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authorPéter Diviánszky <divipp@gmail.com>2016-02-09 17:52:26 +0100
committerPéter Diviánszky <divipp@gmail.com>2016-02-09 18:05:26 +0100
commitc3e87dc2aa0fb0153d1cda7423d8f8302bea68e4 (patch)
tree3939d2649fc2ceb7ae35df125f6d95bda305e18e /testdata/simple02.out
parent9a25e3f06b898919026651560f7b6204c5ec91e5 (diff)
begin to refactor CoreToIR.hs: use de bruijn indices & reordering
Diffstat (limited to 'testdata/simple02.out')
-rw-r--r--testdata/simple02.out2
1 files changed, 1 insertions, 1 deletions
diff --git a/testdata/simple02.out b/testdata/simple02.out
index 799fb947..5f42d184 100644
--- a/testdata/simple02.out
+++ b/testdata/simple02.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("h2",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);}\nuniform mat4 MVP ;\nin vec4 h2 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = h2;\ngl_Position = ( MVP ) * ( h2 );\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 ) * ( vec4 ( 1.0,0.4,0.0,0.2 ) );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.4 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (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 = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("q22",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);}\nuniform mat4 MVP ;\nin vec4 q22 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = q22;\ngl_Position = ( MVP ) * ( q22 );\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 ) * ( vec4 ( 1.0,0.4,0.0,0.2 ) );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.4 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file