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authorPéter Diviánszky <divipp@gmail.com>2016-02-05 22:04:46 +0100
committerPéter Diviánszky <divipp@gmail.com>2016-02-05 22:13:59 +0100
commit45f6f1c72feffb4e80430395511788ccf576f29e (patch)
tree7d3a35fb3d980004232fd3a3226cca30b3b2f35d /testdata/simple03.out
parentbf1e53a0fe348bd41f07ea21802b9bb77b3ecb18 (diff)
refactor Builtins.lc
Diffstat (limited to 'testdata/simple03.out')
-rw-r--r--testdata/simple03.out2
1 files changed, 1 insertions, 1 deletions
diff --git a/testdata/simple03.out b/testdata/simple03.out
index 23e7f5d4..b266c22b 100644
--- a/testdata/simple03.out
+++ b/testdata/simple03.out
@@ -1 +1 @@
Pipeline {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 [("viewProj",M44F)], programStreams = fromList [("e2",Parameter {name = "position", ty = V3F}),("f2",Parameter {name = "color", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nin vec3 e2 ;\nin vec3 f2 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( f2 ).x,( f2 ).y,( f2 ).z,1.0 );\ngl_Position = ( viewProj ) * ( vec4 ( ( e2 ).x,( e2 ).y,( e2 ).z,1.0 ) );\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 = vec4 ( 1.0,1.0,1.0,1.0 );\n}\n"},Program {programUniforms = fromList [("viewProj",M44F)], programStreams = fromList [("h5",Parameter {name = "position", ty = V3F}),("i5",Parameter {name = "color", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nin vec3 h5 ;\nin vec3 i5 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( i5 ).x,( i5 ).y,( i5 ).z,1.0 );\ngl_Position = ( viewProj ) * ( vec4 ( ( h5 ).x,( h5 ).y,( h5 ).z,1.0 ) );\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 = "missing shader", slotStreams = fromList [("color",V3F),("position",V3F)], slotUniforms = fromList [("viewProj",M44F)], slotPrimitive = Triangles, slotPrograms = [0,1]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.4 1.0)}],SetProgram 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 0,SetRasterContext (TriangleCtx CullNone (PolygonLine 20.0) (Offset (-1.0) 0.0) FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file Pipeline {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 [("viewProj",M44F)], programStreams = fromList [("k2",Parameter {name = "position", ty = V3F}),("l2",Parameter {name = "color", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nin vec3 k2 ;\nin vec3 l2 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( l2 ).x,( l2 ).y,( l2 ).z,1.0 );\ngl_Position = ( viewProj ) * ( vec4 ( ( k2 ).x,( k2 ).y,( k2 ).z,1.0 ) );\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 = vec4 ( 1.0,1.0,1.0,1.0 );\n}\n"},Program {programUniforms = fromList [("viewProj",M44F)], programStreams = fromList [("q5",Parameter {name = "position", ty = V3F}),("r5",Parameter {name = "color", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nin vec3 q5 ;\nin vec3 r5 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( r5 ).x,( r5 ).y,( r5 ).z,1.0 );\ngl_Position = ( viewProj ) * ( vec4 ( ( q5 ).x,( q5 ).y,( q5 ).z,1.0 ) );\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 = "missing shader", slotStreams = fromList [("color",V3F),("position",V3F)], slotUniforms = fromList [("viewProj",M44F)], slotPrimitive = Triangles, slotPrograms = [0,1]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.4 1.0)}],SetProgram 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 0,SetRasterContext (TriangleCtx CullNone (PolygonLine 20.0) (Offset (-1.0) 0.0) FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file