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Diffstat (limited to 'testdata/editor-examples/Heartbeat.out')
-rw-r--r--testdata/editor-examples/Heartbeat.out196
1 files changed, 195 insertions, 1 deletions
diff --git a/testdata/editor-examples/Heartbeat.out b/testdata/editor-examples/Heartbeat.out
index 29f89240..a0b3f01f 100644
--- a/testdata/editor-examples/Heartbeat.out
+++ b/testdata/editor-examples/Heartbeat.out
@@ -1 +1,195 @@
1Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 128 128), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 128 128), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0}], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 0 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 1 0 Nothing)}]}], programs = [Program {programUniforms = fromList [("Time",Float)], programStreams = fromList [("vi1",Parameter {name = "position4", ty = V4F}),("vi2",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 vi1 ;\nin vec2 vi2 ;\nsmooth out vec2 vo1 ;\nvoid main() {\ngl_Position = ( vi1 ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\nvo1 = vec2 ( ( vi2 ).x,( 1.0 ) - ( ( vi2 ).y ) );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float Time ;\nsmooth in vec2 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vo1 ).x ) - ( 0.85 ) ) * ( ( ( vo1 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vo1 ).y ) - ( 0.85 ) ) * ( ( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 5.0e-4 ) * ( sin ( ( ( 3.0 ) * ( atan ( ( ( vo1 ).x ) - ( 0.85 ),( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 15.0 ) * ( Time ) ) ) ) ) ) < ( ( 5.0e-3 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 0.0,0.0,0.5,1.0 ) : ( ( ( ( ( ( vo1 ).x ) - ( 0.85 ) ) * ( ( ( vo1 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vo1 ).y ) - ( 0.85 ) ) * ( ( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 2.0e-3 ) * ( sin ( ( ( 5.0 ) * ( atan ( ( ( vo1 ).x ) - ( 0.85 ),( ( vo1 ).y ) - ( 0.85 ) ) ) ) - ( ( 5.0 ) * ( Time ) ) ) ) ) ) < ( ( 2.0e-2 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 0.0,0.0,1.0,1.0 ) : ( ( ( ( ( ( vo1 ).x ) - ( 0.85 ) ) * ( ( ( vo1 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vo1 ).y ) - ( 0.85 ) ) * ( ( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 2.0e-3 ) * ( sin ( ( ( 7.0 ) * ( atan ( ( ( vo1 ).x ) - ( 0.85 ),( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 3.0 ) * ( Time ) ) ) ) ) ) < ( ( 5.0e-2 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 1.0,1.0,1.0,1.0 ) : vec4 ( 1.0,1.0,0.0,1.0 );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("vi1",Parameter {name = "position4", ty = V4F}),("vi2",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("s0",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 vi1 ;\nin vec2 vi2 ;\nsmooth out vec2 vo1 ;\nvoid main() {\ngl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );\nvo1 = vi2;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D s0 ;\nsmooth in vec2 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = texture2D ( s0,vo1 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F),("Time",Float)], slotPrimitive = Triangles, slotPrograms = [0,1]}], streams = [], commands = [SetRenderTarget 1,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 1.0)}],SetProgram 1,SetTexture 0 1,SetSamplerUniform "s0" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file 1Pipeline
2 { info = "generated by lambdcube-compiler 0.5.0.0"
3 , backend = OpenGL33
4 , textures =
5 [ TextureDescriptor
6 { textureType = Texture2D (FloatT Red) 1
7 , textureSize = VV2U (V2 128 128)
8 , textureSemantic = Depth
9 , textureSampler =
10 SamplerDescriptor
11 { samplerWrapS = Repeat
12 , samplerWrapT = Nothing
13 , samplerWrapR = Nothing
14 , samplerMinFilter = Linear
15 , samplerMagFilter = Linear
16 , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0)
17 , samplerMinLod = Nothing
18 , samplerMaxLod = Nothing
19 , samplerLodBias = 0.0
20 , samplerCompareFunc = Nothing
21 }
22 , textureBaseLevel = 0
23 , textureMaxLevel = 0
24 }
25 , TextureDescriptor
26 { textureType = Texture2D (FloatT RGBA) 1
27 , textureSize = VV2U (V2 128 128)
28 , textureSemantic = Color
29 , textureSampler =
30 SamplerDescriptor
31 { samplerWrapS = Repeat
32 , samplerWrapT = Nothing
33 , samplerWrapR = Nothing
34 , samplerMinFilter = Linear
35 , samplerMagFilter = Linear
36 , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0)
37 , samplerMinLod = Nothing
38 , samplerMaxLod = Nothing
39 , samplerLodBias = 0.0
40 , samplerCompareFunc = Nothing
41 }
42 , textureBaseLevel = 0
43 , textureMaxLevel = 0
44 }
45 ]
46 , samplers = []
47 , targets =
48 [ RenderTarget
49 { renderTargets =
50 [ TargetItem
51 { targetSemantic = Depth , targetRef = Just (Framebuffer Depth) }
52 , TargetItem
53 { targetSemantic = Color , targetRef = Just (Framebuffer Color) }
54 ]
55 }
