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author | Péter Diviánszky <divipp@gmail.com> | 2016-02-08 15:24:50 +0100 |
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committer | Péter Diviánszky <divipp@gmail.com> | 2016-02-08 18:14:07 +0100 |
commit | d6e6afbe06c1efe356f65d9234eceb1e8c5eb3c1 (patch) | |
tree | 6c6c8fc2ece561089dfc6ea9393fd37b173fea84 /testdata/uniformparam02.out | |
parent | c3eb372a3166ed35a1e96a9ce948d34101382c35 (diff) |
refactor label handling
Diffstat (limited to 'testdata/uniformparam02.out')
-rw-r--r-- | testdata/uniformparam02.out | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/testdata/uniformparam02.out b/testdata/uniformparam02.out index 5196493a..3d95b2b2 100644 --- a/testdata/uniformparam02.out +++ b/testdata/uniformparam02.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)}]}], programs = [Program {programUniforms = fromList [], programStreams = fromList [("m1",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 m1 ;\nflat out vec4 vv0 ;\nvoid main() {\nvv0 = m1;\ngl_Position = m1;\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nflat in vec4 vv0 ;\nvoid main() {\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [], slotPrimitive = Lines, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0}],SetProgram 0,SetRasterContext (LineCtx 1.0 LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less False]}),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)}]}], programs = [Program {programUniforms = fromList [], programStreams = fromList [("k1",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 k1 ;\nflat out vec4 vv0 ;\nvoid main() {\nvv0 = k1;\ngl_Position = k1;\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nflat in vec4 vv0 ;\nvoid main() {\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [], slotPrimitive = Lines, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0}],SetProgram 0,SetRasterContext (LineCtx 1.0 LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less False]}),RenderSlot 0]} \ No newline at end of file | ||