diff options
Diffstat (limited to 'testdata/heartbeat01.out')
-rw-r--r-- | testdata/heartbeat01.out | 196 |
1 files changed, 195 insertions, 1 deletions
diff --git a/testdata/heartbeat01.out b/testdata/heartbeat01.out index c99e73e2..ca392c73 100644 --- a/testdata/heartbeat01.out +++ b/testdata/heartbeat01.out | |||
@@ -1 +1,195 @@ | |||
1 | Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 128 128), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 128 128), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0}], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 0 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 1 0 Nothing)}]}], programs = [Program {programUniforms = fromList [("Time",Float)], programStreams = fromList [("vi1",Parameter {name = "position4", ty = V4F}),("vi2",Parameter {name = "vertexUV", ty = V2F})], 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 ;\nin vec2 vi2 ;\nsmooth out vec2 vo1 ;\nvoid main() {\ngl_Position = ( vi1 ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\nvo1 = vi2;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float Time ;\nsmooth in vec2 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vo1 ).x ) - ( 0.85 ) ) * ( ( ( vo1 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vo1 ).y ) - ( 0.85 ) ) * ( ( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 5.0e-4 ) * ( sin ( ( ( 3.0 ) * ( atan ( ( ( vo1 ).x ) - ( 0.85 ),( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 15.0 ) * ( Time ) ) ) ) ) ) < ( ( 5.0e-3 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 0.0,0.0,0.5,1.0 ) : ( ( ( ( ( ( vo1 ).x ) - ( 0.85 ) ) * ( ( ( vo1 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vo1 ).y ) - ( 0.85 ) ) * ( ( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 2.0e-3 ) * ( sin ( ( ( 5.0 ) * ( atan ( ( ( vo1 ).x ) - ( 0.85 ),( ( vo1 ).y ) - ( 0.85 ) ) ) ) - ( ( 5.0 ) * ( Time ) ) ) ) ) ) < ( ( 2.0e-2 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 0.0,0.0,1.0,1.0 ) : ( ( ( ( ( ( vo1 ).x ) - ( 0.85 ) ) * ( ( ( vo1 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vo1 ).y ) - ( 0.85 ) ) * ( ( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 2.0e-3 ) * ( sin ( ( ( 7.0 ) * ( atan ( ( ( vo1 ).x ) - ( 0.85 ),( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 3.0 ) * ( Time ) ) ) ) ) ) < ( ( 5.0e-2 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 1.0,1.0,1.0,1.0 ) : vec4 ( 1.0,1.0,0.0,1.0 );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("vi1",Parameter {name = "position4", ty = V4F}),("vi2",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("s0",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 s0 ;\nsmooth in vec2 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = texture2D ( s0,vo1 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F),("Time",Float)], slotPrimitive = Triangles, slotPrograms = [0,1]}], streams = [], commands = [SetRenderTarget 1,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 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,SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 1.0)}],SetProgram 1,SetTexture 0 1,SetSamplerUniform "s0" 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 | [ TextureDescriptor | ||
6 | { textureType = Texture2D (FloatT Red) 1 | ||
7 | , textureSize = VV2U (V2 128 128) | ||
8 | , textureSemantic = Depth | ||
9 | , textureSampler = | ||
10 | SamplerDescriptor | ||
11 | { samplerWrapS = Repeat | ||
12 | , samplerWrapT = Nothing | ||
13 | , samplerWrapR = Nothing | ||
14 | , samplerMinFilter = Linear | ||
15 | , samplerMagFilter = Linear | ||
