diff options
author | Csaba Hruska <csaba.hruska@gmail.com> | 2016-03-01 11:21:29 +0100 |
---|---|---|
committer | Csaba Hruska <csaba.hruska@gmail.com> | 2016-03-01 11:21:29 +0100 |
commit | 8747321abd4d6259533ed186d9505735c0e162f9 (patch) | |
tree | f80fc9cecac4b17bbf00cdabf75259d1f9c28869 /testdata | |
parent | d8fb866c04b9221c9ef8e23f924db08045591cdd (diff) |
adjust recursive texture example
Diffstat (limited to 'testdata')
-rw-r--r-- | testdata/editor-examples/RecursiveTexture.lc | 2 | ||||
-rw-r--r-- | testdata/editor-examples/RecursiveTexture.out | 2575 |
2 files changed, 8 insertions, 2569 deletions
diff --git a/testdata/editor-examples/RecursiveTexture.lc b/testdata/editor-examples/RecursiveTexture.lc index 69d54447..fca21946 100644 --- a/testdata/editor-examples/RecursiveTexture.lc +++ b/testdata/editor-examples/RecursiveTexture.lc | |||
@@ -23,5 +23,5 @@ cube' res (n :: Float) fb = | |||
23 | sampler = Sampler LinearFilter MirroredRepeat $ Texture2D (V2 res res) (PrjImageColor fb) | 23 | sampler = Sampler LinearFilter MirroredRepeat $ Texture2D (V2 res res) (PrjImageColor fb) |
24 | 24 | ||
25 | main :: Output | 25 | main :: Output |
26 | main = ScreenOut $ snd $ iterate (\(n, f) -> (n+1, cube' 256 n f)) (0, clear) !! 15 | 26 | main = ScreenOut $ snd $ iterate (\(n, f) -> (n+1, cube' 256 n f)) (0, clear) !! 5 |
27 | 27 | ||
diff --git a/testdata/editor-examples/RecursiveTexture.out b/testdata/editor-examples/RecursiveTexture.out index 9c4cfba8..2a479b09 100644 --- a/testdata/editor-examples/RecursiveTexture.out +++ b/testdata/editor-examples/RecursiveTexture.out | |||
@@ -202,406 +202,6 @@ Pipeline | |||
202 | , textureBaseLevel = 0 | 202 | , textureBaseLevel = 0 |
203 | , textureMaxLevel = 0 | 203 | , textureMaxLevel = 0 |
204 | } | 204 | } |
205 | , TextureDescriptor | ||
206 | { textureType = Texture2D (FloatT Red) 1 | ||
207 | , textureSize = VV2U (V2 256 256) | ||
208 | , textureSemantic = Depth | ||
209 | , textureSampler = | ||
210 | SamplerDescriptor | ||
211 | { samplerWrapS = Repeat | ||
212 | , samplerWrapT = Nothing | ||
213 | , samplerWrapR = Nothing | ||
214 | , samplerMinFilter = Linear | ||
215 | , samplerMagFilter = Linear | ||
216 | , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0) | ||
217 | , samplerMinLod = Nothing | ||
218 | , samplerMaxLod = Nothing | ||
219 | , samplerLodBias = 0.0 | ||
220 | , samplerCompareFunc = Nothing | ||
221 | } | ||
222 | , textureBaseLevel = 0 | ||
223 | , textureMaxLevel = 0 | ||
224 | } | ||
225 | , TextureDescriptor | ||
226 | { textureType = Texture2D (FloatT RGBA) 1 | ||
227 | , textureSize = VV2U (V2 256 256) | ||
228 | , textureSemantic = Color | ||
229 | , textureSampler = | ||
230 | SamplerDescriptor | ||
231 | { samplerWrapS = Repeat | ||
232 | , samplerWrapT = Nothing | ||
233 | , samplerWrapR = Nothing | ||
234 | , samplerMinFilter = Linear | ||
235 | , samplerMagFilter = Linear | ||
236 | , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0) | ||
237 | , samplerMinLod = Nothing | ||
238 | , samplerMaxLod = Nothing | ||
239 | , samplerLodBias = 0.0 | ||
240 | , samplerCompareFunc = Nothing | ||
241 | } | ||
242 | , textureBaseLevel = 0 | ||
243 | , textureMaxLevel = 0 | ||
244 | } | ||
245 | , TextureDescriptor | ||
246 | { textureType = Texture2D (FloatT Red) 1 | ||
247 | , textureSize = VV2U (V2 256 256) | ||
248 | , textureSemantic = Depth | ||
249 | , textureSampler = | ||
250 | SamplerDescriptor | ||
251 | { samplerWrapS = Repeat | ||
252 | , samplerWrapT = Nothing | ||
253 | , samplerWrapR = Nothing | ||
254 | , samplerMinFilter = Linear | ||
255 | , samplerMagFilter = Linear | ||
256 | , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0) | ||
257 | , samplerMinLod = Nothing | ||
258 | , samplerMaxLod = Nothing | ||
259 | , samplerLodBias = 0.0 | ||
260 | , samplerCompareFunc = Nothing | ||
261 | } | ||
262 | , textureBaseLevel = 0 | ||
263 | , textureMaxLevel = 0 | ||
264 | } | ||
265 | , TextureDescriptor | ||
266 | { textureType = Texture2D (FloatT RGBA) 1 | ||
267 | , textureSize = VV2U (V2 256 256) | ||
268 | , textureSemantic = Color | ||
269 | , textureSampler = | ||
270 | SamplerDescriptor | ||
271 | { samplerWrapS = Repeat | ||
272 | , samplerWrapT = Nothing | ||
273 | , samplerWrapR = Nothing | ||
274 | , samplerMinFilter = Linear | ||
275 | , samplerMagFilter = Linear | ||
276 | , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0) | ||
277 | , samplerMinLod = Nothing | ||
278 | , samplerMaxLod = Nothing | ||
279 | , samplerLodBias = 0.0 | ||
280 | , samplerCompareFunc = Nothing | ||
281 | } | ||
282 | , textureBaseLevel = 0 | ||
283 | , textureMaxLevel = 0 | ||
284 | } | ||
285 | , TextureDescriptor | ||
286 | { textureType = Texture2D (FloatT Red) 1 | ||
287 | , textureSize = VV2U (V2 256 256) | ||
288 | , textureSemantic = Depth | ||
289 | , textureSampler = | ||
290 | SamplerDescriptor | ||
291 | { samplerWrapS = Repeat | ||
292 | , samplerWrapT = Nothing | ||
293 | , samplerWrapR = Nothing | ||
294 | , samplerMinFilter = Linear | ||
295 | , samplerMagFilter = Linear | ||
296 | , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0) | ||
297 | , samplerMinLod = Nothing | ||
298 | , samplerMaxLod = Nothing | ||
299 | , samplerLodBias = 0.0 | ||
300 | , samplerCompareFunc = Nothing | ||
301 | } | ||
302 | , textureBaseLevel = 0 | ||
303 | , textureMaxLevel = 0 | ||
304 | } | ||
305 | , TextureDescriptor | ||
306 | { textureType = Texture2D (FloatT RGBA) 1 | ||
307 | , textureSize = VV2U (V2 256 256) | ||
308 | , textureSemantic = Color | ||
309 | , textureSampler = | ||
310 | SamplerDescriptor | ||
311 | { samplerWrapS = Repeat | ||
312 | , samplerWrapT = Nothing | ||
313 | , samplerWrapR = Nothing | ||
314 | , samplerMinFilter = Linear | ||
315 | , samplerMagFilter = Linear | ||
316 | , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0) | ||
317 | , samplerMinLod = Nothing | ||
318 | , samplerMaxLod = Nothing | ||
319 | , samplerLodBias = 0.0 | ||
320 | , samplerCompareFunc = Nothing | ||
321 | } | ||
322 | , textureBaseLevel = 0 | ||
323 | , textureMaxLevel = 0 | ||
324 | } | ||
325 | , TextureDescriptor | ||
326 | { textureType = Texture2D (FloatT Red) 1 | ||
327 | , textureSize = VV2U (V2 256 256) | ||
328 | , textureSemantic = Depth | ||
329 | , textureSampler = | ||
330 | SamplerDescriptor | ||
331 | { samplerWrapS = Repeat | ||
332 | , samplerWrapT = Nothing | ||
333 | , samplerWrapR = Nothing | ||
334 | , samplerMinFilter = Linear | ||
335 | , samplerMagFilter = Linear | ||
336 | , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0) | ||
337 | , samplerMinLod = Nothing | ||
338 | , samplerMaxLod = Nothing | ||
339 | , samplerLodBias = 0.0 | ||
340 | , samplerCompareFunc = Nothing | ||
341 | } | ||
342 | , textureBaseLevel = 0 | ||
343 | , textureMaxLevel = 0 | ||
344 | } | ||
345 | , TextureDescriptor | ||
346 | { textureType = Texture2D (FloatT RGBA) 1 | ||
347 | , textureSize = VV2U (V2 256 256) | ||
348 | , textureSemantic = Color | ||
349 | , textureSampler = | ||
350 | SamplerDescriptor | ||
351 | { samplerWrapS = Repeat | ||
352 | , samplerWrapT = Nothing | ||
353 | , samplerWrapR = Nothing | ||
354 | , samplerMinFilter = Linear | ||
355 | , samplerMagFilter = Linear | ||
356 | , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0) | ||
357 | , samplerMinLod = Nothing | ||
358 | , samplerMaxLod = Nothing | ||
359 | , samplerLodBias = 0.0 | ||
360 | , samplerCompareFunc = Nothing | ||
361 | } | ||
362 | , textureBaseLevel = 0 | ||
363 | , textureMaxLevel = 0 | ||
364 | } | ||
365 | , TextureDescriptor | ||
366 | { textureType = Texture2D (FloatT Red) 1 | ||
367 | , textureSize = VV2U (V2 256 256) | ||
368 | , textureSemantic = Depth | ||
369 | , textureSampler = | ||
370 | SamplerDescriptor | ||
371 | { samplerWrapS = Repeat | ||
372 | , samplerWrapT = Nothing | ||
373 | , samplerWrapR = Nothing | ||
374 | , samplerMinFilter = Linear | ||
375 | , samplerMagFilter = Linear | ||
376 | , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0) | ||
377 | , samplerMinLod = Nothing | ||
378 | , samplerMaxLod = Nothing | ||
379 | , samplerLodBias = 0.0 | ||
380 | , samplerCompareFunc = Nothing | ||
381 | } | ||
382 | , textureBaseLevel = 0 | ||
383 | , textureMaxLevel = 0 | ||
384 | } | ||
385 | , TextureDescriptor | ||
386 | { textureType = Texture2D (FloatT RGBA) 1 | ||
387 | , textureSize = VV2U (V2 256 256) | ||
388 | , textureSemantic = Color | ||
389 | , textureSampler = | ||
390 | SamplerDescriptor | ||
391 | { samplerWrapS = Repeat | ||
392 | , samplerWrapT = Nothing | ||
393 | , samplerWrapR = Nothing | ||
394 | , samplerMinFilter = Linear | ||
395 | , samplerMagFilter = Linear | ||
396 | , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0) | ||
397 | , samplerMinLod = Nothing | ||
398 | , samplerMaxLod = Nothing | ||
399 | , samplerLodBias = 0.0 | ||
400 | , samplerCompareFunc = Nothing | ||
401 | } | ||
402 | , textureBaseLevel = 0 | ||
403 | , textureMaxLevel = 0 | ||
404 | } | ||
405 | , TextureDescriptor | ||
406 | { textureType = Texture2D (FloatT Red) 1 | ||
407 | , textureSize = VV2U (V2 256 256) | ||
408 | , textureSemantic = Depth | ||
409 | , textureSampler = | ||
410 | SamplerDescriptor | ||
411 | { samplerWrapS = Repeat | ||
412 | , samplerWrapT = Nothing | ||
413 | , samplerWrapR = Nothing | ||
414 | , samplerMinFilter = Linear | ||
415 | , samplerMagFilter = Linear | ||
416 | , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0) | ||
417 | , samplerMinLod = Nothing | ||
418 | , samplerMaxLod = Nothing | ||
419 | , samplerLodBias = 0.0 | ||
420 | , samplerCompareFunc = Nothing | ||
421 | } | ||
422 | , textureBaseLevel = 0 | ||
423 | , textureMaxLevel = 0 | ||
424 | } | ||
425 | , TextureDescriptor | ||
426 | { textureType = Texture2D (FloatT RGBA) 1 | ||
427 | , textureSize = VV2U (V2 256 256) | ||
428 | , textureSemantic = Color | ||
429 | , textureSampler = | ||
430 | SamplerDescriptor | ||
431 | { samplerWrapS = Repeat | ||
432 | , samplerWrapT = Nothing | ||
433 | , samplerWrapR = Nothing | ||
434 | , samplerMinFilter = Linear | ||
435 | , samplerMagFilter = Linear | ||
436 | , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0) | ||
437 | , samplerMinLod = Nothing | ||
438 | , samplerMaxLod = Nothing | ||
439 | , samplerLodBias = 0.0 | ||
440 | , samplerCompareFunc = Nothing | ||
441 | } | ||
442 | , textureBaseLevel = 0 | ||
443 | , textureMaxLevel = 0 | ||
444 | } | ||
445 | , TextureDescriptor | ||
446 | { textureType = Texture2D (FloatT Red) 1 | ||
447 | , textureSize = VV2U (V2 256 256) | ||
448 | , textureSemantic = Depth | ||
449 | , textureSampler = | ||
450 | SamplerDescriptor | ||
451 | { samplerWrapS = Repeat | ||
