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-rw-r--r--testdata/gfx04.out96
1 files changed, 95 insertions, 1 deletions
diff --git a/testdata/gfx04.out b/testdata/gfx04.out
index 487c5a41..c8e3922b 100644
--- a/testdata/gfx04.out
+++ b/testdata/gfx04.out
@@ -1 +1,95 @@
1Pipeline {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 [("MVP",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( MVP ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) );\nvo1 = vec4 ( ( vi2 ).x,( vi2 ).y,( vi2 ).z,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo1 ) * ( vec4 ( 1.0,1.4,1.0,0.6 ) );\n}\n"}], slots = [Slot {slotName = "stream", slotStreams = fromList [("normal",V3F),("position",V3F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.4 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (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 = Depth , targetRef = Just (Framebuffer Depth) }
11 , TargetItem
12 { targetSemantic = Color , targetRef = Just (Framebuffer Color) }
13 ]
14 }
15 ]
16 , programs =
17 [ Program
18 { programUniforms = fromList [ ( "MVP" , M44F ) ]
19 , programStreams =
20 fromList
21 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
22 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
23 ]
24 , programInTextures = fromList []
25 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
26 , vertexShader =
27 """
28 #version 330 core
29 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
30 uniform mat4 MVP ;
31 in vec3 vi1 ;
32 in vec3 vi2 ;
33 smooth out vec4 vo1 ;
34 void main() {
35 gl_Position = ( MVP ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) );
36 vo1 = vec4 ( ( vi2 ).x,( vi2 ).y,( vi2 ).z,1.0 );
37 }
38
39 """
40 , geometryShader = Nothing
41 , fragmentShader =
42 """
43 #version 330 core
44 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
45 smooth in vec4 vo1 ;
46 out vec4 f0 ;
47 void main() {
48 f0 = ( vo1 ) * ( vec4 ( 1.0,1.4,1.0,0.6 ) );
49 }
50
51 """
52 }
53 ]
54 , slots =
55 [ Slot
56 { slotName = "stream"
57 , slotStreams =
58 fromList [ ( "normal" , V3F ) , ( "position" , V3F ) ]
59 , slotUniforms = fromList [ ( "MVP" , M44F ) ]
60 , slotPrimitive = Triangles
61 , slotPrograms = [ 0 ]
62 }
63 ]
64 , streams = []
65 , commands =
66 [ SetRenderTarget 0
67 , ClearRenderTarget
68 [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1000.0 }
69 , ClearImage
70 { imageSemantic = Color , clearValue = VV4F (V4 0.5 0.0 0.4 1.0) }
71 ]
72 , SetProgram 0
73 , SetRasterContext
74 (TriangleCtx CullNone PolygonFill NoOffset LastVertex)
75 , SetAccumulationContext
76 AccumulationContext
77 { accViewportName = Nothing
78 , accOperations =
79 [ DepthOp Less False
80 , ColorOp
81 Blend
82 { colorEqSrc = FuncAdd
83 , alphaEqSrc = FuncAdd
84 , colorFSrc = SrcAlpha
85 , colorFDst = OneMinusSrcAlpha
86 , alphaFSrc = SrcAlpha
87 , alphaFDst = OneMinusSrcAlpha
88 , color = V4 1.0 1.0 1.0 1.0
89 }
90 (VV4B (V4 True True True True))
91 ]
92 }
93 , RenderSlot 0
94 ]
95 } \ No newline at end of file