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-rw-r--r--testdata/recursivetexture02.out178
1 files changed, 95 insertions, 83 deletions
diff --git a/testdata/recursivetexture02.out b/testdata/recursivetexture02.out
index 4e9e1953..0dc86bbb 100644
--- a/testdata/recursivetexture02.out
+++ b/testdata/recursivetexture02.out
@@ -287,28 +287,30 @@ Pipeline
287 , vertexShader = 287 , vertexShader =
288 """ 288 """
289 #version 330 core 289 #version 330 core
290 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 290 vec4 texture2D(sampler2D s,vec2 uv) {
291 uniform mat4 MVP ; 291 return texture(s,uv);
292 in vec4 vi1 ; 292 }
293 in vec2 vi2 ; 293 uniform mat4 MVP;
294 smooth out vec2 vo1 ; 294 in vec4 vi1;
295 in vec2 vi2;
296 smooth out vec2 vo1;
295 void main() { 297 void main() {
296 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0)); 298 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0));
297 vo1 = vi2; 299 vo1 = vi2;
298 } 300 }
299
300 """ 301 """
301 , geometryShader = Nothing 302 , geometryShader = Nothing
302 , fragmentShader = 303 , fragmentShader =
303 """ 304 """
304 #version 330 core 305 #version 330 core
305 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 306 vec4 texture2D(sampler2D s,vec2 uv) {
306 smooth in vec2 vo1 ; 307 return texture(s,uv);
307 out vec4 f0 ; 308 }
309 smooth in vec2 vo1;
310 out vec4 f0;
308 void main() { 311 void main() {
309 f0 = (vo1).xyxy; 312 f0 = (vo1).xyxy;
310 } 313 }
311
312 """ 314 """
313 } 315 }
314 , Program 316 , Program
@@ -323,29 +325,31 @@ Pipeline
323 , vertexShader = 325 , vertexShader =
324 """ 326 """
325 #version 330 core 327 #version 330 core
326 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 328 vec4 texture2D(sampler2D s,vec2 uv) {
327 uniform mat4 MVP ; 329 return texture(s,uv);
328 in vec4 vi1 ; 330 }
329 in vec2 vi2 ; 331 uniform mat4 MVP;
330 smooth out vec2 vo1 ; 332 in vec4 vi1;
333 in vec2 vi2;
334 smooth out vec2 vo1;
331 void main() { 335 void main() {
332 gl_Position = ((MVP) * (vi1)) * (vec4 (1.0,1.0,1.0,1.0)); 336 gl_Position = ((MVP) * (vi1)) * (vec4 (1.0,1.0,1.0,1.0));
333 vo1 = vi2; 337 vo1 = vi2;
334 } 338 }
335
336 """ 339 """
337 , geometryShader = Nothing 340 , geometryShader = Nothing
338 , fragmentShader = 341 , fragmentShader =
339 """ 342 """
340 #version 330 core 343 #version 330 core
341 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 344 vec4 texture2D(sampler2D s,vec2 uv) {
342 uniform sampler2D s0 ; 345 return texture(s,uv);
343 smooth in vec2 vo1 ; 346 }
344 out vec4 f0 ; 347 uniform sampler2D s0;
348 smooth in vec2 vo1;
349 out vec4 f0;
345 void main() { 350 void main() {
346 f0 = (texture2D (s0,vo1)) * (vec4 (0.7,0.7,0.7,1.0)); 351 f0 = (texture2D (s0,vo1)) * (vec4 (0.7,0.7,0.7,1.0));
347 } 352 }
348
349 """ 353 """
350 } 354 }
351 , Program 355 , Program
@@ -360,29 +364,31 @@ Pipeline
360 , vertexShader = 364 , vertexShader =
361 """ 365 """
362 #version 330 core 366 #version 330 core
363 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 367 vec4 texture2D(sampler2D s,vec2 uv) {
364 uniform mat4 MVP ; 368 return texture(s,uv);
365 in vec4 vi1 ; 369 }
366 in vec2 vi2 ; 370 uniform mat4 MVP;
367 smooth out vec2 vo1 ; 371 in vec4 vi1;
372 in vec2 vi2;
373 smooth out vec2 vo1;
368 void main() { 374 void main() {
369 gl_Position = ((MVP) * (vi1)) * (vec4 (1.0,1.0,1.0,1.0)); 375 gl_Position = ((MVP) * (vi1)) * (vec4 (1.0,1.0,1.0,1.0));
370 vo1 = vi2; 376 vo1 = vi2;
371 } 377 }
372
373 """ 378 """
374 , geometryShader = Nothing 379 , geometryShader = Nothing
375 , fragmentShader = 380 , fragmentShader =
376 """ 381 """
377 #version 330 core 382 #version 330 core
378 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 383 vec4 texture2D(sampler2D s,vec2 uv) {
379 uniform sampler2D s0 ; 384 return texture(s,uv);
380 smooth in vec2 vo1 ; 385 }
381 out vec4 f0 ; 386 uniform sampler2D s0;
387 smooth in vec2 vo1;
388 out vec4 f0;
382 void main() { 389 void main() {
383 f0 = (texture2D (s0,vo1)) * (vec4 (0.7,0.7,0.7,1.0)); 390 f0 = (texture2D (s0,vo1)) * (vec4 (0.7,0.7,0.7,1.0));