452 | , samplerWrapT = Nothing | ||
453 | , samplerWrapR = Nothing | ||
454 | , samplerMinFilter = Linear | ||
455 | , samplerMagFilter = Linear | ||
456 | , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0) | ||
457 | , samplerMinLod = Nothing | ||
458 | , samplerMaxLod = Nothing | ||
459 | , samplerLodBias = 0.0 | ||
460 | , samplerCompareFunc = Nothing | ||
461 | } | ||
462 | , textureBaseLevel = 0 | ||
463 | , textureMaxLevel = 0 | ||
464 | } | ||
465 | , TextureDescriptor | ||
466 | { textureType = Texture2D (FloatT RGBA) 1 | ||
467 | , textureSize = VV2U (V2 256 256) | ||
468 | , textureSemantic = Color | ||
469 | , textureSampler = | ||
470 | SamplerDescriptor | ||
471 | { samplerWrapS = Repeat | ||
472 | , samplerWrapT = Nothing | ||
473 | , samplerWrapR = Nothing | ||
474 | , samplerMinFilter = Linear | ||
475 | , samplerMagFilter = Linear | ||
476 | , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0) | ||
477 | , samplerMinLod = Nothing | ||
478 | , samplerMaxLod = Nothing | ||
479 | , samplerLodBias = 0.0 | ||
480 | , samplerCompareFunc = Nothing | ||
481 | } | ||
482 | , textureBaseLevel = 0 | ||
483 | , textureMaxLevel = 0 | ||
484 | } | ||
485 | , TextureDescriptor | ||
486 | { textureType = Texture2D (FloatT Red) 1 | ||
487 | , textureSize = VV2U (V2 256 256) | ||
488 | , textureSemantic = Depth | ||
489 | , textureSampler = | ||
490 | SamplerDescriptor | ||
491 | { samplerWrapS = Repeat | ||
492 | , samplerWrapT = Nothing | ||
493 | , samplerWrapR = Nothing | ||
494 | , samplerMinFilter = Linear | ||
495 | , samplerMagFilter = Linear | ||
496 | , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0) | ||
497 | , samplerMinLod = Nothing | ||
498 | , samplerMaxLod = Nothing | ||
499 | , samplerLodBias = 0.0 | ||
500 | , samplerCompareFunc = Nothing | ||
501 | } | ||
502 | , textureBaseLevel = 0 | ||
503 | , textureMaxLevel = 0 | ||
504 | } | ||
505 | , TextureDescriptor | ||
506 | { textureType = Texture2D (FloatT RGBA) 1 | ||
507 | , textureSize = VV2U (V2 256 256) | ||
508 | , textureSemantic = Color | ||
509 | , textureSampler = | ||
510 | SamplerDescriptor | ||
511 | { samplerWrapS = Repeat | ||
512 | , samplerWrapT = Nothing | ||
513 | , samplerWrapR = Nothing | ||
514 | , samplerMinFilter = Linear | ||
515 | , samplerMagFilter = Linear | ||
516 | , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0) | ||
517 | , samplerMinLod = Nothing | ||
518 | , samplerMaxLod = Nothing | ||
519 | , samplerLodBias = 0.0 | ||
520 | , samplerCompareFunc = Nothing | ||
521 | } | ||
522 | , textureBaseLevel = 0 | ||
523 | , textureMaxLevel = 0 | ||
524 | } | ||
525 | , TextureDescriptor | ||
526 | { textureType = Texture2D (FloatT Red) 1 | ||
527 | , textureSize = VV2U (V2 256 256) | ||
528 | , textureSemantic = Depth | ||
529 | , textureSampler = | ||
530 | SamplerDescriptor | ||
531 | { samplerWrapS = Repeat | ||
532 | , samplerWrapT = Nothing | ||
533 | , samplerWrapR = Nothing | ||
534 | , samplerMinFilter = Linear | ||
535 | , samplerMagFilter = Linear | ||
536 | , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0) | ||
537 | , samplerMinLod = Nothing | ||
538 | , samplerMaxLod = Nothing | ||
539 | , samplerLodBias = 0.0 | ||
540 | , samplerCompareFunc = Nothing | ||
541 | } | ||
542 | , textureBaseLevel = 0 | ||
543 | , textureMaxLevel = 0 | ||
544 | } | ||
545 | , TextureDescriptor | ||
546 | { textureType = Texture2D (FloatT RGBA) 1 | ||
547 | , textureSize = VV2U (V2 256 256) | ||
548 | , textureSemantic = Color | ||
549 | , textureSampler = | ||
550 | SamplerDescriptor | ||
551 | { samplerWrapS = Repeat | ||
552 | , samplerWrapT = Nothing | ||
553 | , samplerWrapR = Nothing | ||
554 | , samplerMinFilter = Linear | ||
555 | , samplerMagFilter = Linear | ||
556 | , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0) | ||
557 | , samplerMinLod = Nothing | ||
558 | , samplerMaxLod = Nothing | ||
559 | , samplerLodBias = 0.0 | ||
560 | , samplerCompareFunc = Nothing | ||
561 | } | ||
562 | , textureBaseLevel = 0 | ||
563 | , textureMaxLevel = 0 | ||
564 | } | ||
565 | , TextureDescriptor | ||
566 | { textureType = Texture2D (FloatT Red) 1 | ||
567 | , textureSize = VV2U (V2 256 256) | ||
568 | , textureSemantic = Depth | ||
569 | , textureSampler = | ||
570 | SamplerDescriptor | ||
571 | { samplerWrapS = Repeat | ||
572 | , samplerWrapT = Nothing | ||
573 | , samplerWrapR = Nothing | ||
574 | , samplerMinFilter = Linear | ||
575 | , samplerMagFilter = Linear | ||
576 | , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0) | ||
577 | , samplerMinLod = Nothing | ||
578 | , samplerMaxLod = Nothing | ||
579 | , samplerLodBias = 0.0 | ||
580 | , samplerCompareFunc = Nothing | ||
581 | } | ||
582 | , textureBaseLevel = 0 | ||
583 | , textureMaxLevel = 0 | ||
584 | } | ||
585 | , TextureDescriptor | ||
586 | { textureType = Texture2D (FloatT RGBA) 1 | ||
587 | , textureSize = VV2U (V2 256 256) | ||
588 | , textureSemantic = Color | ||
589 | , textureSampler = | ||
590 | SamplerDescriptor | ||
591 | { samplerWrapS = Repeat | ||
592 | , samplerWrapT = Nothing | ||
593 | , samplerWrapR = Nothing | ||
594 | , samplerMinFilter = Linear | ||
595 | , samplerMagFilter = Linear | ||
596 | , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0) | ||
597 | , samplerMinLod = Nothing | ||
598 | , samplerMaxLod = Nothing | ||
599 | , samplerLodBias = 0.0 | ||
600 | , samplerCompareFunc = Nothing | ||
601 | } | ||
602 | , textureBaseLevel = 0 | ||
603 | , textureMaxLevel = 0 | ||
604 | } | ||
605 | ] | 205 | ] |
606 | , samplers = [] | 206 | , samplers = [] |
607 | , targets = | 207 | , targets = |
@@ -673,126 +273,6 @@ Pipeline | |||
673 | } | 273 | } |
674 | ] | 274 | ] |
675 | } | 275 | } |
676 | , RenderTarget | ||
677 | { renderTargets = | ||
678 | [ TargetItem | ||
679 | { targetSemantic = Depth | ||
680 | , targetRef = Just (TextureImage 10 0 Nothing) | ||
681 | } | ||
682 | , TargetItem | ||
683 | { targetSemantic = Color | ||
684 | , targetRef = Just (TextureImage 11 0 Nothing) | ||
685 | } | ||
686 | ] | ||
687 | } | ||
688 | , RenderTarget | ||
689 | { renderTargets = | ||
690 | [ TargetItem | ||
691 | { targetSemantic = Depth | ||
692 | , targetRef = Just (TextureImage 12 0 Nothing) | ||
693 | } | ||
694 | , TargetItem | ||
695 | { targetSemantic = Color | ||
696 | , targetRef = Just (TextureImage 13 0 Nothing) | ||
697 | } | ||
698 | ] | ||
699 | } | ||
700 | , RenderTarget | ||
701 | { renderTargets = | ||
702 | [ TargetItem | ||
703 | { targetSemantic = Depth | ||
704 | , targetRef = Just (TextureImage 14 0 Nothing) | ||
705 | } | ||
706 | , TargetItem | ||
707 | { targetSemantic = Color | ||
708 | , targetRef = Just (TextureImage 15 0 Nothing) | ||
709 | } | ||
710 | ] | ||
711 | } | ||
712 | , RenderTarget | ||
713 | { renderTargets = | ||
714 | [ TargetItem | ||
715 | { targetSemantic = Depth | ||
716 | , targetRef = Just (TextureImage 16 0 Nothing) | ||
717 | } | ||
718 | , TargetItem | ||
719 | { targetSemantic = Color | ||
720 | , targetRef = Just (TextureImage 17 0 Nothing) | ||
721 | } | ||
722 | ] | ||
723 | } | ||
724 | , RenderTarget | ||
725 | { renderTargets = | ||
726 | [ TargetItem | ||
727 | { targetSemantic = Depth | ||
728 | , targetRef = Just (TextureImage 18 0 Nothing) | ||
729 | } | ||
730 | , TargetItem | ||
731 | { targetSemantic = Color | ||
732 | , targetRef = Just (TextureImage 19 0 Nothing) | ||
733 | } | ||
734 | ] | ||
735 | } | ||
736 | , RenderTarget | ||
737 | { renderTargets = | ||
738 | [ TargetItem | ||
739 | { targetSemantic = Depth | ||
740 | , targetRef = Just (TextureImage 20 0 Nothing) | ||
741 | } | ||
742 | , TargetItem | ||
743 | { targetSemantic = Color | ||
744 | , targetRef = Just (TextureImage 21 0 Nothing) | ||
745 | } | ||
746 | ] | ||
747 | } | ||
748 | , RenderTarget | ||
749 | { renderTargets = | ||
750 | [ TargetItem | ||
751 | { targetSemantic = Depth | ||
752 | , targetRef = Just (TextureImage 22 0 Nothing) | ||
753 | } | ||
754 | , TargetItem | ||
755 | { targetSemantic = Color | ||
756 | , targetRef = Just (TextureImage 23 0 Nothing) | ||
757 | } | ||
758 | ] | ||
759 | } | ||
760 | , RenderTarget | ||
761 | { renderTargets = | ||
762 | [ TargetItem | ||
763 | { targetSemantic = Depth | ||
764 | , targetRef = Just (TextureImage 24 0 Nothing) | ||
765 | } | ||
766 | , TargetItem | ||
767 | { targetSemantic = Color | ||
768 | , targetRef = Just (TextureImage 25 0 Nothing) | ||
769 | } | ||
770 | ] | ||
771 | } | ||
772 | , RenderTarget | ||
773 | { renderTargets = | ||
774 | [ TargetItem | ||
775 | { targetSemantic = Depth | ||
776 | , targetRef = Just (TextureImage 26 0 Nothing) | ||
777 | } | ||
778 | , TargetItem | ||
779 | { targetSemantic = Color | ||
780 | , targetRef = Just (TextureImage 27 0 Nothing) | ||
781 | } | ||
782 | ] | ||
783 | } | ||
784 | , RenderTarget | ||
785 | { renderTargets = | ||
786 | [ TargetItem | ||
787 | { targetSemantic = Depth | ||
788 | , targetRef = Just (TextureImage 28 0 Nothing) | ||
789 | } | ||
790 | , TargetItem | ||
791 | { targetSemantic = Color | ||
792 | , targetRef = Just (TextureImage 29 0 Nothing) | ||
793 | } | ||
794 | ] | ||
795 | } | ||
796 | ] | 276 | ] |
797 | , programs = | 277 | , programs = |
798 | [ Program | 278 | [ Program |
@@ -1715,1846 +1195,6 @@ Pipeline | |||
1715 | } | 1195 | } |
1716 | """ | 1196 | """ |
1717 | } | 1197 | } |
1718 | , Program | ||
1719 | { programUniforms = fromList [ ( "Time" , Float ) ] | ||
1720 | , programStreams = | ||
1721 | fromList | ||
1722 | [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) | ||
1723 | , ( "vi2" , Parameter { name = "vertexUV" , ty = V2F } ) | ||
1724 | ] | ||
1725 | , programInTextures = fromList [ ( "s0" , FTexture2D ) ] | ||
1726 | , programOutput = [ Parameter { name = "f0" , ty = V4F } ] | ||
1727 | , vertexShader = | ||
1728 | """ | ||
1729 | #version 330 core | ||
1730 | vec4 texture2D(sampler2D s | ||
1731 | ,vec2 uv) { | ||
1732 | return texture(s,uv); | ||
1733 | } | ||
1734 | uniform float Time; | ||
1735 | in vec4 vi1; | ||
1736 | in vec2 vi2; | ||
1737 | smooth out vec2 vo1; | ||
1738 | vec4 r1_Float; | ||
1739 | vec4 r2_Float; | ||
1740 | vec4 r3_Float; | ||
1741 | vec4 ext0_Float_3(vec3 z0) { | ||
1742 | return vec4 ((z0).x | ||
1743 | ,(z0).y | ||
1744 | ,(z0).z | ||
1745 | ,0.0); | ||
1746 | } | ||
1747 | vec3 neg_VecSFloat3(vec3 z0) { | ||
1748 | return - (z0); | ||
1749 | } | ||
1750 | mat4 translateBefore4(vec3 z0) { | ||
1751 | return mat4 (r1_Float | ||
1752 | ,r2_Float | ||
1753 | ,r3_Float | ||
1754 | ,vec4 ((z0).x | ||
1755 | ,(z0).y | ||
1756 | ,(z0).z | ||
1757 | ,1.0)); | ||
1758 | } | ||
1759 | mat4 lookat(vec3 z0 | ||
1760 | ,vec3 z1 | ||
1761 | ,vec3 z2) { | ||
