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-rw-r--r--testdata/Hyperboloid.out154
1 files changed, 153 insertions, 1 deletions
diff --git a/testdata/Hyperboloid.out b/testdata/Hyperboloid.out
index 227257bc..b5159841 100644
--- a/testdata/Hyperboloid.out
+++ b/testdata/Hyperboloid.out
@@ -1 +1,153 @@
1Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F),("Mouse",V2F)], programStreams = fromList [("vi1",Parameter {name = "attribute_0", 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 MVP ;\nuniform vec2 Mouse ;\nin vec3 vi1 ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( ( MVP ) * ( vec4 ( ( ( 2.0 ) * ( ( Mouse ).y ) ) * ( sin ( ( ( 0.7 ) * ( ( vi1 ).x ) ) + ( ( ( Mouse ).x ) * ( ( vi1 ).y ) ) ) ),( vi1 ).y,( ( 2.0 ) * ( ( Mouse ).y ) ) * ( cos ( ( ( 0.7 ) * ( ( vi1 ).x ) ) + ( ( ( Mouse ).x ) * ( ( vi1 ).y ) ) ) ),1.0 ) ) ) * ( vec4 ( 0.1,0.1,0.1,1.0 ) );\nvo1 = vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vo1;\n}\n"}], slots = [], streams = [StreamData {streamData = fromList [("attribute_0",VFloatArray [-5.0,-3.0,0.0,-5.0,3.0,0.0,-4.0,-3.0,0.0,-4.0,3.0,0.0,-3.0,-3.0,0.0,-3.0,3.0,0.0,-2.0,-3.0,0.0,-2.0,3.0,0.0,-1.0,-3.0,0.0,-1.0,3.0,0.0,0.0,-3.0,0.0,0.0,3.0,0.0,1.0,-3.0,0.0,1.0,3.0,0.0,2.0,-3.0,0.0,2.0,3.0,0.0,3.0,-3.0,0.0,3.0,3.0,0.0,4.0,-3.0,0.0,4.0,3.0,0.0,5.0,-3.0,0.0,5.0,3.0,0.0])], streamType = fromList [("attribute_0",V3F)], streamPrimitive = Lines, streamPrograms = [0]}], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 1.0 1.0 1.0)}],SetProgram 0,SetRasterContext (LineCtx 1.0 LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderStream 0]} \ No newline at end of file 1Pipeline
2 { info = "generated by lambdcube-compiler 0.5.0.0"
3 , backend = OpenGL33
4 , textures = []
5 , samplers = []
6 , targets =
7 [ RenderTarget
8 { renderTargets =
9 [ TargetItem
10 { targetSemantic = Depth , targetRef = Just (Framebuffer Depth) }
11 , TargetItem
12 { targetSemantic = Color , targetRef = Just (Framebuffer Color) }
13 ]
14 }
15 ]
16 , programs =
17 [ Program
18 { programUniforms =
19 fromList [ ( "MVP" , M44F ) , ( "Mouse" , V2F ) ]
20 , programStreams =
21 fromList
22 [ ( "vi1" , Parameter { name = "attribute_0" , ty = V3F } ) ]
23 , programInTextures = fromList []
24 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
25 , vertexShader =
26 """
27 #version 330 core
28 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
29 uniform mat4 MVP ;
30 uniform vec2 Mouse ;
31 in vec3 vi1 ;
32 smooth out vec4 vo1 ;
33 void main() {
34 gl_Position = ( ( MVP ) * ( vec4 ( ( ( 2.0 ) * ( ( Mouse ).y ) ) * ( sin ( ( ( 0.7 ) * ( ( vi1 ).x ) ) + ( ( ( Mouse ).x ) * ( ( vi1 ).y ) ) ) ),( vi1 ).y,( ( 2.0 ) * ( ( Mouse ).y ) ) * ( cos ( ( ( 0.7 ) * ( ( vi1 ).x ) ) + ( ( ( Mouse ).x ) * ( ( vi1 ).y ) ) ) ),1.0 ) ) ) * ( vec4 ( 0.1,0.1,0.1,1.0 ) );
35 vo1 = vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 );
36 }
37
38 """
39 , geometryShader = Nothing
40 , fragmentShader =
41 """
42 #version 330 core
43 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
44 smooth in vec4 vo1 ;
45 out vec4 f0 ;
46 void main() {
47 f0 = vo1;
48 }
49
50 """
51 }
52 ]
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54 , streams =
55 [ StreamData
56 { streamData =
57 fromList
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127 )
128 ]
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130 , streamPrimitive = Lines
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132 }
133 ]
134 , commands =
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136 , ClearRenderTarget
137 [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1000.0 }
138 , ClearImage
139 { imageSemantic = Color , clearValue = VV4F (V4 1.0 1.0 1.0 1.0) }
140 ]
141 , SetProgram 0
142 , SetRasterContext (LineCtx 1.0 LastVertex)
143 , SetAccumulationContext
144 AccumulationContext
145 { accViewportName = Nothing
146 , accOperations =
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148 , ColorOp NoBlending (VV4B (V4 True True True True))
149 ]
150 }
151 , RenderStream 0
152 ]
153 } \ No newline at end of file