear | ||
136 | , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0) | ||
137 | , samplerMinLod = Nothing | ||
138 | , samplerMaxLod = Nothing | ||
139 | , samplerLodBias = 0.0 | ||
140 | , samplerCompareFunc = Nothing | ||
141 | } | ||
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143 | , textureMaxLevel = 0 | ||
144 | } | ||
145 | , TextureDescriptor | ||
146 | { textureType = Texture2D (FloatT RGBA) 1 | ||
147 | , textureSize = VV2U (V2 1024 768) | ||
148 | , textureSemantic = Color | ||
149 | , textureSampler = | ||
150 | SamplerDescriptor | ||
151 | { samplerWrapS = Repeat | ||
152 | , samplerWrapT = Nothing | ||
153 | , samplerWrapR = Nothing | ||
154 | , samplerMinFilter = Linear | ||
155 | , samplerMagFilter = Linear | ||
156 | , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0) | ||
157 | , samplerMinLod = Nothing | ||
158 | , samplerMaxLod = Nothing | ||
159 | , samplerLodBias = 0.0 | ||
160 | , samplerCompareFunc = Nothing | ||
161 | } | ||
162 | , textureBaseLevel = 0 | ||
163 | , textureMaxLevel = 0 | ||
164 | } | ||
165 | , TextureDescriptor | ||
166 | { textureType = Texture2D (FloatT Red) 1 | ||
167 | , textureSize = VV2U (V2 1024 768) | ||
168 | , textureSemantic = Depth | ||
169 | , textureSampler = | ||
170 | SamplerDescriptor | ||
171 | { samplerWrapS = Repeat | ||
172 | , samplerWrapT = Nothing | ||
173 | , samplerWrapR = Nothing | ||
174 | , samplerMinFilter = Linear | ||
175 | , samplerMagFilter = Linear | ||
176 | , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0) | ||
177 | , samplerMinLod = Nothing | ||
178 | , samplerMaxLod = Nothing | ||
179 | , samplerLodBias = 0.0 | ||
180 | , samplerCompareFunc = Nothing | ||
181 | } | ||
182 | , textureBaseLevel = 0 | ||
183 | , textureMaxLevel = 0 | ||
184 | } | ||
185 | , TextureDescriptor | ||
186 | { textureType = Texture2D (FloatT RGBA) 1 | ||
187 | , textureSize = VV2U (V2 1024 768) | ||
188 | , textureSemantic = Color | ||
189 | , textureSampler = | ||
190 | SamplerDescriptor | ||
191 | { samplerWrapS = Repeat | ||
192 | , samplerWrapT = Nothing | ||
193 | , samplerWrapR = Nothing | ||
194 | , samplerMinFilter = Linear | ||
195 | , samplerMagFilter = Linear | ||
196 | , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0) | ||
197 | , samplerMinLod = Nothing | ||
198 | , samplerMaxLod = Nothing | ||
199 | , samplerLodBias = 0.0 | ||
200 | , samplerCompareFunc = Nothing | ||
201 | } | ||
202 | , textureBaseLevel = 0 | ||
203 | , textureMaxLevel = 0 | ||
204 | } | ||
205 | ] | ||
206 | , samplers = [] | ||
207 | , targets = | ||
208 | [ RenderTarget | ||
209 | { renderTargets = | ||
210 | [ TargetItem | ||
211 | { targetSemantic = Depth , targetRef = Just (Framebuffer Depth) } | ||
212 | , TargetItem | ||
213 | { targetSemantic = Color , targetRef = Just (Framebuffer Color) } | ||
214 | ] | ||
215 | } | ||
216 | , RenderTarget | ||
217 | { renderTargets = | ||
218 | [ TargetItem | ||
219 | { targetSemantic = Depth | ||
220 | , targetRef = Just (TextureImage 0 0 Nothing) | ||
221 | } | ||
222 | , TargetItem | ||
223 | { targetSemantic = Color | ||
224 | , targetRef = Just (TextureImage 1 0 Nothing) | ||
225 | } | ||
226 | ] | ||
227 | } | ||
228 | , RenderTarget | ||
229 | { renderTargets = | ||
230 | [ TargetItem | ||
231 | { targetSemantic = Depth | ||
232 | , targetRef = Just (TextureImage 2 0 Nothing) | ||