1762 | return (transpose (mat4 | ||
1763 | (ext0_Float_3 (normalize (cross | ||
1764 | (z2,normalize ((z0) - (z1))))) | ||
1765 | ,ext0_Float_3 (cross (normalize | ||
1766 | ((z0) - (z1)) | ||
1767 | ,normalize (cross (z2 | ||
1768 | ,normalize ((z0) - (z1)))))) | ||
1769 | ,ext0_Float_3 (normalize | ||
1770 | ((z0) - (z1))) | ||
1771 | ,vec4 (0.0 | ||
1772 | ,0.0 | ||
1773 | ,0.0 | ||
1774 | ,1.0)))) * (translateBefore4 | ||
1775 | (neg_VecSFloat3 (z0))); | ||
1776 | } | ||
1777 | mat4 perspective(float z0 | ||
1778 | ,float z1 | ||
1779 | ,float z2 | ||
1780 | ,float z3) { | ||
1781 | return mat4 (vec4 | ||
1782 | (((2.0) * (z0)) / (((z3) * ((z0) * (tan | ||
1783 | ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan | ||
1784 | ((z2) / (2.0))))))) | ||
1785 | ,0.0 | ||
1786 | ,0.0 | ||
1787 | ,0.0) | ||
1788 | ,vec4 (0.0 | ||
1789 | ,((2.0) * (z0)) / (((z0) * (tan | ||
1790 | ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan | ||
1791 | ((z2) / (2.0)))))) | ||
1792 | ,0.0 | ||
1793 | ,0.0) | ||
1794 | ,vec4 ((((z3) * ((z0) * (tan | ||
1795 | ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan | ||
1796 | ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan | ||
1797 | ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan | ||
1798 | ((z2) / (2.0))))))) | ||
1799 | ,(((z0) * (tan | ||
1800 | ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan | ||
1801 | ((z2) / (2.0)))))) / (((z0) * (tan | ||
1802 | ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan | ||
1803 | ((z2) / (2.0)))))) | ||
1804 | ,(0.0) - (((z1) + (z0)) / ((z1) - (z0))) | ||
1805 | ,-1.0) | ||
1806 | ,vec4 (0.0 | ||
1807 | ,0.0 | ||
1808 | ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))) | ||
1809 | ,0.0)); | ||
1810 | } | ||
1811 | mat4 rotMatrixY(float z0) { | ||
1812 | return mat4 (vec4 (cos (z0) | ||
1813 | ,0.0 | ||
1814 | ,(0.0) - (sin (z0)) | ||
1815 | ,0.0) | ||
1816 | ,vec4 (0.0,1.0,0.0,0.0) | ||
1817 | ,vec4 (sin (z0) | ||
1818 | ,0.0 | ||
1819 | ,cos (z0) | ||
1820 | ,0.0) | ||
1821 | ,vec4 (0.0,0.0,0.0,1.0)); | ||
1822 | } | ||
1823 | mat4 rotMatrix; | ||
1824 | mat4 rotMatrixX(float z0) { | ||
1825 | return mat4 (vec4 (1.0 | ||
1826 | ,0.0 | ||
1827 | ,0.0 | ||
1828 | ,0.0) | ||
1829 | ,vec4 (0.0 | ||
1830 | ,cos (z0) | ||
1831 | ,sin (z0) | ||
1832 | ,0.0) | ||
1833 | ,vec4 (0.0 | ||
1834 | ,(0.0) - (sin (z0)) | ||
1835 | ,cos (z0) | ||
1836 | ,0.0) | ||
1837 | ,vec4 (0.0,0.0,0.0,1.0)); | ||
1838 | } | ||
1839 | vec4 scale(float z0,vec4 z1) { | ||
1840 | return (z1) * (vec4 (z0 | ||
1841 | ,z0 | ||
1842 | ,z0 | ||
1843 | ,1.0)); | ||
1844 | } | ||
1845 | void main() { | ||
1846 | r1_Float = vec4 (1.0 | ||
1847 | ,0.0 | ||
1848 | ,0.0 | ||
1849 | ,0.0); | ||
1850 | r2_Float = vec4 (0.0 | ||
1851 | ,1.0 | ||
1852 | ,0.0 | ||
1853 | ,0.0); | ||
1854 | r3_Float = vec4 (0.0 | ||
1855 | ,0.0 | ||
1856 | ,1.0 | ||
1857 | ,0.0); | ||
1858 | rotMatrix = ((perspective (0.1 | ||
1859 | ,100.0 | ||
1860 | ,0.5235987755982988 | ||
1861 | ,1.0)) * (lookat (vec3 (3.0 | ||
1862 | ,1.3 | ||
1863 | ,0.3) | ||
1864 | ,vec3 (0.0,0.0,0.0) | ||
1865 | ,vec3 (0.0 | ||
1866 | ,1.0 | ||
1867 | ,0.0)))) * (rotMatrixY | ||
1868 | ((0.1308996938995747) * (Time))); | ||
1869 | gl_Position = | ||
1870 | (rotMatrix) * (scale (0.4 | ||
1871 | ,(rotMatrixX (0.5)) * (vi1))); | ||
1872 | vo1 = vi2; | ||
1873 | } | ||
1874 | """ | ||
1875 | , geometryShader = Nothing | ||
1876 | , fragmentShader = | ||
1877 | """ | ||
1878 | #version 330 core | ||
1879 | vec4 texture2D(sampler2D s | ||
1880 | ,vec2 uv) { | ||
1881 | return texture(s,uv); | ||
1882 | } | ||
1883 | uniform sampler2D s0; | ||
1884 | smooth in vec2 vo1; | ||
1885 | out vec4 f0; | ||
1886 | vec4 setAlpha(vec4 z0) { | ||
1887 | return ((z0) * (vec4 (1.0 | ||
1888 | ,1.0 | ||
1889 | ,1.0 | ||
1890 | ,0.0))) + (vec4 (0.0 | ||
1891 | ,0.0 | ||
1892 | ,0.0 | ||
1893 | ,1.0)); | ||
1894 | } | ||
1895 | void main() { | ||
1896 | f0 = setAlpha | ||
1897 | (((((vo1).yyyx) * (0.5)) + (texture2D | ||
1898 | (s0,vo1))) * (0.7)); | ||
1899 | } | ||
1900 | """ | ||
1901 | } | ||
1902 | , Program | ||
1903 | { programUniforms = fromList [ ( "Time" , Float ) ] | ||
1904 | , programStreams = | ||
1905 | fromList | ||
1906 | [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) | ||
1907 | , ( "vi2" , Parameter { name = "vertexUV" , ty = V2F } ) | ||
1908 | ] | ||
1909 | , programInTextures = fromList [ ( "s0" , FTexture2D ) ] | ||
1910 | , programOutput = [ Parameter { name = "f0" , ty = V4F } ] | ||
1911 | , vertexShader = | ||
1912 | """ | ||
1913 | #version 330 core | ||
1914 | vec4 texture2D(sampler2D s | ||
1915 | ,vec2 uv) { | ||
1916 | return texture(s,uv); | ||
1917 | } | ||
1918 | uniform float Time; | ||
1919 | in vec4 vi1; | ||
1920 | in vec2 vi2; | ||
1921 | smooth out vec2 vo1; | ||
1922 | vec4 r1_Float; | ||
1923 | vec4 r2_Float; | ||
1924 | vec4 r3_Float; | ||
1925 | vec4 ext0_Float_3(vec3 z0) { | ||
1926 | return vec4 ((z0).x | ||
1927 | ,(z0).y | ||
1928 | ,(z0).z | ||
1929 | ,0.0); | ||
1930 | } | ||
1931 | vec3 neg_VecSFloat3(vec3 z0) { | ||
1932 | return - (z0); | ||
1933 | } | ||
1934 | mat4 translateBefore4(vec3 z0) { | ||
1935 | return mat4 (r1_Float | ||
1936 | ,r2_Float | ||
1937 | ,r3_Float | ||
1938 | ,vec4 ((z0).x | ||
1939 | ,(z0).y | ||
1940 | ,(z0).z | ||
1941 | ,1.0)); | ||
1942 | } | ||
1943 | mat4 lookat(vec3 z0 | ||
1944 | ,vec3 z1 | ||
1945 | ,vec3 z2) { | ||
1946 | return (transpose (mat4 | ||
1947 | (ext0_Float_3 (normalize (cross | ||
1948 | (z2,normalize ((z0) - (z1))))) | ||
1949 | ,ext0_Float_3 (cross (normalize | ||
1950 | ((z0) - (z1)) | ||
1951 | ,normalize (cross (z2 | ||
1952 | ,normalize ((z0) - (z1)))))) | ||
1953 | ,ext0_Float_3 (normalize | ||
1954 | ((z0) - (z1))) | ||
1955 | ,vec4 (0.0 | ||
1956 | ,0.0 | ||
1957 | ,0.0 | ||
1958 | ,1.0)))) * (translateBefore4 | ||
1959 | (neg_VecSFloat3 (z0))); | ||
1960 | } | ||
1961 | mat4 perspective(float z0 | ||
1962 | ,float z1 | ||
1963 | ,float z2 | ||
1964 | ,float z3) { | ||
1965 | return mat4 (vec4 | ||
1966 | (((2.0) * (z0)) / (((z3) * ((z0) * (tan | ||
1967 | ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan | ||
1968 | ((z2) / (2.0))))))) | ||
1969 | ,0.0 | ||
1970 | ,0.0 | ||
1971 | ,0.0) | ||
1972 | ,vec4 (0.0 | ||
1973 | ,((2.0) * (z0)) / (((z0) * (tan | ||
1974 | ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan | ||
1975 | ((z2) / (2.0)))))) | ||
1976 | ,0.0 | ||
1977 | ,0.0) | ||
1978 | ,vec4 ((((z3) * ((z0) * (tan | ||
1979 | ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan | ||
1980 | ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan | ||
1981 | ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan | ||
1982 | ((z2) / (2.0))))))) | ||
1983 | ,(((z0) * (tan | ||
1984 | ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan | ||
1985 | ((z2) / (2.0)))))) / (((z0) * (tan | ||
1986 | ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan | ||
1987 | ((z2) / (2.0)))))) | ||
1988 | ,(0.0) - (((z1) + (z0)) / ((z1) - (z0))) | ||
1989 | ,-1.0) | ||
1990 | ,vec4 (0.0 | ||
1991 | ,0.0 | ||
1992 | ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))) | ||
1993 | ,0.0)); | ||
1994 | } | ||
1995 | mat4 rotMatrixY(float z0) { | ||
1996 | return mat4 (vec4 (cos (z0) | ||
1997 | ,0.0 | ||
1998 | ,(0.0) - (sin (z0)) | ||
1999 | ,0.0) | ||
2000 | ,vec4 (0.0,1.0,0.0,0.0) | ||
2001 | ,vec4 (sin (z0) | ||
2002 | ,0.0 | ||
2003 | ,cos (z0) | ||
2004 | ,0.0) | ||
2005 | ,vec4 (0.0,0.0,0.0,1.0)); | ||
2006 | } | ||
2007 | mat4 rotMatrix; | ||
2008 | mat4 rotMatrixX(float z0) { | ||
2009 | return mat4 (vec4 (1.0 | ||
2010 | ,0.0 | ||
2011 | ,0.0 | ||
2012 | ,0.0) | ||
2013 | ,vec4 (0.0 | ||
2014 | ,cos (z0) | ||
2015 | ,sin (z0) | ||
2016 | ,0.0) | ||
2017 | ,vec4 (0.0 | ||
2018 | ,(0.0) - (sin (z0)) | ||
2019 | ,cos (z0) | ||
2020 | ,0.0) | ||
2021 | ,vec4 (0.0,0.0,0.0,1.0)); | ||
2022 | } | ||
2023 | vec4 scale(float z0,vec4 z1) { | ||
2024 | return (z1) * (vec4 (z0 | ||
2025 | ,z0 | ||
2026 | ,z0 | ||
2027 | ,1.0)); | ||
2028 | } | ||
2029 | void main() { | ||
2030 | r1_Float = vec4 (1.0 | ||
2031 | ,0.0 | ||
2032 | ,0.0 | ||
2033 | ,0.0); | ||
2034 | r2_Float = vec4 (0.0 | ||
2035 | ,1.0 | ||
2036 | ,0.0 | ||
2037 | ,0.0); | ||
2038 | r3_Float = vec4 (0.0 | ||
2039 | ,0.0 | ||
2040 | ,1.0 | ||
2041 | ,0.0); | ||
2042 | rotMatrix = ((perspective (0.1 | ||
2043 | ,100.0 | ||
2044 | ,0.5235987755982988 | ||
2045 | ,1.0)) * (lookat (vec3 (3.0 | ||
2046 | ,1.3 | ||
2047 | ,0.3) | ||
2048 | ,vec3 (0.0,0.0,0.0) | ||
2049 | ,vec3 (0.0 | ||
2050 | ,1.0 | ||
2051 | ,0.0)))) * (rotMatrixY | ||
2052 | ((0.1308996938995747) * (Time))); | ||
2053 | gl_Position = | ||
2054 | (rotMatrix) * (scale (0.4 | ||
2055 | ,(rotMatrixX (0.6)) * (vi1))); | ||
2056 | vo1 = vi2; | ||
2057 | } | ||
2058 | """ | ||
2059 | , geometryShader = Nothing | ||
2060 | , fragmentShader = | ||
2061 | """ | ||
2062 | #version 330 core | ||
2063 | vec4 texture2D(sampler2D s | ||
2064 | ,vec2 uv) { | ||
2065 | return texture(s,uv); | ||
2066 | } | ||
2067 | uniform sampler2D s0; | ||
2068 | smooth in vec2 vo1; | ||
2069 | out vec4 f0; | ||
2070 | vec4 setAlpha(vec4 z0) { | ||
2071 | return ((z0) * (vec4 (1.0 | ||
2072 | ,1.0 | ||
2073 | ,1.0 | ||
2074 | ,0.0))) + (vec4 (0.0 | ||
2075 | ,0.0 | ||
2076 | ,0.0 | ||
2077 | ,1.0)); | ||
2078 | } | ||
2079 | void main() { | ||
2080 | f0 = setAlpha | ||
2081 | (((((vo1).yyyx) * (0.5)) + (texture2D | ||
2082 | (s0,vo1))) * (0.7)); | ||
2083 | } | ||
2084 | """ | ||
2085 | } | ||
2086 | , Program | ||
2087 | { programUniforms = fromList [ ( "Time" , Float ) ] | ||
2088 | , programStreams = | ||
2089 | fromList | ||
2090 | [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) | ||
2091 | , ( "vi2" , Parameter { name = "vertexUV" , ty = V2F } ) | ||
2092 | ] | ||
2093 | , programInTextures = fromList [ ( "s0" , FTexture2D ) ] | ||
2094 | , programOutput = [ Parameter { name = "f0" , ty = V4F } ] | ||
2095 | , vertexShader = | ||
2096 | """ | ||
2097 | #version 330 core | ||
2098 | vec4 texture2D(sampler2D s | ||
2099 | ,vec2 uv) { | ||
2100 | return texture(s,uv); | ||
2101 | } | ||
2102 | uniform float Time; | ||
2103 | in vec4 vi1; | ||
2104 | in vec2 vi2; | ||
2105 | smooth out vec2 vo1; | ||
2106 | vec4 r1_Float; | ||
2107 | vec4 r2_Float; | ||
2108 | vec4 r3_Float; | ||
2109 | vec4 ext0_Float_3(vec3 z0) { | ||
2110 | return vec4 ((z0).x | ||
2111 | ,(z0).y | ||
2112 | ,(z0).z | ||
2113 | ,0.0); | ||
2114 | } | ||
2115 | vec3 neg_VecSFloat3(vec3 z0) { | ||
2116 | return - (z0); | ||
2117 | } | ||
2118 | mat4 translateBefore4(vec3 z0) { | ||
2119 | return mat4 (r1_Float | ||
2120 | ,r2_Float | ||
2121 | ,r3_Float | ||
2122 | ,vec4 ((z0).x | ||
