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-rw-r--r--testdata/recursivetexture02.out2
1 files changed, 1 insertions, 1 deletions
diff --git a/testdata/recursivetexture02.out b/testdata/recursivetexture02.out
index 514b2657..e1a84157 100644
--- a/testdata/recursivetexture02.out
+++ b/testdata/recursivetexture02.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), 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 1024 768), 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},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), 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 1024 768), 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},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), 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 1024 768), 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},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), 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 1024 768), 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},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), 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 1024 768), 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)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 2 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 3 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 4 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 5 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 6 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 7 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 8 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 9 0 Nothing)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("v7",Parameter {name = "position4", ty = V4F}),("w7",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);}\nuniform mat4 MVP ;\nin vec4 v7 ;\nin vec2 w7 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = w7;\ngl_Position = ( ( MVP ) * ( v7 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv0 ).xyxy;\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("i10",Parameter {name = "position4", ty = V4F}),("j10",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("k5",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 i10 ;\nin vec2 j10 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = j10;\ngl_Position = ( ( MVP ) * ( i10 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D k5 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( k5,vv0 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("v12",Parameter {name = "position4", ty = V4F}),("w12",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("i4",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 v12 ;\nin vec2 w12 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = w12;\ngl_Position = ( ( MVP ) * ( v12 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D i4 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( i4,vv0 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("i15",Parameter {name = "position4", ty = V4F}),("j15",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("g3",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 i15 ;\nin vec2 j15 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = j15;\ngl_Position = ( ( MVP ) * ( i15 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D g3 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( g3,vv0 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("v17",Parameter {name = "position4", ty = V4F}),("w17",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("e2",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 v17 ;\nin vec2 w17 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = w17;\ngl_Position = ( ( MVP ) * ( v17 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D e2 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( e2,vv0 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("i20",Parameter {name = "position4", ty = V4F}),("j20",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("c1",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 i20 ;\nin vec2 j20 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = j20;\ngl_Position = ( ( MVP ) * ( i20 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D c1 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( c1,vv0 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0,1,2,3,4,5]}], streams = [], commands = [SetRenderTarget 5,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 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 4,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 1,SetTexture 0 9,SetSamplerUniform "k5" 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 3,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 2,SetTexture 0 7,SetSamplerUniform "i4" 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 2,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 3,SetTexture 0 5,SetSamplerUniform "g3" 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 1,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 4,SetTexture 0 3,SetSamplerUniform "e2" 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 0.5 0.0 0.0 1.0)}],SetProgram 5,SetTexture 0 1,SetSamplerUniform "c1" 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 Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), 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 1024 768), 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},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), 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 1024 768), 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},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), 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 1024 768), 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},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), 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 1024 768), 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},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), 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 1024 768), 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)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 2 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 3 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 4 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 5 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 6 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 7 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 8 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 9 0 Nothing)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("c74",Parameter {name = "vertexUV", ty = V2F}),("v73",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 v73 ;\nin vec2 c74 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = c74;\ngl_Position = ( ( MVP ) * ( v73 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv0 ).xyxy;\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("j97",Parameter {name = "position4", ty = V4F}),("q97",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("b50",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 j97 ;\nin vec2 q97 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = q97;\ngl_Position = ( ( MVP ) * ( j97 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D b50 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( b50,vv0 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("e121",Parameter {name = "vertexUV", ty = V2F}),("x120",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [("u39",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 x120 ;\nin vec2 e121 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = e121;\ngl_Position = ( ( MVP ) * ( x120 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D u39 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( u39,vv0 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("l144",Parameter {name = "position4", ty = V4F}),("s144",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("n29",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 l144 ;\nin vec2 s144 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = s144;\ngl_Position = ( ( MVP ) * ( l144 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D n29 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( n29,vv0 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("g168",Parameter {name = "vertexUV", ty = V2F}),("z167",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [("g19",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 z167 ;\nin vec2 g168 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = g168;\ngl_Position = ( ( MVP ) * ( z167 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D g19 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( g19,vv0 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("n191",Parameter {name = "position4", ty = V4F}),("u191",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("z8",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 n191 ;\nin vec2 u191 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = u191;\ngl_Position = ( ( MVP ) * ( n191 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D z8 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( z8,vv0 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0,1,2,3,4,5]}], streams = [], commands = [SetRenderTarget 5,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 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 4,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 1,SetTexture 0 9,SetSamplerUniform "b50" 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 3,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 2,SetTexture 0 7,SetSamplerUniform "u39" 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 2,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 3,SetTexture 0 5,SetSamplerUniform "n29" 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 1,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 4,SetTexture 0 3,SetSamplerUniform "g19" 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 0.5 0.0 0.0 1.0)}],SetProgram 5,SetTexture 0 1,SetSamplerUniform "z8" 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