diff options
Diffstat (limited to 'testdata/recursivetexture02.out')
-rw-r--r-- | testdata/recursivetexture02.out | 178 |
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 | ] |