2123 | ,(z0).y | ||
2124 | ,(z0).z | ||
2125 | ,1.0)); | ||
2126 | } | ||
2127 | mat4 lookat(vec3 z0 | ||
2128 | ,vec3 z1 | ||
2129 | ,vec3 z2) { | ||
2130 | return (transpose (mat4 | ||
2131 | (ext0_Float_3 (normalize (cross | ||
2132 | (z2,normalize ((z0) - (z1))))) | ||
2133 | ,ext0_Float_3 (cross (normalize | ||
2134 | ((z0) - (z1)) | ||
2135 | ,normalize (cross (z2 | ||
2136 | ,normalize ((z0) - (z1)))))) | ||
2137 | ,ext0_Float_3 (normalize | ||
2138 | ((z0) - (z1))) | ||
2139 | ,vec4 (0.0 | ||
2140 | ,0.0 | ||
2141 | ,0.0 | ||
2142 | ,1.0)))) * (translateBefore4 | ||
2143 | (neg_VecSFloat3 (z0))); | ||
2144 | } | ||
2145 | mat4 perspective(float z0 | ||
2146 | ,float z1 | ||
2147 | ,float z2 | ||
2148 | ,float z3) { | ||
2149 | return mat4 (vec4 | ||
2150 | (((2.0) * (z0)) / (((z3) * ((z0) * (tan | ||
2151 | ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan | ||
2152 | ((z2) / (2.0))))))) | ||
2153 | ,0.0 | ||
2154 | ,0.0 | ||
2155 | ,0.0) | ||
2156 | ,vec4 (0.0 | ||
2157 | ,((2.0) * (z0)) / (((z0) * (tan | ||
2158 | ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan | ||
2159 | ((z2) / (2.0)))))) | ||
2160 | ,0.0 | ||
2161 | ,0.0) | ||
2162 | ,vec4 ((((z3) * ((z0) * (tan | ||
2163 | ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan | ||
2164 | ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan | ||
2165 | ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan | ||
2166 | ((z2) / (2.0))))))) | ||
2167 | ,(((z0) * (tan | ||
2168 | ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan | ||
2169 | ((z2) / (2.0)))))) / (((z0) * (tan | ||
2170 | ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan | ||
2171 | ((z2) / (2.0)))))) | ||
2172 | ,(0.0) - (((z1) + (z0)) / ((z1) - (z0))) | ||
2173 | ,-1.0) | ||
2174 | ,vec4 (0.0 | ||
2175 | ,0.0 | ||
2176 | ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))) | ||
2177 | ,0.0)); | ||
2178 | } | ||
2179 | mat4 rotMatrixY(float z0) { | ||
2180 | return mat4 (vec4 (cos (z0) | ||
2181 | ,0.0 | ||
2182 | ,(0.0) - (sin (z0)) | ||
2183 | ,0.0) | ||
2184 | ,vec4 (0.0,1.0,0.0,0.0) | ||
2185 | ,vec4 (sin (z0) | ||
2186 | ,0.0 | ||
2187 | ,cos (z0) | ||
2188 | ,0.0) | ||
2189 | ,vec4 (0.0,0.0,0.0,1.0)); | ||
2190 | } | ||
2191 | mat4 rotMatrix; | ||
2192 | mat4 rotMatrixX(float z0) { | ||
2193 | return mat4 (vec4 (1.0 | ||
2194 | ,0.0 | ||
2195 | ,0.0 | ||
2196 | ,0.0) | ||
2197 | ,vec4 (0.0 | ||
2198 | ,cos (z0) | ||
2199 | ,sin (z0) | ||
2200 | ,0.0) | ||
2201 | ,vec4 (0.0 | ||
2202 | ,(0.0) - (sin (z0)) | ||
2203 | ,cos (z0) | ||
2204 | ,0.0) | ||
2205 | ,vec4 (0.0,0.0,0.0,1.0)); | ||
2206 | } | ||
2207 | vec4 scale(float z0,vec4 z1) { | ||
2208 | return (z1) * (vec4 (z0 | ||
2209 | ,z0 | ||
2210 | ,z0 | ||
2211 | ,1.0)); | ||
2212 | } | ||
2213 | void main() { | ||
2214 | r1_Float = vec4 (1.0 | ||
2215 | ,0.0 | ||
2216 | ,0.0 | ||
2217 | ,0.0); | ||
2218 | r2_Float = vec4 (0.0 | ||
2219 | ,1.0 | ||
2220 | ,0.0 | ||
2221 | ,0.0); | ||
2222 | r3_Float = vec4 (0.0 | ||
2223 | ,0.0 | ||
2224 | ,1.0 | ||
2225 | ,0.0); | ||
2226 | rotMatrix = ((perspective (0.1 | ||
2227 | ,100.0 | ||
2228 | ,0.5235987755982988 | ||
2229 | ,1.0)) * (lookat (vec3 (3.0 | ||
2230 | ,1.3 | ||
2231 | ,0.3) | ||
2232 | ,vec3 (0.0,0.0,0.0) | ||
2233 | ,vec3 (0.0 | ||
2234 | ,1.0 | ||
2235 | ,0.0)))) * (rotMatrixY | ||
2236 | ((0.1308996938995747) * (Time))); | ||
2237 | gl_Position = | ||
2238 | (rotMatrix) * (scale (0.4 | ||
2239 | ,(rotMatrixX (0.7)) * (vi1))); | ||
2240 | vo1 = vi2; | ||
2241 | } | ||
2242 | """ | ||
2243 | , geometryShader = Nothing | ||
2244 | , fragmentShader = | ||
2245 | """ | ||
2246 | #version 330 core | ||
2247 | vec4 texture2D(sampler2D s | ||
2248 | ,vec2 uv) { | ||
2249 | return texture(s,uv); | ||
2250 | } | ||
2251 | uniform sampler2D s0; | ||
2252 | smooth in vec2 vo1; | ||
2253 | out vec4 f0; | ||
2254 | vec4 setAlpha(vec4 z0) { | ||
2255 | return ((z0) * (vec4 (1.0 | ||
2256 | ,1.0 | ||
2257 | ,1.0 | ||
2258 | ,0.0))) + (vec4 (0.0 | ||
2259 | ,0.0 | ||
2260 | ,0.0 | ||
2261 | ,1.0)); | ||
2262 | } | ||
2263 | void main() { | ||
2264 | f0 = setAlpha | ||
2265 | (((((vo1).yyyx) * (0.5)) + (texture2D | ||
2266 | (s0,vo1))) * (0.7)); | ||
2267 | } | ||
2268 | """ | ||
2269 | } | ||
2270 | , Program | ||
2271 | { programUniforms = fromList [ ( "Time" , Float ) ] | ||
2272 | , programStreams = | ||
2273 | fromList | ||
2274 | [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) | ||
2275 | , ( "vi2" , Parameter { name = "vertexUV" , ty = V2F } ) | ||
2276 | ] | ||
2277 | , programInTextures = fromList [ ( "s0" , FTexture2D ) ] | ||
2278 | , programOutput = [ Parameter { name = "f0" , ty = V4F } ] | ||
2279 | , vertexShader = | ||
2280 | """ | ||
2281 | #version 330 core | ||
2282 | vec4 texture2D(sampler2D s | ||
2283 | ,vec2 uv) { | ||
2284 | return texture(s,uv); | ||
2285 | } | ||
2286 | uniform float Time; | ||
2287 | in vec4 vi1; | ||
2288 | in vec2 vi2; | ||
2289 | smooth out vec2 vo1; | ||
2290 | vec4 r1_Float; | ||
2291 | vec4 r2_Float; | ||
2292 | vec4 r3_Float; | ||
2293 | vec4 ext0_Float_3(vec3 z0) { | ||
2294 | return vec4 ((z0).x | ||
2295 | ,(z0).y | ||
2296 | ,(z0).z | ||
2297 | ,0.0); | ||
2298 | } | ||
2299 | vec3 neg_VecSFloat3(vec3 z0) { | ||
2300 | return - (z0); | ||
2301 | } | ||
2302 | mat4 translateBefore4(vec3 z0) { | ||
2303 | return mat4 (r1_Float | ||
2304 | ,r2_Float | ||
2305 | ,r3_Float | ||
2306 | ,vec4 ((z0).x | ||
2307 | ,(z0).y | ||
2308 | ,(z0).z | ||
2309 | ,1.0)); | ||
2310 | } | ||
2311 | mat4 lookat(vec3 z0 | ||
2312 | ,vec3 z1 | ||
2313 | ,vec3 z2) { | ||
2314 | return (transpose (mat4 | ||
2315 | (ext0_Float_3 (normalize (cross | ||
2316 | (z2,normalize ((z0) - (z1))))) | ||
2317 | ,ext0_Float_3 (cross (normalize | ||
2318 | ((z0) - (z1)) | ||
2319 | ,normalize (cross (z2 | ||
2320 | ,normalize ((z0) - (z1)))))) | ||
2321 | ,ext0_Float_3 (normalize | ||
2322 | ((z0) - (z1))) | ||
2323 | ,vec4 (0.0 | ||
2324 | ,0.0 | ||
2325 | ,0.0 | ||
2326 | ,1.0)))) * (translateBefore4 | ||
2327 | (neg_VecSFloat3 (z0))); | ||
2328 | } | ||
2329 | mat4 perspective(float z0 | ||
2330 | ,float z1 | ||
2331 | ,float z2 | ||
2332 | ,float z3) { | ||
2333 | return mat4 (vec4 | ||
2334 | (((2.0) * (z0)) / (((z3) * ((z0) * (tan | ||
2335 | ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan | ||
2336 | ((z2) / (2.0))))))) | ||
2337 | ,0.0 | ||
2338 | ,0.0 | ||
2339 | ,0.0) | ||
2340 | ,vec4 (0.0 | ||
2341 | ,((2.0) * (z0)) / (((z0) * (tan | ||
2342 | ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan | ||
2343 | ((z2) / (2.0)))))) | ||
2344 | ,0.0 | ||
2345 | ,0.0) | ||
2346 | ,vec4 ((((z3) * ((z0) * (tan | ||
2347 | ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan | ||
2348 | ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan | ||
2349 | ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan | ||
2350 | ((z2) / (2.0))))))) | ||
2351 | ,(((z0) * (tan | ||
2352 | ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan | ||
2353 | ((z2) / (2.0)))))) / (((z0) * (tan | ||
2354 | ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan | ||
2355 | ((z2) / (2.0)))))) | ||
2356 | ,(0.0) - (((z1) + (z0)) / ((z1) - (z0))) | ||
2357 | ,-1.0) | ||
2358 | ,vec4 (0.0 | ||
2359 | ,0.0 | ||
2360 | ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))) | ||
2361 | ,0.0)); | ||
2362 | } | ||
2363 | mat4 rotMatrixY(float z0) { | ||
2364 | return mat4 (vec4 (cos (z0) | ||
2365 | ,0.0 | ||
2366 | ,(0.0) - (sin (z0)) | ||
2367 | ,0.0) | ||
2368 | ,vec4 (0.0,1.0,0.0,0.0) | ||
2369 | ,vec4 (sin (z0) | ||
2370 | ,0.0 | ||
2371 | ,cos (z0) | ||
2372 | ,0.0) | ||
2373 | ,vec4 (0.0,0.0,0.0,1.0)); | ||
2374 | } | ||
2375 | mat4 rotMatrix; | ||
2376 | mat4 rotMatrixX(float z0) { | ||
2377 | return mat4 (vec4 (1.0 | ||
2378 | ,0.0 | ||
2379 | ,0.0 | ||
2380 | ,0.0) | ||
2381 | ,vec4 (0.0 | ||
2382 | ,cos (z0) | ||
2383 | ,sin (z0) | ||
2384 | ,0.0) | ||
2385 | ,vec4 (0.0 | ||
2386 | ,(0.0) - (sin (z0)) | ||
2387 | ,cos (z0) | ||
2388 | ,0.0) | ||
2389 | ,vec4 (0.0,0.0,0.0,1.0)); | ||
2390 | } | ||
2391 | vec4 scale(float z0,vec4 z1) { | ||
2392 | return (z1) * (vec4 (z0 | ||
2393 | ,z0 | ||
2394 | ,z0 | ||
2395 | ,1.0)); | ||
2396 | } | ||
2397 | void main() { | ||
2398 | r1_Float = vec4 (1.0 | ||
2399 | ,0.0 | ||
2400 | ,0.0 | ||
2401 | ,0.0); | ||
2402 | r2_Float = vec4 (0.0 | ||
2403 | ,1.0 | ||
2404 | ,0.0 | ||
2405 | ,0.0); | ||
2406 | r3_Float = vec4 (0.0 | ||
2407 | ,0.0 | ||
2408 | ,1.0 | ||
2409 | ,0.0); | ||
2410 | rotMatrix = ((perspective (0.1 | ||
2411 | ,100.0 | ||
2412 | ,0.5235987755982988 | ||
2413 | ,1.0)) * (lookat (vec3 (3.0 | ||
2414 | ,1.3 | ||
2415 | ,0.3) | ||
2416 | ,vec3 (0.0,0.0,0.0) | ||
2417 | ,vec3 (0.0 | ||
2418 | ,1.0 | ||
2419 | ,0.0)))) * (rotMatrixY | ||
2420 | ((0.1308996938995747) * (Time))); | ||
2421 | gl_Position = | ||
2422 | (rotMatrix) * (scale (0.4 | ||
2423 | ,(rotMatrixX (0.8)) * (vi1))); | ||
2424 | vo1 = vi2; | ||
2425 | } | ||
2426 | """ | ||
2427 | , geometryShader = Nothing | ||
2428 | , fragmentShader = | ||
2429 | """ | ||
2430 | #version 330 core | ||
2431 | vec4 texture2D(sampler2D s | ||
2432 | ,vec2 uv) { | ||
2433 | return texture(s,uv); | ||
2434 | } | ||
2435 | uniform sampler2D s0; | ||
2436 | smooth in vec2 vo1; | ||
2437 | out vec4 f0; | ||
2438 | vec4 setAlpha(vec4 z0) { | ||
2439 | return ((z0) * (vec4 (1.0 | ||
2440 | ,1.0 | ||
2441 | ,1.0 | ||
2442 | ,0.0))) + (vec4 (0.0 | ||
2443 | ,0.0 | ||
2444 | ,0.0 | ||
2445 | ,1.0)); | ||
2446 | } | ||
2447 | void main() { | ||
2448 | f0 = setAlpha | ||
2449 | (((((vo1).yyyx) * (0.5)) + (texture2D | ||
2450 | (s0,vo1))) * (0.7)); | ||
2451 | } | ||
2452 | """ | ||
2453 | } | ||
2454 | , Program | ||
2455 | { programUniforms = fromList [ ( "Time" , Float ) ] | ||
2456 | , programStreams = | ||
2457 | fromList | ||
2458 | [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) | ||
2459 | , ( "vi2" , Parameter { name = "vertexUV" , ty = V2F } ) | ||
2460 | ] | ||
2461 | , programInTextures = fromList [ ( "s0" , FTexture2D ) ] | ||
2462 | , programOutput = [ Parameter { name = "f0" , ty = V4F } ] | ||
2463 | , vertexShader = | ||
2464 | """ | ||
2465 | #version 330 core | ||
2466 | vec4 texture2D(sampler2D s | ||
2467 | ,vec2 uv) { | ||
2468 | return texture(s,uv); | ||
2469 | } | ||
2470 | uniform float Time; | ||
2471 | in vec4 vi1; | ||
2472 | in vec2 vi2; | ||
2473 | smooth out vec2 vo1; | ||
2474 | vec4 r1_Float; | ||
2475 | vec4 r2_Float; | ||
2476 | vec4 r3_Float; | ||
2477 | vec4 ext0_Float_3(vec3 z0) { | ||
2478 | return vec4 ((z0).x | ||
2479 | ,(z0).y | ||
2480 | ,(z0).z | ||
2481 | ,0.0); | ||
2482 | } | ||
2483 | vec3 neg_VecSFloat3(vec3 z0) { | ||
2484 | return - (z0); | ||