233 | } | ||
234 | , TargetItem | ||
235 | { targetSemantic = Color | ||
236 | , targetRef = Just (TextureImage 3 0 Nothing) | ||
237 | } | ||
238 | ] | ||
239 | } | ||
240 | , RenderTarget | ||
241 | { renderTargets = | ||
242 | [ TargetItem | ||
243 | { targetSemantic = Depth | ||
244 | , targetRef = Just (TextureImage 4 0 Nothing) | ||
245 | } | ||
246 | , TargetItem | ||
247 | { targetSemantic = Color | ||
248 | , targetRef = Just (TextureImage 5 0 Nothing) | ||
249 | } | ||
250 | ] | ||
251 | } | ||
252 | , RenderTarget | ||
253 | { renderTargets = | ||
254 | [ TargetItem | ||
255 | { targetSemantic = Depth | ||
256 | , targetRef = Just (TextureImage 6 0 Nothing) | ||
257 | } | ||
258 | , TargetItem | ||
259 | { targetSemantic = Color | ||
260 | , targetRef = Just (TextureImage 7 0 Nothing) | ||
261 | } | ||
262 | ] | ||
263 | } | ||
264 | , RenderTarget | ||
265 | { renderTargets = | ||
266 | [ TargetItem | ||
267 | { targetSemantic = Depth | ||
268 | , targetRef = Just (TextureImage 8 0 Nothing) | ||
269 | } | ||
270 | , TargetItem | ||
271 | { targetSemantic = Color | ||
272 | , targetRef = Just (TextureImage 9 0 Nothing) | ||
273 | } | ||
274 | ] | ||
275 | } | ||
276 | ] | ||
277 | , programs = | ||
278 | [ Program | ||
279 | { programUniforms = fromList [ ( "MVP" , M44F ) ] | ||
280 | , programStreams = | ||
281 | fromList | ||
282 | [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) | ||
283 | , ( "vi2" , Parameter { name = "vertexUV" , ty = V2F } ) | ||
284 | ] | ||
285 | , programInTextures = fromList [] | ||
286 | , programOutput = [ Parameter { name = "f0" , ty = V4F } ] | ||
287 | , vertexShader = | ||
288 | """ | ||
289 | #version 330 core | ||
290 | vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} | ||
291 | uniform mat4 MVP ; | ||
292 | in vec4 vi1 ; | ||
293 | in vec2 vi2 ; | ||
294 | smooth out vec2 vo1 ; | ||
295 | void main() { | ||
296 | gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); | ||
297 | vo1 = vi2; | ||
298 | } | ||
299 | |||
300 | """ | ||
301 | , geometryShader = Nothing | ||
302 | , fragmentShader = | ||
303 | """ | ||
304 | #version 330 core | ||
305 | vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} | ||
306 | smooth in vec2 vo1 ; | ||
307 | out vec4 f0 ; | ||
308 | void main() { | ||
309 | f0 = ( vo1 ).xyxy; | ||
310 | } | ||
311 | |||
312 | """ | ||
313 | } | ||
314 | , Program | ||
315 | { programUniforms = fromList [ ( "MVP" , M44F ) ] | ||
316 | , programStreams = | ||
317 | fromList | ||
318 | [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) | ||
319 | , ( "vi2" , Parameter { name = "vertexUV" , ty = V2F } ) | ||
320 | ] | ||
321 | , programInTextures = fromList [ ( "s0" , FTexture2D ) ] | ||
322 | , programOutput = [ Parameter { name = "f0" , ty = V4F } ] | ||
323 | , vertexShader = | ||
324 | """ | ||
325 | #version 330 core | ||
326 | vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} | ||
327 | uniform mat4 MVP ; | ||
328 | in vec4 vi1 ; | ||
329 | in vec2 vi2 ; | ||
330 | smooth out vec2 vo1 ; | ||
331 | void main() { | ||
332 | gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) ); | ||
333 | vo1 = vi2; | ||
334 | } | ||
335 | |||
336 | """ | ||
337 | , geometryShader = Nothing | ||
338 | , fragmentShader = | ||
339 | """ | ||
340 | #version 330 core | ||
341 | vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} | ||
