diff options
Diffstat (limited to 'testdata/editor-examples/Texturing.out')
-rw-r--r-- | testdata/editor-examples/Texturing.out | 90 |
1 files changed, 89 insertions, 1 deletions
diff --git a/testdata/editor-examples/Texturing.out b/testdata/editor-examples/Texturing.out index b9911bad..6d66f98d 100644 --- a/testdata/editor-examples/Texturing.out +++ b/testdata/editor-examples/Texturing.out | |||
@@ -1 +1,89 @@ | |||
1 | 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 [("Diffuse",FTexture2D),("MVP",M44F)], programStreams = fromList [("vi1",Parameter {name = "position4", ty = V4F}),("vi2",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("Diffuse",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 Diffuse ;\nsmooth in vec2 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = texture2D ( Diffuse,vo1 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("Diffuse",FTexture2D),("MVP",M44F)], 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,SetSamplerUniform "Diffuse" 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 | 1 | Pipeline |
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 [ ( "Diffuse" , FTexture2D ) , ( "MVP" , M44F ) ] | ||
20 | , programStreams = | ||
21 | fromList | ||
22 | [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) | ||
23 | , ( "vi2" , Parameter { name = "vertexUV" , ty = V2F } ) | ||
24 | ] | ||
25 | , programInTextures = fromList [ ( "Diffuse" , FTexture2D ) ] | ||
26 | , programOutput = [ Parameter { name = "f0" , ty = V4F } ] | ||
27 | , vertexShader = | ||
28 | """ | ||
29 | #version 330 core | ||
30 | vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} | ||
31 | uniform mat4 MVP ; | ||
32 | in vec4 vi1 ; | ||
33 | in vec2 vi2 ; | ||
34 | smooth out vec2 vo1 ; | ||
35 | void main() { | ||
36 | gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); | ||
37 | vo1 = vi2; | ||
38 | } | ||
39 | |||
40 | """ | ||
41 | , geometryShader = Nothing | ||
42 | , fragmentShader = | ||
43 | """ | ||
44 | #version 330 core | ||
45 | vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} | ||
46 | uniform sampler2D Diffuse ; | ||
47 | smooth in vec2 vo1 ; | ||
48 | out vec4 f0 ; | ||
49 | void main() { | ||
50 | f0 = texture2D ( Diffuse,vo1 ); | ||
51 | } | ||
52 | |||
53 | """ | ||
54 | } | ||
55 | ] | ||
56 | , slots = | ||
57 | [ Slot | ||
58 | { slotName = "stream4" | ||
59 | , slotStreams = | ||
60 | fromList [ ( "position4" , V4F ) , ( "vertexUV" , V2F ) ] | ||
61 | , slotUniforms = | ||
62 | fromList [ ( "Diffuse" , FTexture2D ) , ( "MVP" , M44F ) ] | ||
63 | , slotPrimitive = Triangles | ||
64 | , slotPrograms = [ 0 ] | ||
65 | } | ||
66 | ] | ||
67 | , streams = [] | ||
68 | , commands = | ||
69 | [ SetRenderTarget 0 | ||
70 | , ClearRenderTarget | ||
71 | [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1.0 } | ||
72 | , ClearImage | ||
73 | { imageSemantic = Color , clearValue = VV4F (V4 0.0 0.0 0.5 1.0) } | ||
74 | ] | ||
75 | , SetProgram 0 | ||
76 | , SetSamplerUniform "Diffuse" 0 | ||
77 | , SetRasterContext | ||
78 | (TriangleCtx CullNone PolygonFill NoOffset LastVertex) | ||
79 | , SetAccumulationContext | ||
80 | AccumulationContext | ||
81 | { accViewportName = Nothing | ||
82 | , accOperations = | ||
83 | [ DepthOp Less True | ||
84 | , ColorOp NoBlending (VV4B (V4 True True True True)) | ||
85 | ] | ||
86 | } | ||
87 | , RenderSlot 0 | ||
88 | ] | ||
89 | } \ No newline at end of file | ||