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-rw-r--r--testdata/fragment04ifthenelse.out76
1 files changed, 75 insertions, 1 deletions
diff --git a/testdata/fragment04ifthenelse.out b/testdata/fragment04ifthenelse.out
index 178d5b09..14e11eff 100644
--- a/testdata/fragment04ifthenelse.out
+++ b/testdata/fragment04ifthenelse.out
@@ -1 +1,75 @@
1Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("Time",Float)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V4F})], 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 ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = vi1;\nvo1 = vi1;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float Time ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( Time ) < ( 0.5 ) ? vo1 : vec4 ( 0.0,0.0,1.0,1.0 );\n}\n"}], slots = [Slot {slotName = "quad", slotStreams = fromList [("position",V4F)], slotUniforms = fromList [("Time",Float)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 0.5)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [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 , samplers = []
6 , targets =
7 [ RenderTarget
8 { renderTargets =
9 [ TargetItem
10 { targetSemantic = Color , targetRef = Just (Framebuffer Color) }
11 ]
12 }
13 ]
14 , programs =
15 [ Program
16 { programUniforms = fromList [ ( "Time" , Float ) ]
17 , programStreams =
18 fromList [ ( "vi1" , Parameter { name = "position" , ty = V4F } ) ]
19 , programInTextures = fromList []
20 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
21 , vertexShader =
22 """
23 #version 330 core
24 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
25 in vec4 vi1 ;
26 smooth out vec4 vo1 ;
27 void main() {
28 gl_Position = vi1;
29 vo1 = vi1;
30 }
31
32 """
33 , geometryShader = Nothing
34 , fragmentShader =
35 """
36 #version 330 core
37 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
38 uniform float Time ;
39 smooth in vec4 vo1 ;
40 out vec4 f0 ;
41 void main() {
42 f0 = ( Time ) < ( 0.5 ) ? vo1 : vec4 ( 0.0,0.0,1.0,1.0 );
43 }
44
45 """
46 }
47 ]
48 , slots =
49 [ Slot
50 { slotName = "quad"
51 , slotStreams = fromList [ ( "position" , V4F ) ]
52 , slotUniforms = fromList [ ( "Time" , Float ) ]
53 , slotPrimitive = Triangles
54 , slotPrograms = [ 0 ]
55 }
56 ]
57 , streams = []
58 , commands =
59 [ SetRenderTarget 0
60 , ClearRenderTarget
61 [ ClearImage
62 { imageSemantic = Color , clearValue = VV4F (V4 1.0 0.0 0.0 0.5) }
63 ]
64 , SetProgram 0
65 , SetRasterContext
66 (TriangleCtx CullNone PolygonFill NoOffset LastVertex)
67 , SetAccumulationContext
68 AccumulationContext
69 { accViewportName = Nothing
70 , accOperations =
71 [ ColorOp NoBlending (VV4B (V4 True True True True)) ]
72 }
73 , RenderSlot 0
74 ]
75 } \ No newline at end of file