342 | uniform sampler2D s0 ; | ||
343 | smooth in vec2 vo1 ; | ||
344 | out vec4 f0 ; | ||
345 | void main() { | ||
346 | f0 = ( texture2D ( s0,vo1 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) ); | ||
347 | } | ||
348 | |||
349 | """ | ||
350 | } | ||
351 | , Program | ||
352 | { programUniforms = fromList [ ( "MVP" , M44F ) ] | ||
353 | , programStreams = | ||
354 | fromList | ||
355 | [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) | ||
356 | , ( "vi2" , Parameter { name = "vertexUV" , ty = V2F } ) | ||
357 | ] | ||
358 | , programInTextures = fromList [ ( "s0" , FTexture2D ) ] | ||
359 | , programOutput = [ Parameter { name = "f0" , ty = V4F } ] | ||
360 | , vertexShader = | ||
361 | """ | ||
362 | #version 330 core | ||
363 | vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} | ||
364 | uniform mat4 MVP ; | ||
365 | in vec4 vi1 ; | ||
366 | in vec2 vi2 ; | ||
367 | smooth out vec2 vo1 ; | ||
368 | void main() { | ||
369 | gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) ); | ||
370 | vo1 = vi2; | ||
371 | } | ||
372 | |||
373 | """ | ||
374 | , geometryShader = Nothing | ||
375 | , fragmentShader = | ||
376 | """ | ||
377 | #version 330 core | ||
378 | vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} | ||
379 | uniform sampler2D s0 ; | ||
380 | smooth in vec2 vo1 ; | ||
381 | out vec4 f0 ; | ||
382 | void main() { | ||
383 | f0 = ( texture2D ( s0,vo1 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) ); | ||
384 | } | ||
385 | |||
386 | """ | ||
387 | } | ||
388 | , Program | ||
389 | { programUniforms = fromList [ ( "MVP" , M44F ) ] | ||
390 | , programStreams = | ||
391 | fromList | ||
392 | [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) | ||
393 | , ( "vi2" , Parameter { name = "vertexUV" , ty = V2F } ) | ||
394 | ] | ||
395 | , programInTextures = fromList [ ( "s0" , FTexture2D ) ] | ||
396 | , programOutput = [ Parameter { name = "f0" , ty = V4F } ] | ||
397 | , vertexShader = | ||
398 | """ | ||
399 | #version 330 core | ||
400 | vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} | ||
401 | uniform mat4 MVP ; | ||
402 | in vec4 vi1 ; | ||
403 | in vec2 vi2 ; | ||
404 | smooth out vec2 vo1 ; | ||
405 | void main() { | ||
406 | gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) ); | ||
407 | vo1 = vi2; | ||
408 | } | ||
409 | |||
410 | """ | ||
411 | , geometryShader = Nothing | ||
412 | , fragmentShader = | ||
413 | """ | ||
414 | #version 330 core | ||
415 | vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} | ||
416 | uniform sampler2D s0 ; | ||
417 | smooth in vec2 vo1 ; | ||
418 | out vec4 f0 ; | ||
419 | void main() { | ||
420 | f0 = ( texture2D ( s0,vo1 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) ); | ||
421 | } | ||
422 | |||
423 | """ | ||
424 | } | ||
425 | , Program | ||
426 | { programUniforms = fromList [ ( "MVP" , M44F ) ] | ||
427 | , programStreams = | ||
428 | fromList | ||
429 | [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) | ||
430 | , ( "vi2" , Parameter { name = "vertexUV" , ty = V2F } ) | ||
431 | ] | ||
432 | , programInTextures = fromList [ ( "s0" , FTexture2D ) ] | ||
433 | , programOutput = [ Parameter { name = "f0" , ty = V4F } ] | ||
434 | , vertexShader = | ||
435 | """ | ||
436 | #version 330 core | ||
437 | vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} | ||