56 , RenderTarget
57 { renderTargets =
58 [ TargetItem
59 { targetSemantic = Depth
60 , targetRef = Just (TextureImage 0 0 Nothing)
61 }
62 , TargetItem
63 { targetSemantic = Color
64 , targetRef = Just (TextureImage 1 0 Nothing)
65 }
66 ]
67 }
68 ]
69 , programs =
70 [ Program
71 { programUniforms = fromList [ ( "Time" , Float ) ]
72 , programStreams =
73 fromList
74 [ ( "vi1" , Parameter { name = "position4" , ty = V4F } )
75 , ( "vi2" , Parameter { name = "vertexUV" , ty = V2F } )
76 ]
77 , programInTextures = fromList []
78 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
79 , vertexShader =
80 """
81 #version 330 core
82 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
83 in vec4 vi1 ;
84 in vec2 vi2 ;
85 smooth out vec2 vo1 ;
86 void main() {
87 gl_Position = ( vi1 ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );
88 vo1 = vec2 ( ( vi2 ).x,( 1.0 ) - ( ( vi2 ).y ) );
89 }
90
91 """
92 , geometryShader = Nothing
93 , fragmentShader =
94 """
95 #version 330 core
96 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
97 uniform float Time ;
98 smooth in vec2 vo1 ;
99 out vec4 f0 ;
100 void main() {
101 f0 = ( ( ( ( ( ( vo1 ).x ) - ( 0.85 ) ) * ( ( ( vo1 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vo1 ).y ) - ( 0.85 ) ) * ( ( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 5.0e-4 ) * ( sin ( ( ( 3.0 ) * ( atan ( ( ( vo1 ).x ) - ( 0.85 ),( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 15.0 ) * ( Time ) ) ) ) ) ) < ( ( 5.0e-3 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 0.0,0.0,0.5,1.0 ) : ( ( ( ( ( ( vo1 ).x ) - ( 0.85 ) ) * ( ( ( vo1 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vo1 ).y ) - ( 0.85 ) ) * ( ( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 2.0e-3 ) * ( sin ( ( ( 5.0 ) * ( atan ( ( ( vo1 ).x ) - ( 0.85 ),( ( vo1 ).y ) - ( 0.85 ) ) ) ) - ( ( 5.0 ) * ( Time ) ) ) ) ) ) < ( ( 2.0e-2 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 0.0,0.0,1.0,1.0 ) : ( ( ( ( ( ( vo1 ).x ) - ( 0.85 ) ) * ( ( ( vo1 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vo1 ).y ) - ( 0.85 ) ) * ( ( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 2.0e-3 ) * ( sin ( ( ( 7.0 ) * ( atan ( ( ( vo1 ).x ) - ( 0.85 ),( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 3.0 ) * ( Time ) ) ) ) ) ) < ( ( 5.0e-2 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 1.0,1.0,1.0,1.0 ) : vec4 ( 1.0,1.0,0.0,1.0 );
102 }
103
104 """
105 }
106 , Program
107 { programUniforms = fromList [ ( "MVP" , M44F ) ]
108 , programStreams =
109 fromList
110 [ ( "vi1" , Parameter { name = "position4" , ty = V4F } )
111 , ( "vi2" , Parameter { name = "vertexUV" , ty = V2F } )
112 ]
113 , programInTextures = fromList [ ( "s0" , FTexture2D ) ]
114 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
115 , vertexShader =
116 """
117 #version 330 core
118 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
119 uniform mat4 MVP ;
120 in vec4 vi1 ;
121 in vec2 vi2 ;
122 smooth out vec2 vo1 ;
123 void main() {
124 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );
125 vo1 = vi2;
126 }
127
128 """
129 , geometryShader = Nothing
130 , fragmentShader =
131 """
132 #version 330 core
133 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
134 uniform sampler2D s0 ;
135 smooth in vec2 vo1 ;
136 out vec4 f0 ;
137 void main() {
138 f0 = texture2D ( s0,vo1 );
139 }
140
141 """
142 }
143 ]
144 , slots =
145 [ Slot
146 { slotName = "stream4"
147 , slotStreams =
148 fromList [ ( "position4" , V4F ) , ( "vertexUV" , V2F ) ]
149 , slotUniforms = fromList [ ( "MVP" , M44F ) , ( "Time" , Float ) ]
150 , slotPrimitive = Triangles
151 , slotPrograms = [ 0 , 1 ]
152 }
153 ]
154 , streams = []
155 , commands =
156 [ SetRenderTarget 1
157 , ClearRenderTarget
158 [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1.0 }
159 , ClearImage
160 { imageSemantic = Color , clearValue = VV4F (V4 1.0 0.0 0.0 1.0) }
161 ]
162 , SetProgram 0
163 , SetRasterContext
164 (TriangleCtx CullNone PolygonFill NoOffset LastVertex)
165 , SetAccumulationContext
166 AccumulationContext
167 { accViewportName = Nothing
168 , accOperations =
169 [ DepthOp Less True
170 , ColorOp NoBlending (VV4B (V4 True True True True))
171 ]
172 }
173 , RenderSlot 0
174 , SetRenderTarget 0
175 , ClearRenderTarget
176 [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1.0 }
177 , ClearImage
178 { imageSemantic = Color , clearValue = VV4F (V4 1.0 0.0 0.0 1.0) }
179 ]
180 , SetProgram 1
181 , SetTexture 0 1
182 , SetSamplerUniform "s0" 0
183 , SetRasterContext
184 (TriangleCtx CullNone PolygonFill NoOffset LastVertex)
185 , SetAccumulationContext
186 AccumulationContext
187 { accViewportName = Nothing
188 , accOperations =
189 [ DepthOp Less True
190 , ColorOp NoBlending (VV4B (V4 True True True True))
191 ]
192 }
193 , RenderSlot 0
194 ]
195 } \ No newline at end of file