diff options
Diffstat (limited to 'testdata/Spiral.out')
-rw-r--r-- | testdata/Spiral.out | 33 |
1 files changed, 21 insertions, 12 deletions
diff --git a/testdata/Spiral.out b/testdata/Spiral.out index 9e0f093b..05a75006 100644 --- a/testdata/Spiral.out +++ b/testdata/Spiral.out | |||
@@ -25,7 +25,8 @@ Pipeline | |||
25 | , vertexShader = | 25 | , vertexShader = |
26 | """ | 26 | """ |
27 | #version 330 core | 27 | #version 330 core |
28 | vec4 texture2D(sampler2D s,vec2 uv) { | 28 | vec4 texture2D(sampler2D s |
29 | ,vec2 uv) { | ||
29 | return texture(s,uv); | 30 | return texture(s,uv); |
30 | } | 31 | } |
31 | uniform mat4 MVP; | 32 | uniform mat4 MVP; |
@@ -33,25 +34,33 @@ Pipeline | |||
33 | in vec3 vi1; | 34 | in vec3 vi1; |
34 | smooth out vec4 vo1; | 35 | smooth out vec4 vo1; |
35 | vec4 scale(float z0,vec4 z1) { | 36 | vec4 scale(float z0,vec4 z1) { |
36 | return (z1) * (vec4 (z0,z0,z0,1.0)); | 37 | return (z1) * (vec4 (z0 |
38 | ,z0 | ||
39 | ,z0 | ||
40 | ,1.0)); | ||
37 | } | 41 | } |
38 | void main() { | 42 | void main() { |
39 | gl_Position = scale | 43 | gl_Position = scale (0.5 |
40 | (0.5 | 44 | ,(MVP) * (vec4 ((exp |
41 | ,(MVP) * (vec4 ((exp ((((Mouse).x) - (0.5)) * ((vi1).x))) * (sin | 45 | ((((Mouse).x) - (0.5)) * ((vi1).x))) * (sin |
42 | ((0.9) * ((vi1).x))) | 46 | ((0.9) * ((vi1).x))) |
43 | ,(exp ((((Mouse).x) - (0.5)) * ((vi1).x))) * (cos | 47 | ,(exp |
44 | ((0.9) * ((vi1).x))) | 48 | ((((Mouse).x) - (0.5)) * ((vi1).x))) * (cos |
45 | ,((Mouse).y) * ((0.9) * ((vi1).x)) | 49 | ((0.9) * ((vi1).x))) |
46 | ,1.0))); | 50 | ,((Mouse).y) * ((0.9) * ((vi1).x)) |
47 | vo1 = vec4 ((vi1).x,(vi1).y,(vi1).z,1.0); | 51 | ,1.0))); |
52 | vo1 = vec4 ((vi1).x | ||
53 | ,(vi1).y | ||
54 | ,(vi1).z | ||
55 | ,1.0); | ||
48 | } | 56 | } |
49 | """ | 57 | """ |
50 | , geometryShader = Nothing | 58 | , geometryShader = Nothing |
51 | , fragmentShader = | 59 | , fragmentShader = |
52 | """ | 60 | """ |
53 | #version 330 core | 61 | #version 330 core |
54 | vec4 texture2D(sampler2D s,vec2 uv) { | 62 | vec4 texture2D(sampler2D s |
63 | ,vec2 uv) { | ||
55 | return texture(s,uv); | 64 | return texture(s,uv); |
56 | } | 65 | } |
57 | smooth in vec4 vo1; | 66 | smooth in vec4 vo1; |