438 | uniform mat4 MVP ; | ||
439 | in vec4 vi1 ; | ||
440 | in vec2 vi2 ; | ||
441 | smooth out vec2 vo1 ; | ||
442 | void main() { | ||
443 | gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) ); | ||
444 | vo1 = vi2; | ||
445 | } | ||
446 | |||
447 | """ | ||
448 | , geometryShader = Nothing | ||
449 | , fragmentShader = | ||
450 | """ | ||
451 | #version 330 core | ||
452 | vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} | ||
453 | uniform sampler2D s0 ; | ||
454 | smooth in vec2 vo1 ; | ||
455 | out vec4 f0 ; | ||
456 | void main() { | ||
457 | f0 = ( texture2D ( s0,vo1 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) ); | ||
458 | } | ||
459 | |||
460 | """ | ||
461 | } | ||
462 | , Program | ||
463 | { programUniforms = fromList [ ( "MVP" , M44F ) ] | ||
464 | , programStreams = | ||
465 | fromList | ||
466 | [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) | ||
467 | , ( "vi2" , Parameter { name = "vertexUV" , ty = V2F } ) | ||
468 | ] | ||
469 | , programInTextures = fromList [ ( "s0" , FTexture2D ) ] | ||
470 | , programOutput = [ Parameter { name = "f0" , ty = V4F } ] | ||
471 | , vertexShader = | ||
472 | """ | ||
473 | #version 330 core | ||
474 | vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} | ||
475 | uniform mat4 MVP ; | ||
476 | in vec4 vi1 ; | ||
477 | in vec2 vi2 ; | ||
478 | smooth out vec2 vo1 ; | ||
479 | void main() { | ||
480 | gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) ); | ||
481 | vo1 = vi2; | ||
482 | } | ||
483 | |||
484 | """ | ||
485 | , geometryShader = Nothing | ||
486 | , fragmentShader = | ||
487 | """ | ||
488 | #version 330 core | ||
489 | vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} | ||
490 | uniform sampler2D s0 ; | ||
491 | smooth in vec2 vo1 ; | ||
492 | out vec4 f0 ; | ||
493 | void main() { | ||
494 | f0 = ( texture2D ( s0,vo1 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) ); | ||
495 | } | ||
496 | |||
497 | """ | ||
498 | } | ||
499 | ] | ||
500 | , slots = | ||
501 | [ Slot | ||
502 | { slotName = "stream4" | ||
503 | , slotStreams = | ||
504 | fromList [ ( "position4" , V4F ) , ( "vertexUV" , V2F ) ] | ||
505 | , slotUniforms = fromList [ ( "MVP" , M44F ) ] | ||
506 | , slotPrimitive = Triangles | ||
507 | , slotPrograms = [ 0 , 1 , 2 , 3 , 4 , 5 ] | ||
508 | } | ||
509 | ] | ||
510 | , streams = [] | ||
511 | , commands = | ||
512 | [ SetRenderTarget 5 | ||
513 | , ClearRenderTarget | ||
514 | [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1000.0 } | ||
515 | , ClearImage | ||
516 | { imageSemantic = Color , clearValue = VV4F (V4 0.5 0.0 0.0 1.0) } | ||
517 | ] | ||
518 | , SetProgram 0 | ||
519 | , SetRasterContext | ||
520 | (TriangleCtx CullNone PolygonFill NoOffset LastVertex) | ||
521 | , SetAccumulationContext | ||
522 | AccumulationContext | ||
523 | { accViewportName = Nothing | ||
524 | , accOperations = | ||
525 | [ DepthOp Less True | ||
526 | , ColorOp NoBlending (VV4B (V4 True True True True)) | ||
527 | ] | ||
528 | } | ||
529 | , RenderSlot 0 | ||
530 | , SetRenderTarget 4 | ||
531 | , ClearRenderTarget | ||
532 | [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1000.0 } | ||
533 | , ClearImage | ||
534 | { imageSemantic = Color , clearValue = VV4F (V4 0.5 0.0 0.0 1.0) } | ||
535 | ] | ||
536 | , SetProgram 1 | ||
537 | , SetTexture 0 9 | ||