2485 | } | ||
2486 | mat4 translateBefore4(vec3 z0) { | ||
2487 | return mat4 (r1_Float | ||
2488 | ,r2_Float | ||
2489 | ,r3_Float | ||
2490 | ,vec4 ((z0).x | ||
2491 | ,(z0).y | ||
2492 | ,(z0).z | ||
2493 | ,1.0)); | ||
2494 | } | ||
2495 | mat4 lookat(vec3 z0 | ||
2496 | ,vec3 z1 | ||
2497 | ,vec3 z2) { | ||
2498 | return (transpose (mat4 | ||
2499 | (ext0_Float_3 (normalize (cross | ||
2500 | (z2,normalize ((z0) - (z1))))) | ||
2501 | ,ext0_Float_3 (cross (normalize | ||
2502 | ((z0) - (z1)) | ||
2503 | ,normalize (cross (z2 | ||
2504 | ,normalize ((z0) - (z1)))))) | ||
2505 | ,ext0_Float_3 (normalize | ||
2506 | ((z0) - (z1))) | ||
2507 | ,vec4 (0.0 | ||
2508 | ,0.0 | ||
2509 | ,0.0 | ||
2510 | ,1.0)))) * (translateBefore4 | ||
2511 | (neg_VecSFloat3 (z0))); | ||
2512 | } | ||
2513 | mat4 perspective(float z0 | ||
2514 | ,float z1 | ||
2515 | ,float z2 | ||
2516 | ,float z3) { | ||
2517 | return mat4 (vec4 | ||
2518 | (((2.0) * (z0)) / (((z3) * ((z0) * (tan | ||
2519 | ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan | ||
2520 | ((z2) / (2.0))))))) | ||
2521 | ,0.0 | ||
2522 | ,0.0 | ||
2523 | ,0.0) | ||
2524 | ,vec4 (0.0 | ||
2525 | ,((2.0) * (z0)) / (((z0) * (tan | ||
2526 | ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan | ||
2527 | ((z2) / (2.0)))))) | ||
2528 | ,0.0 | ||
2529 | ,0.0) | ||
2530 | ,vec4 ((((z3) * ((z0) * (tan | ||
2531 | ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan | ||
2532 | ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan | ||
2533 | ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan | ||
2534 | ((z2) / (2.0))))))) | ||
2535 | ,(((z0) * (tan | ||
2536 | ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan | ||
2537 | ((z2) / (2.0)))))) / (((z0) * (tan | ||
2538 | ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan | ||
2539 | ((z2) / (2.0)))))) | ||
2540 | ,(0.0) - (((z1) + (z0)) / ((z1) - (z0))) | ||
2541 | ,-1.0) | ||
2542 | ,vec4 (0.0 | ||
2543 | ,0.0 | ||
2544 | ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))) | ||
2545 | ,0.0)); | ||
2546 | } | ||
2547 | mat4 rotMatrixY(float z0) { | ||
2548 | return mat4 (vec4 (cos (z0) | ||
2549 | ,0.0 | ||
2550 | ,(0.0) - (sin (z0)) | ||
2551 | ,0.0) | ||
2552 | ,vec4 (0.0,1.0,0.0,0.0) | ||
2553 | ,vec4 (sin (z0) | ||
2554 | ,0.0 | ||
2555 | ,cos (z0) | ||
2556 | ,0.0) | ||
2557 | ,vec4 (0.0,0.0,0.0,1.0)); | ||
2558 | } | ||
2559 | mat4 rotMatrix; | ||
2560 | mat4 rotMatrixX(float z0) { | ||
2561 | return mat4 (vec4 (1.0 | ||
2562 | ,0.0 | ||
2563 | ,0.0 | ||
2564 | ,0.0) | ||
2565 | ,vec4 (0.0 | ||
2566 | ,cos (z0) | ||
2567 | ,sin (z0) | ||
2568 | ,0.0) | ||
2569 | ,vec4 (0.0 | ||
2570 | ,(0.0) - (sin (z0)) | ||
2571 | ,cos (z0) | ||
2572 | ,0.0) | ||
2573 | ,vec4 (0.0,0.0,0.0,1.0)); | ||
2574 | } | ||
2575 | vec4 scale(float z0,vec4 z1) { | ||
2576 | return (z1) * (vec4 (z0 | ||
2577 | ,z0 | ||
2578 | ,z0 | ||
2579 | ,1.0)); | ||
2580 | } | ||
2581 | void main() { | ||
2582 | r1_Float = vec4 (1.0 | ||
2583 | ,0.0 | ||
2584 | ,0.0 | ||
2585 | ,0.0); | ||
2586 | r2_Float = vec4 (0.0 | ||
2587 | ,1.0 | ||
2588 | ,0.0 | ||
2589 | ,0.0); | ||
2590 | r3_Float = vec4 (0.0 | ||
2591 | ,0.0 | ||
2592 | ,1.0 | ||
2593 | ,0.0); | ||
2594 | rotMatrix = ((perspective (0.1 | ||
2595 | ,100.0 | ||
2596 | ,0.5235987755982988 | ||
2597 | ,1.0)) * (lookat (vec3 (3.0 | ||
2598 | ,1.3 | ||
2599 | ,0.3) | ||
2600 | ,vec3 (0.0,0.0,0.0) | ||
2601 | ,vec3 (0.0 | ||
2602 | ,1.0 | ||
2603 | ,0.0)))) * (rotMatrixY | ||
2604 | ((0.1308996938995747) * (Time))); | ||
2605 | gl_Position = | ||
2606 | (rotMatrix) * (scale (0.4 | ||
2607 | ,(rotMatrixX (0.9)) * (vi1))); | ||
2608 | vo1 = vi2; | ||
2609 | } | ||
2610 | """ | ||
2611 | , geometryShader = Nothing | ||
2612 | , fragmentShader = | ||
2613 | """ | ||
2614 | #version 330 core | ||
2615 | vec4 texture2D(sampler2D s | ||
2616 | ,vec2 uv) { | ||
2617 | return texture(s,uv); | ||
2618 | } | ||
2619 | uniform sampler2D s0; | ||
2620 | smooth in vec2 vo1; | ||
2621 | out vec4 f0; | ||
2622 | vec4 setAlpha(vec4 z0) { | ||
2623 | return ((z0) * (vec4 (1.0 | ||
2624 | ,1.0 | ||
2625 | ,1.0 | ||
2626 | ,0.0))) + (vec4 (0.0 | ||
2627 | ,0.0 | ||
2628 | ,0.0 | ||
2629 | ,1.0)); | ||
2630 | } | ||
2631 | void main() { | ||
2632 | f0 = setAlpha | ||
2633 | (((((vo1).yyyx) * (0.5)) + (texture2D | ||
2634 | (s0,vo1))) * (0.7)); | ||
2635 | } | ||
2636 | """ | ||
2637 | } | ||
2638 | , Program | ||
2639 | { programUniforms = fromList [ ( "Time" , Float ) ] | ||
2640 | , programStreams = | ||
2641 | fromList | ||
2642 | [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) | ||
2643 | , ( "vi2" , Parameter { name = "vertexUV" , ty = V2F } ) | ||
2644 | ] | ||
2645 | , programInTextures = fromList [ ( "s0" , FTexture2D ) ] | ||
2646 | , programOutput = [ Parameter { name = "f0" , ty = V4F } ] | ||
2647 | , vertexShader = | ||
2648 | """ | ||
2649 | #version 330 core | ||
2650 | vec4 texture2D(sampler2D s | ||
2651 | ,vec2 uv) { | ||
2652 | return texture(s,uv); | ||
2653 | } | ||
2654 | uniform float Time; | ||
2655 | in vec4 vi1; | ||
2656 | in vec2 vi2; | ||
2657 | smooth out vec2 vo1; | ||
2658 | vec4 r1_Float; | ||
2659 | vec4 r2_Float; | ||
2660 | vec4 r3_Float; | ||
2661 | vec4 ext0_Float_3(vec3 z0) { | ||
2662 | return vec4 ((z0).x | ||
2663 | ,(z0).y | ||
2664 | ,(z0).z | ||
2665 | ,0.0); | ||
2666 | } | ||
2667 | vec3 neg_VecSFloat3(vec3 z0) { | ||
2668 | return - (z0); | ||
2669 | } | ||
2670 | mat4 translateBefore4(vec3 z0) { | ||
2671 | return mat4 (r1_Float | ||
2672 | ,r2_Float | ||
2673 | ,r3_Float | ||
2674 | ,vec4 ((z0).x | ||
2675 | ,(z0).y | ||
2676 | ,(z0).z | ||
2677 | ,1.0)); | ||
2678 | } | ||
2679 | mat4 lookat(vec3 z0 | ||
2680 | ,vec3 z1 | ||
2681 | ,vec3 z2) { | ||
2682 | return (transpose (mat4 | ||
2683 | (ext0_Float_3 (normalize (cross | ||
2684 | (z2,normalize ((z0) - (z1))))) | ||
2685 | ,ext0_Float_3 (cross (normalize | ||
2686 | ((z0) - (z1)) | ||
2687 | ,normalize (cross (z2 | ||
2688 | ,normalize ((z0) - (z1)))))) | ||
2689 | ,ext0_Float_3 (normalize | ||
2690 | ((z0) - (z1))) | ||
2691 | ,vec4 (0.0 | ||
2692 | ,0.0 | ||
2693 | ,0.0 | ||
2694 | ,1.0)))) * (translateBefore4 | ||
2695 | (neg_VecSFloat3 (z0))); | ||
2696 | } | ||
2697 | mat4 perspective(float z0 | ||
2698 | ,float z1 | ||
2699 | ,float z2 | ||
2700 | ,float z3) { | ||
2701 | return mat4 (vec4 | ||
2702 | (((2.0) * (z0)) / (((z3) * ((z0) * (tan | ||
2703 | ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan | ||
2704 | ((z2) / (2.0))))))) | ||
2705 | ,0.0 | ||
2706 | ,0.0 | ||
2707 | ,0.0) | ||
2708 | ,vec4 (0.0 | ||
2709 | ,((2.0) * (z0)) / (((z0) * (tan | ||
2710 | ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan | ||
2711 | ((z2) / (2.0)))))) | ||
2712 | ,0.0 | ||
2713 | ,0.0) | ||
2714 | ,vec4 ((((z3) * ((z0) * (tan | ||
2715 | ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan | ||
2716 | ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan | ||
2717 | ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan | ||
2718 | ((z2) / (2.0))))))) | ||
2719 | ,(((z0) * (tan | ||
2720 | ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan | ||
2721 | ((z2) / (2.0)))))) / (((z0) * (tan | ||
2722 | ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan | ||
2723 | ((z2) / (2.0)))))) | ||
2724 | ,(0.0) - (((z1) + (z0)) / ((z1) - (z0))) | ||
2725 | ,-1.0) | ||
2726 | ,vec4 (0.0 | ||
2727 | ,0.0 | ||
2728 | ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))) | ||
2729 | ,0.0)); | ||
2730 | } | ||
2731 | mat4 rotMatrixY(float z0) { | ||
2732 | return mat4 (vec4 (cos (z0) | ||
2733 | ,0.0 | ||
2734 | ,(0.0) - (sin (z0)) | ||
2735 | ,0.0) | ||
2736 | ,vec4 (0.0,1.0,0.0,0.0) | ||
2737 | ,vec4 (sin (z0) | ||
2738 | ,0.0 | ||
2739 | ,cos (z0) | ||
2740 | ,0.0) | ||
2741 | ,vec4 (0.0,0.0,0.0,1.0)); | ||
2742 | } | ||
2743 | mat4 rotMatrix; | ||
2744 | mat4 rotMatrixX(float z0) { | ||
2745 | return mat4 (vec4 (1.0 | ||
2746 | ,0.0 | ||
2747 | ,0.0 | ||
2748 | ,0.0) | ||
2749 | ,vec4 (0.0 | ||
2750 | ,cos (z0) | ||
2751 | ,sin (z0) | ||
2752 | ,0.0) | ||
2753 | ,vec4 (0.0 | ||
2754 | ,(0.0) - (sin (z0)) | ||
2755 | ,cos (z0) | ||
2756 | ,0.0) | ||
2757 | ,vec4 (0.0,0.0,0.0,1.0)); | ||
2758 | } | ||
2759 | vec4 scale(float z0,vec4 z1) { | ||
2760 | return (z1) * (vec4 (z0 | ||
2761 | ,z0 | ||
2762 | ,z0 | ||
2763 | ,1.0)); | ||
2764 | } | ||
2765 | void main() { | ||
2766 | r1_Float = vec4 (1.0 | ||
2767 | ,0.0 | ||
2768 | ,0.0 | ||
2769 | ,0.0); | ||
2770 | r2_Float = vec4 (0.0 | ||
2771 | ,1.0 | ||
2772 | ,0.0 | ||
2773 | ,0.0); | ||
2774 | r3_Float = vec4 (0.0 | ||
2775 | ,0.0 | ||
2776 | ,1.0 | ||
2777 | ,0.0); | ||
2778 | rotMatrix = ((perspective (0.1 | ||
2779 | ,100.0 | ||
2780 | ,0.5235987755982988 | ||
2781 | ,1.0)) * (lookat (vec3 (3.0 | ||
2782 | ,1.3 | ||
2783 | ,0.3) | ||
2784 | ,vec3 (0.0,0.0,0.0) | ||
2785 | ,vec3 (0.0 | ||
2786 | ,1.0 | ||
2787 | ,0.0)))) * (rotMatrixY | ||
2788 | ((0.1308996938995747) * (Time))); | ||
2789 | gl_Position = | ||
2790 | (rotMatrix) * (scale (0.4 | ||
2791 | ,(rotMatrixX (1.0)) * (vi1))); | ||
2792 | vo1 = vi2; | ||
2793 | } | ||
2794 | """ | ||
2795 | , geometryShader = Nothing | ||
2796 | , fragmentShader = | ||
2797 | """ | ||
2798 | #version 330 core | ||
2799 | vec4 texture2D(sampler2D s | ||
2800 | ,vec2 uv) { | ||
2801 | return texture(s,uv); | ||
2802 | } | ||
2803 | uniform sampler2D s0; | ||
2804 | smooth in vec2 vo1; | ||
2805 | out vec4 f0; | ||
2806 | vec4 setAlpha(vec4 z0) { | ||
2807 | return ((z0) * (vec4 (1.0 | ||
2808 | ,1.0 | ||
2809 | ,1.0 | ||
2810 | ,0.0))) + (vec4 (0.0 | ||
2811 | ,0.0 | ||
2812 | ,0.0 | ||
2813 | ,1.0)); | ||
2814 | } | ||
2815 | void main() { | ||
2816 | f0 = setAlpha | ||
2817 | (((((vo1).yyyx) * (0.5)) + (texture2D | ||
2818 | (s0,vo1))) * (0.7)); | ||
2819 | } | ||
2820 | """ | ||
2821 | } | ||
2822 | , Program | ||
2823 | { programUniforms = fromList [ ( "Time" , Float ) ] | ||
2824 | , programStreams = | ||
2825 | fromList | ||
2826 | [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) | ||
2827 | , ( "vi2" , Parameter { name = "vertexUV" , ty = V2F } ) | ||
2828 | ] | ||
2829 | , programInTextures = fromList [ ( "s0" , FTexture2D ) ] | ||
2830 | , programOutput = [ Parameter { name = "f0" , ty = V4F } ] | ||
2831 | , vertexShader = | ||
2832 | """ | ||
2833 | #version 330 core | ||
2834 | vec4 texture2D(sampler2D s | ||
2835 | ,vec2 uv) { | ||
2836 | return texture(s,uv); | ||
2837 | } | ||
2838 | uniform float Time; | ||
2839 | in vec4 vi1; | ||
2840 | in vec2 vi2; | ||
2841 | smooth out vec2 vo1; | ||
2842 | vec4 r1_Float; | ||
2843 | vec4 r2_Float; | ||
2844 | vec4 r3_Float; | ||
2845 | vec4 ext0_Float_3(vec3 z0) { | ||
2846 | return vec4 ((z0).x | ||
