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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/recursivetexture02.out
parentcc11c0743bbab50f0f9d7bcc33fd41533a280870 (diff)
pretty print pipelines in .out files
Diffstat (limited to 'testdata/recursivetexture02.out')
-rw-r--r--testdata/recursivetexture02.out632
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 @@
1Pipeline {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 True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 3,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 2,SetTexture 0 7,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 2,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 3,SetTexture 0 5,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 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 1Pipeline
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
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14 , samplerMinFilter = Linear
15 , samplerMagFilter = Linear
16 , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0)
17 , samplerMinLod = Nothing
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20 , samplerCompareFunc = Nothing
21 }
22 , textureBaseLevel = 0
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24 }
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27 , textureSize = VV2U (V2 1024 768)
28 , textureSemantic = Color
29 , textureSampler =
30 SamplerDescriptor
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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
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40 , samplerCompareFunc = Nothing
41 }
42 , textureBaseLevel = 0
43 , textureMaxLevel = 0
44 }
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48 , textureSemantic = Depth
49 , textureSampler =
50 SamplerDescriptor
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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
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60 , samplerCompareFunc = Nothing
61 }
62 , textureBaseLevel = 0
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64 }
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66 { textureType = Texture2D (FloatT RGBA) 1
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68 , textureSemantic = Color
69 , textureSampler =
70 SamplerDescriptor
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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
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84 }
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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
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108 , textureSemantic = Color
109 , textureSampler =
110 SamplerDescriptor
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112 , samplerWrapT = Nothing
113 , samplerWrapR = Nothing
114 , samplerMinFilter = Linear
115 , samplerMagFilter = Linear
116 , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0)
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121 }
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124 }
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129 , textureSampler =
130 SamplerDescriptor
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133 , samplerWrapR = Nothing
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136 , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0)
137 , samplerMinLod = Nothing
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140 , samplerCompareFunc = Nothing
141 }
142 , textureBaseLevel = 0
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144 }
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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
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164 }
165 , TextureDescriptor
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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
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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
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225 }
226 ]
227 }
228 , RenderTarget
229 { renderTargets =
230 [ TargetItem
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233 }
234 , TargetItem
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237 }
238 ]
239 }
240 , RenderTarget
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242 [ TargetItem
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245 }
246 , TargetItem
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250 ]
251 }
252 , RenderTarget
253 { renderTargets =
254 [ TargetItem
255 { targetSemantic = Depth
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257 }
258 , TargetItem
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261 }
262 ]
263 }
264 , RenderTarget
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267 { targetSemantic = Depth
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269 }
270 , TargetItem
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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