538 | , SetSamplerUniform "s0" 0 | ||
539 | , SetRasterContext | ||
540 | (TriangleCtx CullNone PolygonFill NoOffset LastVertex) | ||
541 | , SetAccumulationContext | ||
542 | AccumulationContext | ||
543 | { accViewportName = Nothing | ||
544 | , accOperations = | ||
545 | [ DepthOp Less True | ||
546 | , ColorOp NoBlending (VV4B (V4 True True True True)) | ||
547 | ] | ||
548 | } | ||
549 | , RenderSlot 0 | ||
550 | , SetRenderTarget 3 | ||
551 | , ClearRenderTarget | ||
552 | [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1000.0 } | ||
553 | , ClearImage | ||
554 | { imageSemantic = Color , clearValue = VV4F (V4 0.5 0.0 0.0 1.0) } | ||
555 | ] | ||
556 | , SetProgram 2 | ||
557 | , SetTexture 0 7 | ||
558 | , SetSamplerUniform "s0" 0 | ||
559 | , SetRasterContext | ||
560 | (TriangleCtx CullNone PolygonFill NoOffset LastVertex) | ||
561 | , SetAccumulationContext | ||
562 | AccumulationContext | ||
563 | { accViewportName = Nothing | ||
564 | , accOperations = | ||
565 | [ DepthOp Less True | ||
566 | , ColorOp NoBlending (VV4B (V4 True True True True)) | ||
567 | ] | ||
568 | } | ||
569 | , RenderSlot 0 | ||
570 | , SetRenderTarget 2 | ||
571 | , ClearRenderTarget | ||
572 | [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1000.0 } | ||
573 | , ClearImage | ||
574 | { imageSemantic = Color , clearValue = VV4F (V4 0.5 0.0 0.0 1.0) } | ||
575 | ] | ||
576 | , SetProgram 3 | ||
577 | , SetTexture 0 5 | ||
578 | , SetSamplerUniform "s0" 0 | ||
579 | , SetRasterContext | ||
580 | (TriangleCtx CullNone PolygonFill NoOffset LastVertex) | ||
581 | , SetAccumulationContext | ||
582 | AccumulationContext | ||
583 | { accViewportName = Nothing | ||
584 | , accOperations = | ||
585 | [ DepthOp Less True | ||
586 | , ColorOp NoBlending (VV4B (V4 True True True True)) | ||
587 | ] | ||
588 | } | ||
589 | , RenderSlot 0 | ||
590 | , SetRenderTarget 1 | ||
591 | , ClearRenderTarget | ||
592 | [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1000.0 } | ||
593 | , ClearImage | ||
594 | { imageSemantic = Color , clearValue = VV4F (V4 0.5 0.0 0.0 1.0) } | ||
595 | ] | ||
596 | , SetProgram 4 | ||
597 | , SetTexture 0 3 | ||
598 | , SetSamplerUniform "s0" 0 | ||
599 | , SetRasterContext | ||
600 | (TriangleCtx CullNone PolygonFill NoOffset LastVertex) | ||
601 | , SetAccumulationContext | ||
602 | AccumulationContext | ||
603 | { accViewportName = Nothing | ||
604 | , accOperations = | ||
605 | [ DepthOp Less True | ||
606 | , ColorOp NoBlending (VV4B (V4 True True True True)) | ||
607 | ] | ||
608 | } | ||
609 | , RenderSlot 0 | ||
610 | , SetRenderTarget 0 | ||
611 | , ClearRenderTarget | ||
612 | [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1000.0 } | ||
613 | , ClearImage | ||
614 | { imageSemantic = Color , clearValue = VV4F (V4 0.5 0.0 0.0 1.0) } | ||
615 | ] | ||
616 | , SetProgram 5 | ||
617 | , SetTexture 0 1 | ||
618 | , SetSamplerUniform "s0" 0 | ||
619 | , SetRasterContext | ||
620 | (TriangleCtx CullNone PolygonFill NoOffset LastVertex) | ||
621 | , SetAccumulationContext | ||
622 | AccumulationContext | ||
623 | { accViewportName = Nothing | ||
624 | , accOperations = | ||
625 | [ DepthOp Less True | ||
626 | , ColorOp NoBlending (VV4B (V4 True True True True)) | ||
627 | ] | ||
628 | } | ||
629 | , RenderSlot 0 | ||
630 | ] | ||
631 | } \ No newline at end of file | ||