diff options
Diffstat (limited to 'testdata/gfx03.out')
-rw-r--r-- | testdata/gfx03.out | 39 |
1 files changed, 11 insertions, 28 deletions
diff --git a/testdata/gfx03.out b/testdata/gfx03.out index 6fa00e25..0a5740b2 100644 --- a/testdata/gfx03.out +++ b/testdata/gfx03.out | |||
@@ -23,23 +23,20 @@ Pipeline | |||
23 | , vertexShader = | 23 | , vertexShader = |
24 | """ | 24 | """ |
25 | #version 330 core | 25 | #version 330 core |
26 | vec4 texture2D(sampler2D s | 26 | vec4 texture2D(sampler2D s,vec2 uv) { |
27 | ,vec2 uv) { | ||
28 | return texture(s,uv); | 27 | return texture(s,uv); |
29 | } | 28 | } |
30 | uniform mat4 MVP2; | 29 | uniform mat4 MVP2; |
31 | in vec3 vi1; | 30 | in vec3 vi1; |
32 | void main() { | 31 | void main() { |
33 | gl_Position = (MVP2) * (vec4 | 32 | gl_Position = (MVP2) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)); |
34 | ((vi1).x,(vi1).y,(vi1).z,1.0)); | ||
35 | } | 33 | } |
36 | """ | 34 | """ |
37 | , geometryShader = Nothing | 35 | , geometryShader = Nothing |
38 | , fragmentShader = | 36 | , fragmentShader = |
39 | """ | 37 | """ |
40 | #version 330 core | 38 | #version 330 core |
41 | vec4 texture2D(sampler2D s | 39 | vec4 texture2D(sampler2D s,vec2 uv) { |
42 | ,vec2 uv) { | ||
43 | return texture(s,uv); | 40 | return texture(s,uv); |
44 | } | 41 | } |
45 | out vec4 f0; | 42 | out vec4 f0; |
@@ -57,37 +54,28 @@ Pipeline | |||
57 | , vertexShader = | 54 | , vertexShader = |
58 | """ | 55 | """ |
59 | #version 330 core | 56 | #version 330 core |
60 | vec4 texture2D(sampler2D s | 57 | vec4 texture2D(sampler2D s,vec2 uv) { |
61 | ,vec2 uv) { | ||
62 | return texture(s,uv); | 58 | return texture(s,uv); |
63 | } | 59 | } |
64 | uniform mat4 MVP2; | 60 | uniform mat4 MVP2; |
65 | in vec3 vi1; | 61 | in vec3 vi1; |
66 | smooth out vec4 vo1; | 62 | smooth out vec4 vo1; |
67 | void main() { | 63 | void main() { |
68 | gl_Position = (MVP2) * (vec4 | 64 | gl_Position = (MVP2) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)); |
69 | ((vi1).x,(vi1).y,(vi1).z,1.0)); | 65 | vo1 = vec4 ((vi1).x,(vi1).y,(vi1).z,1.0); |
70 | vo1 = vec4 ((vi1).x | ||
71 | ,(vi1).y | ||
72 | ,(vi1).z | ||
73 | ,1.0); | ||
74 | } | 66 | } |
75 | """ | 67 | """ |
76 | , geometryShader = Nothing | 68 | , geometryShader = Nothing |
77 | , fragmentShader = | 69 | , fragmentShader = |
78 | """ | 70 | """ |
79 | #version 330 core | 71 | #version 330 core |
80 | vec4 texture2D(sampler2D s | 72 | vec4 texture2D(sampler2D s,vec2 uv) { |
81 | ,vec2 uv) { | ||
82 | return texture(s,uv); | 73 | return texture(s,uv); |
83 | } | 74 | } |
84 | smooth in vec4 vo1; | 75 | smooth in vec4 vo1; |
85 | out vec4 f0; | 76 | out vec4 f0; |
86 | void main() { | 77 | void main() { |
87 | f0 = (vo1) + (vec4 (1.0 | 78 | f0 = (vo1) + (vec4 (1.0,1.4,1.0,0.6)); |
88 | ,1.4 | ||
89 | ,1.0 | ||
90 | ,0.6)); | ||
91 | } | 79 | } |
92 | """ | 80 | """ |
93 | } | 81 | } |
@@ -101,8 +89,7 @@ Pipeline | |||
101 | , vertexShader = | 89 | , vertexShader = |
102 | """ | 90 | """ |
103 | #version 330 core | 91 | #version 330 core |
104 | vec4 texture2D(sampler2D s | 92 | vec4 texture2D(sampler2D s,vec2 uv) { |
105 | ,vec2 uv) { | ||
106 | return texture(s,uv); | 93 | return texture(s,uv); |
107 | } | 94 | } |
108 | uniform mat4 MVP; | 95 | uniform mat4 MVP; |
@@ -117,17 +104,13 @@ Pipeline | |||
117 | , fragmentShader = | 104 | , fragmentShader = |
118 | """ | 105 | """ |
119 | #version 330 core | 106 | #version 330 core |
120 | vec4 texture2D(sampler2D s | 107 | vec4 texture2D(sampler2D s,vec2 uv) { |
121 | ,vec2 uv) { | ||
122 | return texture(s,uv); | 108 | return texture(s,uv); |
123 | } | 109 | } |
124 | flat in vec4 vo1; | 110 | flat in vec4 vo1; |
125 | out vec4 f0; | 111 | out vec4 f0; |
126 | void main() { | 112 | void main() { |
127 | f0 = (vo1) * (vec4 (1.0 | 113 | f0 = (vo1) * (vec4 (1.0,1.4,1.0,0.6)); |
128 | ,1.4 | ||
129 | ,1.0 | ||
130 | ,0.6)); | ||
131 | } | 114 | } |
132 | """ | 115 | """ |
133 | } | 116 | } |