384 } 391 }
385
386 """ 392 """
387 } 393 }
388 , Program 394 , Program
@@ -397,29 +403,31 @@ Pipeline
397 , vertexShader = 403 , vertexShader =
398 """ 404 """
399 #version 330 core 405 #version 330 core
400 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 406 vec4 texture2D(sampler2D s,vec2 uv) {
401 uniform mat4 MVP ; 407 return texture(s,uv);
402 in vec4 vi1 ; 408 }
403 in vec2 vi2 ; 409 uniform mat4 MVP;
404 smooth out vec2 vo1 ; 410 in vec4 vi1;
411 in vec2 vi2;
412 smooth out vec2 vo1;
405 void main() { 413 void main() {
406 gl_Position = ((MVP) * (vi1)) * (vec4 (1.0,1.0,1.0,1.0)); 414 gl_Position = ((MVP) * (vi1)) * (vec4 (1.0,1.0,1.0,1.0));
407 vo1 = vi2; 415 vo1 = vi2;
408 } 416 }
409
410 """ 417 """
411 , geometryShader = Nothing 418 , geometryShader = Nothing
412 , fragmentShader = 419 , fragmentShader =
413 """ 420 """
414 #version 330 core 421 #version 330 core
415 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 422 vec4 texture2D(sampler2D s,vec2 uv) {
416 uniform sampler2D s0 ; 423 return texture(s,uv);
417 smooth in vec2 vo1 ; 424 }
418 out vec4 f0 ; 425 uniform sampler2D s0;
426 smooth in vec2 vo1;
427 out vec4 f0;
419 void main() { 428 void main() {
420 f0 = (texture2D (s0,vo1)) * (vec4 (0.7,0.7,0.7,1.0)); 429 f0 = (texture2D (s0,vo1)) * (vec4 (0.7,0.7,0.7,1.0));
421 } 430 }
422
423 """ 431 """
424 } 432 }
425 , Program 433 , Program
@@ -434,29 +442,31 @@ Pipeline
434 , vertexShader = 442 , vertexShader =
435 """ 443 """
436 #version 330 core 444 #version 330 core
437 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 445 vec4 texture2D(sampler2D s,vec2 uv) {
438 uniform mat4 MVP ; 446 return texture(s,uv);
439 in vec4 vi1 ; 447 }
440 in vec2 vi2 ; 448 uniform mat4 MVP;
441 smooth out vec2 vo1 ; 449 in vec4 vi1;
450 in vec2 vi2;
451 smooth out vec2 vo1;
442 void main() { 452 void main() {
443 gl_Position = ((MVP) * (vi1)) * (vec4 (1.0,1.0,1.0,1.0)); 453 gl_Position = ((MVP) * (vi1)) * (vec4 (1.0,1.0,1.0,1.0));
444 vo1 = vi2; 454 vo1 = vi2;
445 } 455 }
446
447 """ 456 """
448 , geometryShader = Nothing 457 , geometryShader = Nothing
449 , fragmentShader = 458 , fragmentShader =
450 """ 459 """
451 #version 330 core 460 #version 330 core
452 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 461 vec4 texture2D(sampler2D s,vec2 uv) {
453 uniform sampler2D s0 ; 462 return texture(s,uv);
454 smooth in vec2 vo1 ; 463 }
455 out vec4 f0 ; 464 uniform sampler2D s0;
465 smooth in vec2 vo1;
466 out vec4 f0;
456 void main() { 467 void main() {
457 f0 = (texture2D (s0,vo1)) * (vec4 (0.7,0.7,0.7,1.0)); 468 f0 = (texture2D (s0,vo1)) * (vec4 (0.7,0.7,0.7,1.0));
458 } 469 }
459
460 """ 470 """
461 } 471 }
462 , Program 472 , Program
@@ -471,29 +481,31 @@ Pipeline
471 , vertexShader = 481 , vertexShader =
472 """ 482 """
473 #version 330 core 483 #version 330 core
474 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 484 vec4 texture2D(sampler2D s,vec2 uv) {
475 uniform mat4 MVP ; 485 return texture(s,uv);
476 in vec4 vi1 ; 486 }
477 in vec2 vi2 ; 487 uniform mat4 MVP;
478 smooth out vec2 vo1 ; 488 in vec4 vi1;
489 in vec2 vi2;
490 smooth out vec2 vo1;
479 void main() { 491 void main() {
480 gl_Position = ((MVP) * (vi1)) * (vec4 (1.0,1.0,1.0,1.0)); 492 gl_Position = ((MVP) * (vi1)) * (vec4 (1.0,1.0,1.0,1.0));
481 vo1 = vi2; 493 vo1 = vi2;
482 } 494 }
483
484 """ 495 """
485 , geometryShader = Nothing 496 , geometryShader = Nothing
486 , fragmentShader = 497 , fragmentShader =
487 """ 498 """
488 #version 330 core 499 #version 330 core
489 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 500 vec4 texture2D(sampler2D s,vec2 uv) {
490 uniform sampler2D s0 ; 501 return texture(s,uv);
491 smooth in vec2 vo1 ; 502 }
492 out vec4 f0 ; 503 uniform sampler2D s0;
504 smooth in vec2 vo1;
505 out vec4 f0;
493 void main() { 506 void main() {
494 f0 = (texture2D (s0,vo1)) * (vec4 (0.7,0.7,0.7,1.0)); 507 f0 = (texture2D (s0,vo1)) * (vec4 (0.7,0.7,0.7,1.0));
495 } 508 }
496
497 """ 509 """
498 } 510 }
499 ] 511 ]