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Diffstat (limited to 'testdata/editor-examples/LambdaCube.out')
-rw-r--r--testdata/editor-examples/LambdaCube.out2
1 files changed, 1 insertions, 1 deletions
diff --git a/testdata/editor-examples/LambdaCube.out b/testdata/editor-examples/LambdaCube.out
index 66300bb3..b21a4804 100644
--- a/testdata/editor-examples/LambdaCube.out
+++ b/testdata/editor-examples/LambdaCube.out
@@ -1 +1 @@
Pipeline {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 [("Time",Float)], programStreams = fromList [("l13",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float Time ;\nin vec4 l13 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = l13;\ngl_Position = ( ( mat4 ( vec4 ( cos ( ( 4.1 ) + ( ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) * ( 6.28318530718 ) ) ),0.0,( 0.0 ) - ( sin ( ( 4.1 ) + ( ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) * ( 6.28318530718 ) ) ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( ( 4.1 ) + ( ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) * ( 6.28318530718 ) ) ),0.0,cos ( ( 4.1 ) + ( ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) * ( 6.28318530718 ) ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( 2.35619449017 ),sin ( 2.35619449017 ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( 2.35619449017 ) ),cos ( 2.35619449017 ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( l13 ) ) ) * ( vec4 ( ( 0.2 ) + ( ( abs ( ( 0.5 ) - ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) ) ) * ( 0.6 ) ),( 0.2 ) + ( ( abs ( ( 0.5 ) - ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) ) ) * ( 0.6 ) ),( 0.2 ) + ( ( abs ( ( 0.5 ) - ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) ) ) * ( 0.6 ) ),1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( abs ( ( vv0 ).x ) ) > ( 0.99999 ) ? vec4 ( ( ( ( ( ( ( vv0 ).yz ) * ( sign ( ( vv0 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).x ) * ( ( ( ( ( ( vv0 ).yz ) * ( sign ( ( vv0 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).x ),1.0,( ( 1.0 ) - ( ( ( ( ( ( vv0 ).yz ) * ( sign ( ( vv0 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).x ) ) * ( ( 1.0 ) - ( ( ( ( ( ( vv0 ).yz ) * ( sign ( ( vv0 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).x ) ),( ( ( ( ( ( vv0 ).yz ) * ( sign ( ( vv0 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).y ) > ( 0.75 ) ? 0.0 : 1.0 ) : ( abs ( ( vv0 ).y ) ) > ( 0.99999 ) ? vec4 ( ( dot ( ( ( ( ( vv0 ).zx ) * ( sign ( ( vv0 ).y ) ) ) * ( 0.5 ) ) + ( 0.5 ),vec2 ( -0.5,0.5 ) ) ) + ( 0.4 ),1.0,0.0,( ( dot ( ( ( ( ( vv0 ).zx ) * ( sign ( ( vv0 ).y ) ) ) * ( 0.5 ) ) + ( 0.5 ),vec2 ( 1.0,-1.0 ) ) ) > ( -0.25 ) ) && ( ( dot ( ( ( ( ( vv0 ).zx ) * ( sign ( ( vv0 ).y ) ) ) * ( 0.5 ) ) + ( 0.5 ),vec2 ( 1.0,-1.0 ) ) ) < ( 0.0 ) ) ? 0.0 : 1.0 ) : ( abs ( ( vv0 ).z ) ) > ( 0.99999 ) ? vec4 ( 0.0,1.0,( dot ( ( ( ( ( vv0 ).xy ) * ( sign ( ( vv0 ).z ) ) ) * ( 0.5 ) ) + ( 0.5 ),vec2 ( 0.5,-0.5 ) ) ) + ( 0.4 ),( ( ( ( ( ( vv0 ).xy ) * ( sign ( ( vv0 ).z ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).y ) > ( 0.75 ) ? 0.0 : 1.0 ) : vec4 ( 0.0,0.0,0.0,1.0 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("Time",Float)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.5 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]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("Time",Float)], programStreams = fromList [("l13",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float Time ;\nin vec4 l13 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = l13;\ngl_Position = ( ( mat4 ( vec4 ( cos ( ( 4.1 ) + ( ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) * ( 6.28318530718 ) ) ),0.0,( 0.0 ) - ( sin ( ( 4.1 ) + ( ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) * ( 6.28318530718 ) ) ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( ( 4.1 ) + ( ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) * ( 6.28318530718 ) ) ),0.0,cos ( ( 4.1 ) + ( ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) * ( 6.28318530718 ) ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( 2.35619449017 ),sin ( 2.35619449017 ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( 2.35619449017 ) ),cos ( 2.35619449017 ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( l13 ) ) ) * ( vec4 ( ( 0.2 ) + ( ( abs ( ( 0.5 ) - ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) ) ) * ( 0.6 ) ),( 0.2 ) + ( ( abs ( ( 0.5 ) - ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) ) ) * ( 0.6 ) ),( 0.2 ) + ( ( abs ( ( 0.5 ) - ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) ) ) * ( 0.6 ) ),1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( abs ( ( vv0 ).x ) ) > ( 0.99999 ) ? vec4 ( ( ( ( ( ( ( vv0 ).yz ) * ( sign ( ( vv0 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).x ) * ( ( ( ( ( ( vv0 ).yz ) * ( sign ( ( vv0 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).x ),1.0,( ( 1.0 ) - ( ( ( ( ( ( vv0 ).yz ) * ( sign ( ( vv0 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).x ) ) * ( ( 1.0 ) - ( ( ( ( ( ( vv0 ).yz ) * ( sign ( ( vv0 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).x ) ),( ( ( ( ( ( vv0 ).yz ) * ( sign ( ( vv0 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).y ) > ( 0.75 ) ? 0.0 : 1.0 ) : ( abs ( ( vv0 ).y ) ) > ( 0.99999 ) ? vec4 ( ( dot ( ( ( ( ( vv0 ).zx ) * ( sign ( ( vv0 ).y ) ) ) * ( 0.5 ) ) + ( 0.5 ),vec2 ( -0.5,0.5 ) ) ) + ( 0.4 ),1.0,0.0,( ( dot ( ( ( ( ( vv0 ).zx ) * ( sign ( ( vv0 ).y ) ) ) * ( 0.5 ) ) + ( 0.5 ),vec2 ( 1.0,-1.0 ) ) ) > ( -0.25 ) ) && ( ( dot ( ( ( ( ( vv0 ).zx ) * ( sign ( ( vv0 ).y ) ) ) * ( 0.5 ) ) + ( 0.5 ),vec2 ( 1.0,-1.0 ) ) ) < ( 0.0 ) ) ? 0.0 : 1.0 ) : ( abs ( ( vv0 ).z ) ) > ( 0.99999 ) ? vec4 ( 0.0,1.0,( dot ( ( ( ( ( vv0 ).xy ) * ( sign ( ( vv0 ).z ) ) ) * ( 0.5 ) ) + ( 0.5 ),vec2 ( 0.5,-0.5 ) ) ) + ( 0.4 ),( ( ( ( ( ( vv0 ).xy ) * ( sign ( ( vv0 ).z ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).y ) > ( 0.75 ) ? 0.0 : 1.0 ) : vec4 ( 0.0,0.0,0.0,1.0 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("Time",Float)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.5 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]} \ No newline at end of file