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authorPéter Diviánszky <divipp@gmail.com>2016-02-10 03:06:13 +0100
committerPéter Diviánszky <divipp@gmail.com>2016-02-10 03:06:13 +0100
commit2cb8ecf11a03018dd34ee7179fd745ca7aae6066 (patch)
treef9529028d9f14df0e816e236262cdb5123c74226 /testdata/reduce01.out
parenta08cf5398076f8b8bbae962d41ff230bd1f1e226 (diff)
simplification
Diffstat (limited to 'testdata/reduce01.out')
-rw-r--r--testdata/reduce01.out2
1 files changed, 1 insertions, 1 deletions
diff --git a/testdata/reduce01.out b/testdata/reduce01.out
index 08734aa7..de8b7ab3 100644
--- a/testdata/reduce01.out
+++ b/testdata/reduce01.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [], programStreams = fromList [("k18",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 k18 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = k18;\ngl_Position = k18;\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.4 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [], programStreams = fromList [("k18",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 k18 ;\nsmooth out vec4 vv0 ;\nvoid main() {\ngl_Position = k18;\nvv0 = k18;\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.4 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file