2847 | ,(z0).y | ||
2848 | ,(z0).z | ||
2849 | ,0.0); | ||
2850 | } | ||
2851 | vec3 neg_VecSFloat3(vec3 z0) { | ||
2852 | return - (z0); | ||
2853 | } | ||
2854 | mat4 translateBefore4(vec3 z0) { | ||
2855 | return mat4 (r1_Float | ||
2856 | ,r2_Float | ||
2857 | ,r3_Float | ||
2858 | ,vec4 ((z0).x | ||
2859 | ,(z0).y | ||
2860 | ,(z0).z | ||
2861 | ,1.0)); | ||
2862 | } | ||
2863 | mat4 lookat(vec3 z0 | ||
2864 | ,vec3 z1 | ||
2865 | ,vec3 z2) { | ||
2866 | return (transpose (mat4 | ||
2867 | (ext0_Float_3 (normalize (cross | ||
2868 | (z2,normalize ((z0) - (z1))))) | ||
2869 | ,ext0_Float_3 (cross (normalize | ||
2870 | ((z0) - (z1)) | ||
2871 | ,normalize (cross (z2 | ||
2872 | ,normalize ((z0) - (z1)))))) | ||
2873 | ,ext0_Float_3 (normalize | ||
2874 | ((z0) - (z1))) | ||
2875 | ,vec4 (0.0 | ||
2876 | ,0.0 | ||
2877 | ,0.0 | ||
2878 | ,1.0)))) * (translateBefore4 | ||
2879 | (neg_VecSFloat3 (z0))); | ||
2880 | } | ||
2881 | mat4 perspective(float z0 | ||
2882 | ,float z1 | ||
2883 | ,float z2 | ||
2884 | ,float z3) { | ||
2885 | return mat4 (vec4 | ||
2886 | (((2.0) * (z0)) / (((z3) * ((z0) * (tan | ||
2887 | ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan | ||
2888 | ((z2) / (2.0))))))) | ||
2889 | ,0.0 | ||
2890 | ,0.0 | ||
2891 | ,0.0) | ||
2892 | ,vec4 (0.0 | ||
2893 | ,((2.0) * (z0)) / (((z0) * (tan | ||
2894 | ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan | ||
2895 | ((z2) / (2.0)))))) | ||
2896 | ,0.0 | ||
2897 | ,0.0) | ||
2898 | ,vec4 ((((z3) * ((z0) * (tan | ||
2899 | ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan | ||
2900 | ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan | ||
2901 | ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan | ||
2902 | ((z2) / (2.0))))))) | ||
2903 | ,(((z0) * (tan | ||
2904 | ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan | ||
2905 | ((z2) / (2.0)))))) / (((z0) * (tan | ||
2906 | ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan | ||
2907 | ((z2) / (2.0)))))) | ||
2908 | ,(0.0) - (((z1) + (z0)) / ((z1) - (z0))) | ||
2909 | ,-1.0) | ||
2910 | ,vec4 (0.0 | ||
2911 | ,0.0 | ||
2912 | ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))) | ||
2913 | ,0.0)); | ||
2914 | } | ||
2915 | mat4 rotMatrixY(float z0) { | ||
2916 | return mat4 (vec4 (cos (z0) | ||
2917 | ,0.0 | ||
2918 | ,(0.0) - (sin (z0)) | ||
2919 | ,0.0) | ||
2920 | ,vec4 (0.0,1.0,0.0,0.0) | ||
2921 | ,vec4 (sin (z0) | ||
2922 | ,0.0 | ||
2923 | ,cos (z0) | ||
2924 | ,0.0) | ||
2925 | ,vec4 (0.0,0.0,0.0,1.0)); | ||
2926 | } | ||
2927 | mat4 rotMatrix; | ||
2928 | mat4 rotMatrixX(float z0) { | ||
2929 | return mat4 (vec4 (1.0 | ||
2930 | ,0.0 | ||
2931 | ,0.0 | ||
2932 | ,0.0) | ||
2933 | ,vec4 (0.0 | ||
2934 | ,cos (z0) | ||
2935 | ,sin (z0) | ||
2936 | ,0.0) | ||
2937 | ,vec4 (0.0 | ||
2938 | ,(0.0) - (sin (z0)) | ||
2939 | ,cos (z0) | ||
2940 | ,0.0) | ||
2941 | ,vec4 (0.0,0.0,0.0,1.0)); | ||
2942 | } | ||
2943 | vec4 scale(float z0,vec4 z1) { | ||
2944 | return (z1) * (vec4 (z0 | ||
2945 | ,z0 | ||
2946 | ,z0 | ||
2947 | ,1.0)); | ||
2948 | } | ||
2949 | void main() { | ||
2950 | r1_Float = vec4 (1.0 | ||
2951 | ,0.0 | ||
2952 | ,0.0 | ||
2953 | ,0.0); | ||
2954 | r2_Float = vec4 (0.0 | ||
2955 | ,1.0 | ||
2956 | ,0.0 | ||
2957 | ,0.0); | ||
2958 | r3_Float = vec4 (0.0 | ||
2959 | ,0.0 | ||
2960 | ,1.0 | ||
2961 | ,0.0); | ||
2962 | rotMatrix = ((perspective (0.1 | ||
2963 | ,100.0 | ||
2964 | ,0.5235987755982988 | ||
2965 | ,1.0)) * (lookat (vec3 (3.0 | ||
2966 | ,1.3 | ||
2967 | ,0.3) | ||
2968 | ,vec3 (0.0,0.0,0.0) | ||
2969 | ,vec3 (0.0 | ||
2970 | ,1.0 | ||
2971 | ,0.0)))) * (rotMatrixY | ||
2972 | ((0.1308996938995747) * (Time))); | ||
2973 | gl_Position = | ||
2974 | (rotMatrix) * (scale (0.4 | ||
2975 | ,(rotMatrixX (1.1)) * (vi1))); | ||
2976 | vo1 = vi2; | ||
2977 | } | ||
2978 | """ | ||
2979 | , geometryShader = Nothing | ||
2980 | , fragmentShader = | ||
2981 | """ | ||
2982 | #version 330 core | ||
2983 | vec4 texture2D(sampler2D s | ||
2984 | ,vec2 uv) { | ||
2985 | return texture(s,uv); | ||
2986 | } | ||
2987 | uniform sampler2D s0; | ||
2988 | smooth in vec2 vo1; | ||
2989 | out vec4 f0; | ||
2990 | vec4 setAlpha(vec4 z0) { | ||
2991 | return ((z0) * (vec4 (1.0 | ||
2992 | ,1.0 | ||
2993 | ,1.0 | ||
2994 | ,0.0))) + (vec4 (0.0 | ||
2995 | ,0.0 | ||
2996 | ,0.0 | ||
2997 | ,1.0)); | ||
2998 | } | ||
2999 | void main() { | ||
3000 | f0 = setAlpha | ||
3001 | (((((vo1).yyyx) * (0.5)) + (texture2D | ||
3002 | (s0,vo1))) * (0.7)); | ||
3003 | } | ||
3004 | """ | ||
3005 | } | ||
3006 | , Program | ||
3007 | { programUniforms = fromList [ ( "Time" , Float ) ] | ||
3008 | , programStreams = | ||
3009 | fromList | ||
3010 | [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) | ||
3011 | , ( "vi2" , Parameter { name = "vertexUV" , ty = V2F } ) | ||
3012 | ] | ||
3013 | , programInTextures = fromList [ ( "s0" , FTexture2D ) ] | ||
3014 | , programOutput = [ Parameter { name = "f0" , ty = V4F } ] | ||
3015 | , vertexShader = | ||
3016 | """ | ||
3017 | #version 330 core | ||
3018 | vec4 texture2D(sampler2D s | ||
3019 | ,vec2 uv) { | ||
3020 | return texture(s,uv); | ||
3021 | } | ||
3022 | uniform float Time; | ||
3023 | in vec4 vi1; | ||
3024 | in vec2 vi2; | ||
3025 | smooth out vec2 vo1; | ||
3026 | vec4 r1_Float; | ||
3027 | vec4 r2_Float; | ||
3028 | vec4 r3_Float; | ||
3029 | vec4 ext0_Float_3(vec3 z0) { | ||
3030 | return vec4 ((z0).x | ||
3031 | ,(z0).y | ||
3032 | ,(z0).z | ||
3033 | ,0.0); | ||
3034 | } | ||
3035 | vec3 neg_VecSFloat3(vec3 z0) { | ||
3036 | return - (z0); | ||
3037 | } | ||
3038 | mat4 translateBefore4(vec3 z0) { | ||
3039 | return mat4 (r1_Float | ||
3040 | ,r2_Float | ||
3041 | ,r3_Float | ||
3042 | ,vec4 ((z0).x | ||
3043 | ,(z0).y | ||
3044 | ,(z0).z | ||
3045 | ,1.0)); | ||
3046 | } | ||
3047 | mat4 lookat(vec3 z0 | ||
3048 | ,vec3 z1 | ||
3049 | ,vec3 z2) { | ||
3050 | return (transpose (mat4 | ||
3051 | (ext0_Float_3 (normalize (cross | ||
3052 | (z2,normalize ((z0) - (z1))))) | ||
3053 | ,ext0_Float_3 (cross (normalize | ||
3054 | ((z0) - (z1)) | ||
3055 | ,normalize (cross (z2 | ||
3056 | ,normalize ((z0) - (z1)))))) | ||
3057 | ,ext0_Float_3 (normalize | ||
3058 | ((z0) - (z1))) | ||
3059 | ,vec4 (0.0 | ||
3060 | ,0.0 | ||
3061 | ,0.0 | ||
3062 | ,1.0)))) * (translateBefore4 | ||
3063 | (neg_VecSFloat3 (z0))); | ||
3064 | } | ||
3065 | mat4 perspective(float z0 | ||
3066 | ,float z1 | ||
3067 | ,float z2 | ||
3068 | ,float z3) { | ||
3069 | return mat4 (vec4 | ||
3070 | (((2.0) * (z0)) / (((z3) * ((z0) * (tan | ||
3071 | ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan | ||
3072 | ((z2) / (2.0))))))) | ||
3073 | ,0.0 | ||
3074 | ,0.0 | ||
3075 | ,0.0) | ||
3076 | ,vec4 (0.0 | ||
3077 | ,((2.0) * (z0)) / (((z0) * (tan | ||
3078 | ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan | ||
3079 | ((z2) / (2.0)))))) | ||
3080 | ,0.0 | ||
3081 | ,0.0) | ||
3082 | ,vec4 ((((z3) * ((z0) * (tan | ||
3083 | ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan | ||
3084 | ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan | ||
3085 | ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan | ||
3086 | ((z2) / (2.0))))))) | ||
3087 | ,(((z0) * (tan | ||
3088 | ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan | ||
3089 | ((z2) / (2.0)))))) / (((z0) * (tan | ||
3090 | ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan | ||
3091 | ((z2) / (2.0)))))) | ||
3092 | ,(0.0) - (((z1) + (z0)) / ((z1) - (z0))) | ||
3093 | ,-1.0) | ||
3094 | ,vec4 (0.0 | ||
3095 | ,0.0 | ||
3096 | ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))) | ||
3097 | ,0.0)); | ||
3098 | } | ||
3099 | mat4 rotMatrixY(float z0) { | ||
3100 | return mat4 (vec4 (cos (z0) | ||
3101 | ,0.0 | ||
3102 | ,(0.0) - (sin (z0)) | ||
3103 | ,0.0) | ||
3104 | ,vec4 (0.0,1.0,0.0,0.0) | ||
3105 | ,vec4 (sin (z0) | ||
3106 | ,0.0 | ||
3107 | ,cos (z0) | ||
3108 | ,0.0) | ||
3109 | ,vec4 (0.0,0.0,0.0,1.0)); | ||
3110 | } | ||
3111 | mat4 rotMatrix; | ||
3112 | mat4 rotMatrixX(float z0) { | ||
3113 | return mat4 (vec4 (1.0 | ||
3114 | ,0.0 | ||
3115 | ,0.0 | ||
3116 | ,0.0) | ||
3117 | ,vec4 (0.0 | ||
3118 | ,cos (z0) | ||
3119 | ,sin (z0) | ||
3120 | ,0.0) | ||
3121 | ,vec4 (0.0 | ||
3122 | ,(0.0) - (sin (z0)) | ||
3123 | ,cos (z0) | ||
3124 | ,0.0) | ||
3125 | ,vec4 (0.0,0.0,0.0,1.0)); | ||
3126 | } | ||
3127 | vec4 scale(float z0,vec4 z1) { | ||
3128 | return (z1) * (vec4 (z0 | ||
3129 | ,z0 | ||
3130 | ,z0 | ||
3131 | ,1.0)); | ||
3132 | } | ||
3133 | void main() { | ||
3134 | r1_Float = vec4 (1.0 | ||
3135 | ,0.0 | ||
3136 | ,0.0 | ||
3137 | ,0.0); | ||
3138 | r2_Float = vec4 (0.0 | ||
3139 | ,1.0 | ||
3140 | ,0.0 | ||
3141 | ,0.0); | ||
3142 | r3_Float = vec4 (0.0 | ||
3143 | ,0.0 | ||
3144 | ,1.0 | ||
3145 | ,0.0); | ||
3146 | rotMatrix = ((perspective (0.1 | ||
3147 | ,100.0 | ||
3148 | ,0.5235987755982988 | ||
3149 | ,1.0)) * (lookat (vec3 (3.0 | ||
3150 | ,1.3 | ||
3151 | ,0.3) | ||
3152 | ,vec3 (0.0,0.0,0.0) | ||
3153 | ,vec3 (0.0 | ||
3154 | ,1.0 | ||
3155 | ,0.0)))) * (rotMatrixY | ||
3156 | ((0.1308996938995747) * (Time))); | ||
3157 | gl_Position = | ||
3158 | (rotMatrix) * (scale (0.4 | ||
3159 | ,(rotMatrixX (1.2)) * (vi1))); | ||
3160 | vo1 = vi2; | ||
3161 | } | ||
3162 | """ | ||
3163 | , geometryShader = Nothing | ||
3164 | , fragmentShader = | ||
3165 | """ | ||
3166 | #version 330 core | ||
3167 | vec4 texture2D(sampler2D s | ||
3168 | ,vec2 uv) { | ||
3169 | return texture(s,uv); | ||
3170 | } | ||
3171 | uniform sampler2D s0; | ||
3172 | smooth in vec2 vo1; | ||
3173 | out vec4 f0; | ||
3174 | vec4 setAlpha(vec4 z0) { | ||
3175 | return ((z0) * (vec4 (1.0 | ||
3176 | ,1.0 | ||
3177 | ,1.0 | ||
3178 | ,0.0))) + (vec4 (0.0 | ||
3179 | ,0.0 | ||
3180 | ,0.0 | ||
3181 | ,1.0)); | ||
3182 | } | ||
3183 | void main() { | ||
3184 | f0 = setAlpha | ||
3185 | (((((vo1).yyyx) * (0.5)) + (texture2D | ||
3186 | (s0,vo1))) * (0.7)); | ||
3187 | } | ||
3188 | """ | ||
3189 | } | ||
3190 | , Program | ||
3191 | { programUniforms = fromList [ ( "Time" , Float ) ] | ||
3192 | , programStreams = | ||
3193 | fromList | ||
3194 | [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) | ||
3195 | , ( "vi2" , Parameter { name = "vertexUV" , ty = V2F } ) | ||
3196 | ] | ||
3197 | , programInTextures = fromList [ ( "s0" , FTexture2D ) ] | ||
3198 | , programOutput = [ Parameter { name = "f0" , ty = V4F } ] | ||
3199 | , vertexShader = | ||
3200 | """ | ||
3201 | #version 330 core | ||
3202 | vec4 texture2D(sampler2D s | ||
3203 | ,vec2 uv) { | ||
3204 | return texture(s,uv); | ||
3205 | } | ||
3206 | uniform float Time; | ||
3207 | in vec4 vi1; | ||
3208 | in vec2 vi2; | ||
3209 | smooth out vec2 vo1; | ||
