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-rw-r--r--testdata/helloWorld.out83
1 files changed, 82 insertions, 1 deletions
diff --git a/testdata/helloWorld.out b/testdata/helloWorld.out
index 28f591b9..8973b5fa 100644
--- a/testdata/helloWorld.out
+++ b/testdata/helloWorld.out
@@ -1 +1,82 @@
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 = "position4", ty = V4F})], 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 vec4 vi1 ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );\nvo1 = vi1;\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() {\nif (!(true)) discard;\nf0 = vo1;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], 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 0.0 0.0 0.5 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]} \ 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 = "position4" , ty = V4F } ) ]
22 , programInTextures = fromList []
23 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
24 , vertexShader =
25 """
26 #version 330 core
27 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
28 uniform mat4 MVP ;
29 in vec4 vi1 ;
30 smooth out vec4 vo1 ;
31 void main() {
32 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );
33 vo1 = vi1;
34 }
35
36 """
37 , geometryShader = Nothing
38 , fragmentShader =
39 """
40 #version 330 core
41 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
42 smooth in vec4 vo1 ;
43 out vec4 f0 ;
44 void main() {
45 if (!(true)) discard;
46 f0 = vo1;
47 }
48
49 """
50 }
51 ]
52 , slots =
53 [ Slot
54 { slotName = "stream4"
55 , slotStreams = fromList [ ( "position4" , V4F ) ]
56 , slotUniforms = fromList [ ( "MVP" , M44F ) ]
57 , slotPrimitive = Triangles
58 , slotPrograms = [ 0 ]
59 }
60 ]
61 , streams = []
62 , commands =
63 [ SetRenderTarget 0
64 , ClearRenderTarget
65 [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1000.0 }
66 , ClearImage
67 { imageSemantic = Color , clearValue = VV4F (V4 0.0 0.0 0.5 1.0) }
68 ]
69 , SetProgram 0
70 , SetRasterContext
71 (TriangleCtx CullNone PolygonFill NoOffset LastVertex)
72 , SetAccumulationContext
73 AccumulationContext
74 { accViewportName = Nothing
75 , accOperations =
76 [ DepthOp Less True
77 , ColorOp NoBlending (VV4B (V4 True True True True))
78 ]
79 }
80 , RenderSlot 0
81 ]
82 } \ No newline at end of file