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-rw-r--r--testdata/point01.out2
1 files changed, 1 insertions, 1 deletions
diff --git a/testdata/point01.out b/testdata/point01.out
index b6063039..248bf5fb 100644
--- a/testdata/point01.out
+++ b/testdata/point01.out
@@ -1 +1 @@
Pipeline {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 [("y1",Parameter {name = "attribute_0", ty = V3F}),("z1",Parameter {name = "attribute_1", 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 vec3 y1 ;\nin vec4 z1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = z1;\ngl_Position = ( ( MVP ) * ( vec4 ( ( y1 ).x,( y1 ).y,( y1 ).z,1.0 ) ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );\ngl_PointSize = 30.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [], streams = [StreamData {streamData = fromList [("attribute_0",VFloatArray [-2.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,2.0,0.0,0.0,2.0,0.0,0.0,3.0,0.0,0.0]),("attribute_1",VFloatArray [1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0])], streamType = fromList [("attribute_0",V3F),("attribute_1",V4F)], streamPrimitive = Points, streamPrograms = [0]}], 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 (PointCtx ProgramPointSize 1.0 LowerLeft),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderStream 0]} \ No newline at end of file Pipeline {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 [("e2",Parameter {name = "attribute_0", ty = V3F}),("f2",Parameter {name = "attribute_1", 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 vec3 e2 ;\nin vec4 f2 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = f2;\ngl_Position = ( ( MVP ) * ( vec4 ( ( e2 ).x,( e2 ).y,( e2 ).z,1.0 ) ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );\ngl_PointSize = 30.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [], streams = [StreamData {streamData = fromList [("attribute_0",VFloatArray [-2.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,2.0,0.0,0.0,2.0,0.0,0.0,3.0,0.0,0.0]),("attribute_1",VFloatArray [1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0])], streamType = fromList [("attribute_0",V3F),("attribute_1",V4F)], streamPrimitive = Points, streamPrograms = [0]}], 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 (PointCtx ProgramPointSize 1.0 LowerLeft),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderStream 0]} \ No newline at end of file