3210 | vec4 r1_Float; | ||
3211 | vec4 r2_Float; | ||
3212 | vec4 r3_Float; | ||
3213 | vec4 ext0_Float_3(vec3 z0) { | ||
3214 | return vec4 ((z0).x | ||
3215 | ,(z0).y | ||
3216 | ,(z0).z | ||
3217 | ,0.0); | ||
3218 | } | ||
3219 | vec3 neg_VecSFloat3(vec3 z0) { | ||
3220 | return - (z0); | ||
3221 | } | ||
3222 | mat4 translateBefore4(vec3 z0) { | ||
3223 | return mat4 (r1_Float | ||
3224 | ,r2_Float | ||
3225 | ,r3_Float | ||
3226 | ,vec4 ((z0).x | ||
3227 | ,(z0).y | ||
3228 | ,(z0).z | ||
3229 | ,1.0)); | ||
3230 | } | ||
3231 | mat4 lookat(vec3 z0 | ||
3232 | ,vec3 z1 | ||
3233 | ,vec3 z2) { | ||
3234 | return (transpose (mat4 | ||
3235 | (ext0_Float_3 (normalize (cross | ||
3236 | (z2,normalize ((z0) - (z1))))) | ||
3237 | ,ext0_Float_3 (cross (normalize | ||
3238 | ((z0) - (z1)) | ||
3239 | ,normalize (cross (z2 | ||
3240 | ,normalize ((z0) - (z1)))))) | ||
3241 | ,ext0_Float_3 (normalize | ||
3242 | ((z0) - (z1))) | ||
3243 | ,vec4 (0.0 | ||
3244 | ,0.0 | ||
3245 | ,0.0 | ||
3246 | ,1.0)))) * (translateBefore4 | ||
3247 | (neg_VecSFloat3 (z0))); | ||
3248 | } | ||
3249 | mat4 perspective(float z0 | ||
3250 | ,float z1 | ||
3251 | ,float z2 | ||
3252 | ,float z3) { | ||
3253 | return mat4 (vec4 | ||
3254 | (((2.0) * (z0)) / (((z3) * ((z0) * (tan | ||
3255 | ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan | ||
3256 | ((z2) / (2.0))))))) | ||
3257 | ,0.0 | ||
3258 | ,0.0 | ||
3259 | ,0.0) | ||
3260 | ,vec4 (0.0 | ||
3261 | ,((2.0) * (z0)) / (((z0) * (tan | ||
3262 | ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan | ||
3263 | ((z2) / (2.0)))))) | ||
3264 | ,0.0 | ||
3265 | ,0.0) | ||
3266 | ,vec4 ((((z3) * ((z0) * (tan | ||
3267 | ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan | ||
3268 | ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan | ||
3269 | ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan | ||
3270 | ((z2) / (2.0))))))) | ||
3271 | ,(((z0) * (tan | ||
3272 | ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan | ||
3273 | ((z2) / (2.0)))))) / (((z0) * (tan | ||
3274 | ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan | ||
3275 | ((z2) / (2.0)))))) | ||
3276 | ,(0.0) - (((z1) + (z0)) / ((z1) - (z0))) | ||
3277 | ,-1.0) | ||
3278 | ,vec4 (0.0 | ||
3279 | ,0.0 | ||
3280 | ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))) | ||
3281 | ,0.0)); | ||
3282 | } | ||
3283 | mat4 rotMatrixY(float z0) { | ||
3284 | return mat4 (vec4 (cos (z0) | ||
3285 | ,0.0 | ||
3286 | ,(0.0) - (sin (z0)) | ||
3287 | ,0.0) | ||
3288 | ,vec4 (0.0,1.0,0.0,0.0) | ||
3289 | ,vec4 (sin (z0) | ||
3290 | ,0.0 | ||
3291 | ,cos (z0) | ||
3292 | ,0.0) | ||
3293 | ,vec4 (0.0,0.0,0.0,1.0)); | ||
3294 | } | ||
3295 | mat4 rotMatrix; | ||
3296 | mat4 rotMatrixX(float z0) { | ||
3297 | return mat4 (vec4 (1.0 | ||
3298 | ,0.0 | ||
3299 | ,0.0 | ||
3300 | ,0.0) | ||
3301 | ,vec4 (0.0 | ||
3302 | ,cos (z0) | ||
3303 | ,sin (z0) | ||
3304 | ,0.0) | ||
3305 | ,vec4 (0.0 | ||
3306 | ,(0.0) - (sin (z0)) | ||
3307 | ,cos (z0) | ||
3308 | ,0.0) | ||
3309 | ,vec4 (0.0,0.0,0.0,1.0)); | ||
3310 | } | ||
3311 | vec4 scale(float z0,vec4 z1) { | ||
3312 | return (z1) * (vec4 (z0 | ||
3313 | ,z0 | ||
3314 | ,z0 | ||
3315 | ,1.0)); | ||
3316 | } | ||
3317 | void main() { | ||
3318 | r1_Float = vec4 (1.0 | ||
3319 | ,0.0 | ||
3320 | ,0.0 | ||
3321 | ,0.0); | ||
3322 | r2_Float = vec4 (0.0 | ||
3323 | ,1.0 | ||
3324 | ,0.0 | ||
3325 | ,0.0); | ||
3326 | r3_Float = vec4 (0.0 | ||
3327 | ,0.0 | ||
3328 | ,1.0 | ||
3329 | ,0.0); | ||
3330 | rotMatrix = ((perspective (0.1 | ||
3331 | ,100.0 | ||
3332 | ,0.5235987755982988 | ||
3333 | ,1.0)) * (lookat (vec3 (3.0 | ||
3334 | ,1.3 | ||
3335 | ,0.3) | ||
3336 | ,vec3 (0.0,0.0,0.0) | ||
3337 | ,vec3 (0.0 | ||
3338 | ,1.0 | ||
3339 | ,0.0)))) * (rotMatrixY | ||
3340 | ((0.1308996938995747) * (Time))); | ||
3341 | gl_Position = | ||
3342 | (rotMatrix) * (scale (0.4 | ||
3343 | ,(rotMatrixX (1.3)) * (vi1))); | ||
3344 | vo1 = vi2; | ||
3345 | } | ||
3346 | """ | ||
3347 | , geometryShader = Nothing | ||
3348 | , fragmentShader = | ||
3349 | """ | ||
3350 | #version 330 core | ||
3351 | vec4 texture2D(sampler2D s | ||
3352 | ,vec2 uv) { | ||
3353 | return texture(s,uv); | ||
3354 | } | ||
3355 | uniform sampler2D s0; | ||
3356 | smooth in vec2 vo1; | ||
3357 | out vec4 f0; | ||
3358 | vec4 setAlpha(vec4 z0) { | ||
3359 | return ((z0) * (vec4 (1.0 | ||
3360 | ,1.0 | ||
3361 | ,1.0 | ||
3362 | ,0.0))) + (vec4 (0.0 | ||
3363 | ,0.0 | ||
3364 | ,0.0 | ||
3365 | ,1.0)); | ||
3366 | } | ||
3367 | void main() { | ||
3368 | f0 = setAlpha | ||
3369 | (((((vo1).yyyx) * (0.5)) + (texture2D | ||
3370 | (s0,vo1))) * (0.7)); | ||
3371 | } | ||
3372 | """ | ||
3373 | } | ||
3374 | , Program | ||
3375 | { programUniforms = fromList [ ( "Time" , Float ) ] | ||
3376 | , programStreams = | ||
3377 | fromList | ||
3378 | [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) | ||
3379 | , ( "vi2" , Parameter { name = "vertexUV" , ty = V2F } ) | ||
3380 | ] | ||
3381 | , programInTextures = fromList [ ( "s0" , FTexture2D ) ] | ||
3382 | , programOutput = [ Parameter { name = "f0" , ty = V4F } ] | ||
3383 | , vertexShader = | ||
3384 | """ | ||
3385 | #version 330 core | ||
3386 | vec4 texture2D(sampler2D s | ||
3387 | ,vec2 uv) { | ||
3388 | return texture(s,uv); | ||
3389 | } | ||
3390 | uniform float Time; | ||
3391 | in vec4 vi1; | ||
3392 | in vec2 vi2; | ||
3393 | smooth out vec2 vo1; | ||
3394 | vec4 r1_Float; | ||
3395 | vec4 r2_Float; | ||
3396 | vec4 r3_Float; | ||
3397 | vec4 ext0_Float_3(vec3 z0) { | ||
3398 | return vec4 ((z0).x | ||
3399 | ,(z0).y | ||
3400 | ,(z0).z | ||
3401 | ,0.0); | ||
3402 | } | ||
3403 | vec3 neg_VecSFloat3(vec3 z0) { | ||
3404 | return - (z0); | ||
3405 | } | ||
3406 | mat4 translateBefore4(vec3 z0) { | ||
3407 | return mat4 (r1_Float | ||
3408 | ,r2_Float | ||
3409 | ,r3_Float | ||
3410 | ,vec4 ((z0).x | ||
3411 | ,(z0).y | ||
3412 | ,(z0).z | ||
3413 | ,1.0)); | ||
3414 | } | ||
3415 | mat4 lookat(vec3 z0 | ||
3416 | ,vec3 z1 | ||
3417 | ,vec3 z2) { | ||
3418 | return (transpose (mat4 | ||
3419 | (ext0_Float_3 (normalize (cross | ||
3420 | (z2,normalize ((z0) - (z1))))) | ||
3421 | ,ext0_Float_3 (cross (normalize | ||
3422 | ((z0) - (z1)) | ||
3423 | ,normalize (cross (z2 | ||
3424 | ,normalize ((z0) - (z1)))))) | ||
3425 | ,ext0_Float_3 (normalize | ||
3426 | ((z0) - (z1))) | ||
3427 | ,vec4 (0.0 | ||
3428 | ,0.0 | ||
3429 | ,0.0 | ||
3430 | ,1.0)))) * (translateBefore4 | ||
3431 | (neg_VecSFloat3 (z0))); | ||
3432 | } | ||
3433 | mat4 perspective(float z0 | ||
3434 | ,float z1 | ||
3435 | ,float z2 | ||
3436 | ,float z3) { | ||
3437 | return mat4 (vec4 | ||
3438 | (((2.0) * (z0)) / (((z3) * ((z0) * (tan | ||
3439 | ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan | ||
3440 | ((z2) / (2.0))))))) | ||
3441 | ,0.0 | ||
3442 | ,0.0 | ||
3443 | ,0.0) | ||
3444 | ,vec4 (0.0 | ||
3445 | ,((2.0) * (z0)) / (((z0) * (tan | ||
3446 | ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan | ||
3447 | ((z2) / (2.0)))))) | ||
3448 | ,0.0 | ||
3449 | ,0.0) | ||
3450 | ,vec4 ((((z3) * ((z0) * (tan | ||
3451 | ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan | ||
3452 | ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan | ||
3453 | ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan | ||
3454 | ((z2) / (2.0))))))) | ||
3455 | ,(((z0) * (tan | ||
3456 | ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan | ||
3457 | ((z2) / (2.0)))))) / (((z0) * (tan | ||
3458 | ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan | ||
3459 | ((z2) / (2.0)))))) | ||
3460 | ,(0.0) - (((z1) + (z0)) / ((z1) - (z0))) | ||
3461 | ,-1.0) | ||
3462 | ,vec4 (0.0 | ||
3463 | ,0.0 | ||
3464 | ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))) | ||
3465 | ,0.0)); | ||
3466 | } | ||
3467 | mat4 rotMatrixY(float z0) { | ||
3468 | return mat4 (vec4 (cos (z0) | ||
3469 | ,0.0 | ||
3470 | ,(0.0) - (sin (z0)) | ||
3471 | ,0.0) | ||
3472 | ,vec4 (0.0,1.0,0.0,0.0) | ||
3473 | ,vec4 (sin (z0) | ||
3474 | ,0.0 | ||
3475 | ,cos (z0) | ||
3476 | ,0.0) | ||
3477 | ,vec4 (0.0,0.0,0.0,1.0)); | ||
3478 | } | ||
3479 | mat4 rotMatrix; | ||
3480 | mat4 rotMatrixX(float z0) { | ||
3481 | return mat4 (vec4 (1.0 | ||
3482 | ,0.0 | ||
3483 | ,0.0 | ||
3484 | ,0.0) | ||
3485 | ,vec4 (0.0 | ||
3486 | ,cos (z0) | ||
3487 | ,sin (z0) | ||
3488 | ,0.0) | ||
3489 | ,vec4 (0.0 | ||
3490 | ,(0.0) - (sin (z0)) | ||
3491 | ,cos (z0) | ||
3492 | ,0.0) | ||
3493 | ,vec4 (0.0,0.0,0.0,1.0)); | ||
3494 | } | ||
3495 | vec4 scale(float z0,vec4 z1) { | ||
3496 | return (z1) * (vec4 (z0 | ||
3497 | ,z0 | ||
3498 | ,z0 | ||
3499 | ,1.0)); | ||
3500 | } | ||
3501 | void main() { | ||
3502 | r1_Float = vec4 (1.0 | ||
3503 | ,0.0 | ||
3504 | ,0.0 | ||
3505 | ,0.0); | ||
3506 | r2_Float = vec4 (0.0 | ||
3507 | ,1.0 | ||
3508 | ,0.0 | ||
3509 | ,0.0); | ||
3510 | r3_Float = vec4 (0.0 | ||
3511 | ,0.0 | ||
3512 | ,1.0 | ||
3513 | ,0.0); | ||
3514 | rotMatrix = ((perspective (0.1 | ||
3515 | ,100.0 | ||
3516 | ,0.5235987755982988 | ||
3517 | ,1.0)) * (lookat (vec3 (3.0 | ||
3518 | ,1.3 | ||
3519 | ,0.3) | ||
3520 | ,vec3 (0.0,0.0,0.0) | ||
3521 | ,vec3 (0.0 | ||
3522 | ,1.0 | ||
3523 | ,0.0)))) * (rotMatrixY | ||
3524 | ((0.1308996938995747) * (Time))); | ||
3525 | gl_Position = | ||
3526 | (rotMatrix) * (scale (0.4 | ||
3527 | ,(rotMatrixX (1.4)) * (vi1))); | ||
3528 | vo1 = vi2; | ||
3529 | } | ||
3530 | """ | ||
3531 | , geometryShader = Nothing | ||
3532 | , fragmentShader = | ||
3533 | """ | ||
3534 | #version 330 core | ||
3535 | vec4 texture2D(sampler2D s | ||
3536 | ,vec2 uv) { | ||
3537 | return texture(s,uv); | ||
3538 | } | ||
3539 | uniform sampler2D s0; | ||
3540 | smooth in vec2 vo1; | ||
3541 | out vec4 f0; | ||
3542 | vec4 setAlpha(vec4 z0) { | ||
3543 | return ((z0) * (vec4 (1.0 | ||
3544 | ,1.0 | ||
3545 | ,1.0 | ||
3546 | ,0.0))) + (vec4 (0.0 | ||
3547 | ,0.0 | ||
3548 | ,0.0 | ||
3549 | ,1.0)); | ||
3550 | } | ||
3551 | void main() { | ||
3552 | f0 = setAlpha | ||
3553 | (((((vo1).yyyx) * (0.5)) + (texture2D | ||
3554 | (s0,vo1))) * (0.7)); | ||
3555 | } | ||
3556 | """ | ||
3557 | } | ||
3558 | ] | 1198 | ] |
3559 | , slots = | 1199 | , slots = |
3560 | [ Slot | 1200 | [ Slot |
@@ -3563,225 +1203,24 @@ Pipeline | |||
3563 | fromList [ ( "position4" , V4F ) , ( "vertexUV" , V2F ) ] | 1203 | fromList [ ( "position4" , V4F ) , ( "vertexUV" , V2F ) ] |
3564 | , slotUniforms = fromList [ ( "Time" , Float ) ] | 1204 | , slotUniforms = fromList [ ( "Time" , Float ) ] |
3565 | , slotPrimitive = Triangles | 1205 | , slotPrimitive = Triangles |
3566 | , slotPrograms = | 1206 | , slotPrograms = [ 0 , 1 , 2 , 3 , 4 ] |