16 | , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0) | ||
17 | , samplerMinLod = Nothing | ||
18 | , samplerMaxLod = Nothing | ||
19 | , samplerLodBias = 0.0 | ||
20 | , samplerCompareFunc = Nothing | ||
21 | } | ||
22 | , textureBaseLevel = 0 | ||
23 | , textureMaxLevel = 0 | ||
24 | } | ||
25 | , TextureDescriptor | ||
26 | { textureType = Texture2D (FloatT RGBA) 1 | ||
27 | , textureSize = VV2U (V2 128 128) | ||
28 | , textureSemantic = Color | ||
29 | , textureSampler = | ||
30 | SamplerDescriptor | ||
31 | { samplerWrapS = Repeat | ||
32 | , samplerWrapT = Nothing | ||
33 | , samplerWrapR = Nothing | ||
34 | , samplerMinFilter = Linear | ||
35 | , samplerMagFilter = Linear | ||
36 | , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0) | ||
37 | , samplerMinLod = Nothing | ||
38 | , samplerMaxLod = Nothing | ||
39 | , samplerLodBias = 0.0 | ||
40 | , samplerCompareFunc = Nothing | ||
41 | } | ||
42 | , textureBaseLevel = 0 | ||
43 | , textureMaxLevel = 0 | ||
44 | } | ||
45 | ] | ||
46 | , samplers = [] | ||
47 | , targets = | ||
48 | [ RenderTarget | ||
49 | { renderTargets = | ||
50 | [ TargetItem | ||
51 | { targetSemantic = Depth , targetRef = Just (Framebuffer Depth) } | ||
52 | , TargetItem | ||
53 | { targetSemantic = Color , targetRef = Just (Framebuffer Color) } | ||
54 | ] | ||
55 | } | ||
56 | , RenderTarget | ||
57 | { renderTargets = | ||
58 | [ TargetItem | ||
59 | { targetSemantic = Depth | ||
60 | , targetRef = Just (TextureImage 0 0 Nothing) | ||
61 | } | ||
62 | , TargetItem | ||
63 | { targetSemantic = Color | ||
64 | , targetRef = Just (TextureImage 1 0 Nothing) | ||
65 | } | ||
66 | ] | ||
67 | } | ||
68 | ] | ||
69 | , programs = | ||
70 | [ Program | ||
71 | { programUniforms = fromList [ ( "Time" , Float ) ] | ||
72 | , programStreams = | ||
73 | fromList | ||
74 | [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) | ||
75 | , ( "vi2" , Parameter { name = "vertexUV" , ty = V2F } ) | ||
76 | ] | ||
77 | , programInTextures = fromList [] | ||
78 | , programOutput = [ Parameter { name = "f0" , ty = V4F } ] | ||
79 | , vertexShader = | ||
80 | """ | ||
81 | #version 330 core | ||
82 | vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} | ||
83 | in vec4 vi1 ; | ||
84 | in vec2 vi2 ; | ||
85 | smooth out vec2 vo1 ; | ||
86 | void main() { | ||
87 | gl_Position = ( vi1 ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) ); | ||
88 | vo1 = vi2; | ||
89 | } | ||
90 | |||
91 | """ | ||
92 | , geometryShader = Nothing | ||
93 | , fragmentShader = | ||
94 | """ | ||
95 | #version 330 core | ||
96 | vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} | ||
97 | uniform float Time ; | ||
98 | smooth in vec2 vo1 ; | ||
99 | out vec4 f0 ; | ||
100 | void main() { | ||
101 | f0 = ( ( ( ( ( ( vo1 ).x ) - ( 0.85 ) ) * ( ( ( vo1 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vo1 ).y ) - ( 0.85 ) ) * ( ( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 5.0e-4 ) * ( sin ( ( ( 3.0 ) * ( atan ( ( ( vo1 ).x ) - ( 0.85 ),( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 15.0 ) * ( Time ) ) ) ) ) ) < ( ( 5.0e-3 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 0.0,0.0,0.5,1.0 ) : ( ( ( ( ( ( vo1 ).x ) - ( 0.85 ) ) * ( ( ( vo1 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vo1 ).y ) - ( 0.85 ) ) * ( ( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 2.0e-3 ) * ( sin ( ( ( 5.0 ) * ( atan ( ( ( vo1 ).x ) - ( 0.85 ),( ( vo1 ).y ) - ( 0.85 ) ) ) ) - ( ( 5.0 ) * ( Time ) ) ) ) ) ) < ( ( 2.0e-2 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 0.0,0.0,1.0,1.0 ) : ( ( ( ( ( ( vo1 ).x ) - ( 0.85 ) ) * ( ( ( vo1 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vo1 ).y ) - ( 0.85 ) ) * ( ( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 2.0e-3 ) * ( sin ( ( ( 7.0 ) * ( atan ( ( ( vo1 ).x ) - ( 0.85 ),( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 3.0 ) * ( Time ) ) ) ) ) ) < ( ( 5.0e-2 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 1.0,1.0,1.0,1.0 ) : vec4 ( 1.0,1.0,0.0,1.0 ); | ||