3567 | [ 0 , 1 , 2 , 3 , 4 , 5 , 6 , 7 , 8 , 9 , 10 , 11 , 12 , 13 , 14 ] | ||
3568 | } | 1207 | } |
3569 | ] | 1208 | ] |
3570 | , streams = [] | 1209 | , streams = [] |
3571 | , commands = | 1210 | , commands = |
3572 | [ SetRenderTarget 15 | 1211 | [ SetRenderTarget 5 |
3573 | , ClearRenderTarget | ||
3574 | [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1.0 } | ||
3575 | , ClearImage | ||
3576 | { imageSemantic = Color , clearValue = VV4F (V4 0.0 0.5 0.5 1.0) } | ||
3577 | ] | ||
3578 | , SetRenderTarget 14 | ||
3579 | , ClearRenderTarget | 1212 | , ClearRenderTarget |
3580 | [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1.0 } | 1213 | [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1.0 } |
3581 | , ClearImage | 1214 | , ClearImage |
3582 | { imageSemantic = Color , clearValue = VV4F (V4 0.0 0.5 0.5 1.0) } | 1215 | { imageSemantic = Color , clearValue = VV4F (V4 0.0 0.5 0.5 1.0) } |
3583 | ] | 1216 | ] |
3584 | , SetProgram 0 | ||
3585 | , SetTexture 0 29 | ||
3586 | , SetSamplerUniform "s0" 0 | ||
3587 | , SetRasterContext | ||
3588 | (TriangleCtx CullNone PolygonFill NoOffset LastVertex) | ||
3589 | , SetAccumulationContext | ||
3590 | AccumulationContext | ||
3591 | { accViewportName = Nothing | ||
3592 | , accOperations = | ||
3593 | [ DepthOp Less True | ||
3594 | , ColorOp NoBlending (VV4B (V4 True True True True)) | ||
3595 | ] | ||
3596 | } | ||
3597 | , RenderSlot 0 | ||
3598 | , SetRenderTarget 13 | ||
3599 | , ClearRenderTarget | ||
3600 | [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1.0 } | ||
3601 | , ClearImage | ||
3602 | { imageSemantic = Color , clearValue = VV4F (V4 0.0 0.5 0.5 1.0) } | ||
3603 | ] | ||
3604 | , SetProgram 1 | ||
3605 | , SetTexture 0 27 | ||
3606 | , SetSamplerUniform "s0" 0 | ||
3607 | , SetRasterContext | ||
3608 | (TriangleCtx CullNone PolygonFill NoOffset LastVertex) | ||
3609 | , SetAccumulationContext | ||
3610 | AccumulationContext | ||
3611 | { accViewportName = Nothing | ||
3612 | , accOperations = | ||
3613 | [ DepthOp Less True | ||
3614 | , ColorOp NoBlending (VV4B (V4 True True True True)) | ||
3615 | ] | ||
3616 | } | ||
3617 | , RenderSlot 0 | ||
3618 | , SetRenderTarget 12 | ||
3619 | , ClearRenderTarget | ||
3620 | [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1.0 } | ||
3621 | , ClearImage | ||
3622 | { imageSemantic = Color , clearValue = VV4F (V4 0.0 0.5 0.5 1.0) } | ||
3623 | ] | ||
3624 | , SetProgram 2 | ||
3625 | , SetTexture 0 25 | ||
3626 | , SetSamplerUniform "s0" 0 | ||
3627 | , SetRasterContext | ||
3628 | (TriangleCtx CullNone PolygonFill NoOffset LastVertex) | ||
3629 | , SetAccumulationContext | ||
3630 | AccumulationContext | ||
3631 | { accViewportName = Nothing | ||
3632 | , accOperations = | ||
3633 | [ DepthOp Less True | ||
3634 | , ColorOp NoBlending (VV4B (V4 True True True True)) | ||
3635 | ] | ||
3636 | } | ||
3637 | , RenderSlot 0 | ||
3638 | , SetRenderTarget 11 | ||
3639 | , ClearRenderTarget | ||
3640 | [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1.0 } | ||
3641 | , ClearImage | ||
3642 | { imageSemantic = Color , clearValue = VV4F (V4 0.0 0.5 0.5 1.0) } | ||
3643 | ] | ||
3644 | , SetProgram 3 | ||
3645 | , SetTexture 0 23 | ||
3646 | , SetSamplerUniform "s0" 0 | ||
3647 | , SetRasterContext | ||
3648 | (TriangleCtx CullNone PolygonFill NoOffset LastVertex) | ||
3649 | , SetAccumulationContext | ||
3650 | AccumulationContext | ||
3651 | { accViewportName = Nothing | ||
3652 | , accOperations = | ||
3653 | [ DepthOp Less True | ||
3654 | , ColorOp NoBlending (VV4B (V4 True True True True)) | ||
3655 | ] | ||
3656 | } | ||
3657 | , RenderSlot 0 | ||
3658 | , SetRenderTarget 10 | ||
3659 | , ClearRenderTarget | ||
3660 | [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1.0 } | ||
3661 | , ClearImage | ||
3662 | { imageSemantic = Color , clearValue = VV4F (V4 0.0 0.5 0.5 1.0) } | ||
3663 | ] | ||
3664 | , SetProgram 4 | ||
3665 | , SetTexture 0 21 | ||
3666 | , SetSamplerUniform "s0" 0 | ||
3667 | , SetRasterContext | ||
3668 | (TriangleCtx CullNone PolygonFill NoOffset LastVertex) | ||
3669 | , SetAccumulationContext | ||
3670 | AccumulationContext | ||
3671 | { accViewportName = Nothing | ||
3672 | , accOperations = | ||
3673 | [ DepthOp Less True | ||
3674 | , ColorOp NoBlending (VV4B (V4 True True True True)) | ||
3675 | ] | ||
3676 | } | ||
3677 | , RenderSlot 0 | ||
3678 | , SetRenderTarget 9 | ||
3679 | , ClearRenderTarget | ||
3680 | [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1.0 } | ||
3681 | , ClearImage | ||
3682 | { imageSemantic = Color , clearValue = VV4F (V4 0.0 0.5 0.5 1.0) } | ||
3683 | ] | ||
3684 | , SetProgram 5 | ||
3685 | , SetTexture 0 19 | ||
3686 | , SetSamplerUniform "s0" 0 | ||
3687 | , SetRasterContext | ||
3688 | (TriangleCtx CullNone PolygonFill NoOffset LastVertex) | ||
3689 | , SetAccumulationContext | ||
3690 | AccumulationContext | ||
3691 | { accViewportName = Nothing | ||
3692 | , accOperations = | ||
3693 | [ DepthOp Less True | ||
3694 | , ColorOp NoBlending (VV4B (V4 True True True True)) | ||
3695 | ] | ||
3696 | } | ||
3697 | , RenderSlot 0 | ||
3698 | , SetRenderTarget 8 | ||
3699 | , ClearRenderTarget | ||
3700 | [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1.0 } | ||
3701 | , ClearImage | ||
3702 | { imageSemantic = Color , clearValue = VV4F (V4 0.0 0.5 0.5 1.0) } | ||
3703 | ] | ||
3704 | , SetProgram 6 | ||
3705 | , SetTexture 0 17 | ||
3706 | , SetSamplerUniform "s0" 0 | ||
3707 | , SetRasterContext | ||
3708 | (TriangleCtx CullNone PolygonFill NoOffset LastVertex) | ||
3709 | , SetAccumulationContext | ||
3710 | AccumulationContext | ||
3711 | { accViewportName = Nothing | ||
3712 | , accOperations = | ||
3713 | [ DepthOp Less True | ||
3714 | , ColorOp NoBlending (VV4B (V4 True True True True)) | ||
3715 | ] | ||
3716 | } | ||
3717 | , RenderSlot 0 | ||
3718 | , SetRenderTarget 7 | ||
3719 | , ClearRenderTarget | ||
3720 | [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1.0 } | ||
3721 | , ClearImage | ||
3722 | { imageSemantic = Color , clearValue = VV4F (V4 0.0 0.5 0.5 1.0) } | ||
3723 | ] | ||
3724 | , SetProgram 7 | ||
3725 | , SetTexture 0 15 | ||
3726 | , SetSamplerUniform "s0" 0 | ||
3727 | , SetRasterContext | ||
3728 | (TriangleCtx CullNone PolygonFill NoOffset LastVertex) | ||
3729 | , SetAccumulationContext | ||
3730 | AccumulationContext | ||
3731 | { accViewportName = Nothing | ||
3732 | , accOperations = | ||
3733 | [ DepthOp Less True | ||
3734 | , ColorOp NoBlending (VV4B (V4 True True True True)) | ||
3735 | ] | ||
3736 | } | ||
3737 | , RenderSlot 0 | ||
3738 | , SetRenderTarget 6 | ||
3739 | , ClearRenderTarget | ||
3740 | [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1.0 } | ||
3741 | , ClearImage | ||
3742 | { imageSemantic = Color , clearValue = VV4F (V4 0.0 0.5 0.5 1.0) } | ||
3743 | ] | ||
3744 | , SetProgram 8 | ||
3745 | , SetTexture 0 13 | ||
3746 | , SetSamplerUniform "s0" 0 | ||
3747 | , SetRasterContext | ||
3748 | (TriangleCtx CullNone PolygonFill NoOffset LastVertex) | ||
3749 | , SetAccumulationContext | ||
3750 | AccumulationContext | ||
3751 | { accViewportName = Nothing | ||
3752 | , accOperations = | ||
3753 | [ DepthOp Less True | ||
3754 | , ColorOp NoBlending (VV4B (V4 True True True True)) | ||
3755 | ] | ||
3756 | } | ||
3757 | , RenderSlot 0 | ||
3758 | , SetRenderTarget 5 | ||
3759 | , ClearRenderTarget | ||
3760 | [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1.0 } | ||
3761 | , ClearImage | ||
3762 | { imageSemantic = Color , clearValue = VV4F (V4 0.0 0.5 0.5 1.0) } | ||
3763 | ] | ||
3764 | , SetProgram 9 | ||
3765 | , SetTexture 0 11 | ||
3766 | , SetSamplerUniform "s0" 0 | ||
3767 | , SetRasterContext | ||
3768 | (TriangleCtx CullNone PolygonFill NoOffset LastVertex) | ||
3769 | , SetAccumulationContext | ||
3770 | AccumulationContext | ||
3771 | { accViewportName = Nothing | ||
3772 | , accOperations = | ||
3773 | [ DepthOp Less True | ||
3774 | , ColorOp NoBlending (VV4B (V4 True True True True)) | ||
3775 | ] | ||
3776 | } | ||
3777 | , RenderSlot 0 | ||
3778 | , SetRenderTarget 4 | 1217 | , SetRenderTarget 4 |
3779 | , ClearRenderTarget | 1218 | , ClearRenderTarget |
3780 | [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1.0 } | 1219 | [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1.0 } |
3781 | , ClearImage | 1220 | , ClearImage |
3782 | { imageSemantic = Color , clearValue = VV4F (V4 0.0 0.5 0.5 1.0) } | 1221 | { imageSemantic = Color , clearValue = VV4F (V4 0.0 0.5 0.5 1.0) } |
3783 | ] | 1222 | ] |
3784 | , SetProgram 10 | 1223 | , SetProgram 0 |
3785 | , SetTexture 0 9 | 1224 | , SetTexture 0 9 |
3786 | , SetSamplerUniform "s0" 0 | 1225 | , SetSamplerUniform "s0" 0 |
3787 | , SetRasterContext | 1226 | , SetRasterContext |
@@ -3801,7 +1240,7 @@ Pipeline | |||
3801 | , ClearImage | 1240 | , ClearImage |
3802 | { imageSemantic = Color , clearValue = VV4F (V4 0.0 0.5 0.5 1.0) } | 1241 | { imageSemantic = Color , clearValue = VV4F (V4 0.0 0.5 0.5 1.0) } |
3803 | ] | 1242 | ] |
3804 | , SetProgram 11 | 1243 | , SetProgram 1 |
3805 | , SetTexture 0 7 | 1244 | , SetTexture 0 7 |
3806 | , SetSamplerUniform "s0" 0 | 1245 | , SetSamplerUniform "s0" 0 |
3807 | , SetRasterContext | 1246 | , SetRasterContext |
@@ -3821,7 +1260,7 @@ Pipeline | |||
3821 | , ClearImage | 1260 | , ClearImage |
3822 | { imageSemantic = Color , clearValue = VV4F (V4 0.0 0.5 0.5 1.0) } | 1261 | { imageSemantic = Color , clearValue = VV4F (V4 0.0 0.5 0.5 1.0) } |
3823 | ] | 1262 | ] |
3824 | , SetProgram 12 | 1263 | , SetProgram 2 |
3825 | , SetTexture 0 5 | 1264 | , SetTexture 0 5 |
3826 | , SetSamplerUniform "s0" 0 | 1265 | , SetSamplerUniform "s0" 0 |
3827 | , SetRasterContext | 1266 | , SetRasterContext |
@@ -3841,7 +1280,7 @@ Pipeline | |||
3841 | , ClearImage | 1280 | , ClearImage |
3842 | { imageSemantic = Color , clearValue = VV4F (V4 0.0 0.5 0.5 1.0) } | 1281 | { imageSemantic = Color , clearValue = VV4F (V4 0.0 0.5 0.5 1.0) } |
3843 | ] | 1282 | ] |
3844 | , SetProgram 13 | 1283 | , SetProgram 3 |
3845 | , SetTexture 0 3 | 1284 | , SetTexture 0 3 |
3846 | , SetSamplerUniform "s0" 0 | 1285 | , SetSamplerUniform "s0" 0 |
3847 | , SetRasterContext | 1286 | , SetRasterContext |
@@ -3861,7 +1300,7 @@ Pipeline | |||
3861 | , ClearImage | 1300 | , ClearImage |
3862 | { imageSemantic = Color , clearValue = VV4F (V4 0.0 0.5 0.5 1.0) } | 1301 | { imageSemantic = Color , clearValue = VV4F (V4 0.0 0.5 0.5 1.0) } |
3863 | ] | 1302 | ] |
3864 | , SetProgram 14 | 1303 | , SetProgram 4 |
3865 | , SetTexture 0 1 | 1304 | , SetTexture 0 1 |
3866 | , SetSamplerUniform "s0" 0 | 1305 | , SetSamplerUniform "s0" 0 |
3867 | , SetRasterContext | 1306 | , SetRasterContext |