102 | } | ||
103 | |||
104 | """ | ||
105 | } | ||
106 | , Program | ||
107 | { programUniforms = fromList [ ( "MVP" , M44F ) ] | ||
108 | , programStreams = | ||
109 | fromList | ||
110 | [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) | ||
111 | , ( "vi2" , Parameter { name = "vertexUV" , ty = V2F } ) | ||
112 | ] | ||
113 | , programInTextures = fromList [ ( "s0" , FTexture2D ) ] | ||
114 | , programOutput = [ Parameter { name = "f0" , ty = V4F } ] | ||
115 | , vertexShader = | ||
116 | """ | ||
117 | #version 330 core | ||
118 | vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} | ||
119 | uniform mat4 MVP ; | ||
120 | in vec4 vi1 ; | ||
121 | in vec2 vi2 ; | ||
122 | smooth out vec2 vo1 ; | ||
123 | void main() { | ||
124 | gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); | ||
125 | vo1 = vi2; | ||
126 | } | ||
127 | |||
128 | """ | ||
129 | , geometryShader = Nothing | ||
130 | , fragmentShader = | ||
131 | """ | ||
132 | #version 330 core | ||
133 | vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} | ||
134 | uniform sampler2D s0 ; | ||
135 | smooth in vec2 vo1 ; | ||
136 | out vec4 f0 ; | ||
137 | void main() { | ||
138 | f0 = texture2D ( s0,vo1 ); | ||
139 | } | ||
140 | |||
141 | """ | ||
142 | } | ||
143 | ] | ||
144 | , slots = | ||
145 | [ Slot | ||
146 | { slotName = "stream4" | ||
147 | , slotStreams = | ||
148 | fromList [ ( "position4" , V4F ) , ( "vertexUV" , V2F ) ] | ||
149 | , slotUniforms = fromList [ ( "MVP" , M44F ) , ( "Time" , Float ) ] | ||
150 | , slotPrimitive = Triangles | ||
151 | , slotPrograms = [ 0 , 1 ] | ||
152 | } | ||
153 | ] | ||
154 | , streams = [] | ||
155 | , commands = | ||
156 | [ SetRenderTarget 1 | ||
157 | , ClearRenderTarget | ||
158 | [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1000.0 } | ||
159 | , ClearImage | ||
160 | { imageSemantic = Color , clearValue = VV4F (V4 1.0 0.0 0.0 1.0) } | ||
161 | ] | ||
162 | , SetProgram 0 | ||
163 | , SetRasterContext | ||
164 | (TriangleCtx CullNone PolygonFill NoOffset LastVertex) | ||
165 | , SetAccumulationContext | ||
166 | AccumulationContext | ||
167 | { accViewportName = Nothing | ||
168 | , accOperations = | ||
169 | [ DepthOp Less True | ||
170 | , ColorOp NoBlending (VV4B (V4 True True True True)) | ||
171 | ] | ||
172 | } | ||
173 | , RenderSlot 0 | ||
174 | , SetRenderTarget 0 | ||
175 | , ClearRenderTarget | ||
176 | [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1000.0 } | ||
177 | , ClearImage | ||
178 | { imageSemantic = Color , clearValue = VV4F (V4 1.0 0.0 0.0 1.0) } | ||
179 | ] | ||
180 | , SetProgram 1 | ||
181 | , SetTexture 0 1 | ||
182 | , SetSamplerUniform "s0" 0 | ||
183 | , SetRasterContext | ||
184 | (TriangleCtx CullNone PolygonFill NoOffset LastVertex) | ||
185 | , SetAccumulationContext | ||
186 | AccumulationContext | ||
187 | { accViewportName = Nothing | ||
188 | , accOperations = | ||
189 | [ DepthOp Less True | ||
190 | , ColorOp NoBlending (VV4B (V4 True True True True)) | ||
191 | ] | ||
192 | } | ||
193 | , RenderSlot 0 | ||
194 | ] | ||
195 | } \ No newline at end of file | ||