diff options
Diffstat (limited to 'testdata/simple03.out')
-rw-r--r-- | testdata/simple03.out | 135 |
1 files changed, 134 insertions, 1 deletions
diff --git a/testdata/simple03.out b/testdata/simple03.out index c1236861..8457ebe2 100644 --- a/testdata/simple03.out +++ b/testdata/simple03.out | |||
@@ -1 +1,134 @@ | |||
1 | Pipeline {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 [("viewProj",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "color", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) );\nvo1 = vec4 ( ( vi2 ).x,( vi2 ).y,( vi2 ).z,1.0 );\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() {\nf0 = vec4 ( 1.0,1.0,1.0,1.0 );\n}\n"},Program {programUniforms = fromList [("viewProj",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "color", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) );\nvo1 = vec4 ( ( vi2 ).x,( vi2 ).y,( vi2 ).z,1.0 );\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() {\nf0 = vo1;\n}\n"}], slots = [Slot {slotName = "missing shader", slotStreams = fromList [("color",V3F),("position",V3F)], slotUniforms = fromList [("viewProj",M44F)], slotPrimitive = Triangles, slotPrograms = [0,1]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.4 1.0)}],SetProgram 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 0,SetRasterContext (TriangleCtx CullNone (PolygonLine 20.0) (Offset (-1.0) 0.0) FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | 1 | Pipeline |
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 [ ( "viewProj" , M44F ) ] | ||
19 | , programStreams = | ||
20 | fromList | ||
21 | [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) | ||
22 | , ( "vi2" , Parameter { name = "color" , ty = V3F } ) | ||
23 | ] | ||
24 | , programInTextures = fromList [] | ||
25 | , programOutput = [ Parameter { name = "f0" , ty = V4F } ] | ||
26 | , vertexShader = | ||
27 | """ | ||
28 | #version 330 core | ||
29 | vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} | ||
30 | uniform mat4 viewProj ; | ||
31 | in vec3 vi1 ; | ||
32 | in vec3 vi2 ; | ||
33 | smooth out vec4 vo1 ; | ||
34 | void main() { | ||
35 | gl_Position = ( viewProj ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ); | ||
36 | vo1 = vec4 ( ( vi2 ).x,( vi2 ).y,( vi2 ).z,1.0 ); | ||
37 | } | ||
38 | |||
39 | """ | ||
40 | , geometryShader = Nothing | ||
41 | , fragmentShader = | ||
42 | """ | ||
43 | #version 330 core | ||
44 | vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} | ||
45 | smooth in vec4 vo1 ; | ||
46 | out vec4 f0 ; | ||
47 | void main() { | ||
48 | f0 = vec4 ( 1.0,1.0,1.0,1.0 ); | ||
49 | } | ||
50 | |||
51 | """ | ||
52 | } | ||
53 | , Program | ||
54 | { programUniforms = fromList [ ( "viewProj" , M44F ) ] | ||
55 | , programStreams = | ||
56 | fromList | ||
57 | [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) | ||
58 | , ( "vi2" , Parameter { name = "color" , ty = V3F } ) | ||
59 | ] | ||
60 | , programInTextures = fromList [] | ||
61 | , programOutput = [ Parameter { name = "f0" , ty = V4F } ] | ||
62 | , vertexShader = | ||
63 | """ | ||
64 | #version 330 core | ||
65 | vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} | ||
66 | uniform mat4 viewProj ; | ||
67 | in vec3 vi1 ; | ||
68 | in vec3 vi2 ; | ||
69 | smooth out vec4 vo1 ; | ||
70 | void main() { | ||
71 | gl_Position = ( viewProj ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ); | ||
72 | vo1 = vec4 ( ( vi2 ).x,( vi2 ).y,( vi2 ).z,1.0 ); | ||
73 | } | ||
74 | |||
75 | """ | ||
76 | , geometryShader = Nothing | ||
77 | , fragmentShader = | ||
78 | """ | ||
79 | #version 330 core | ||
80 | vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} | ||
81 | smooth in vec4 vo1 ; | ||
82 | out vec4 f0 ; | ||
83 | void main() { | ||
84 | f0 = vo1; | ||
85 | } | ||
86 | |||
87 | """ | ||
88 | } | ||
89 | ] | ||
90 | , slots = | ||
91 | [ Slot | ||
92 | { slotName = "missing shader" | ||
93 | , slotStreams = | ||
94 | fromList [ ( "color" , V3F ) , ( "position" , V3F ) ] | ||
95 | , slotUniforms = fromList [ ( "viewProj" , M44F ) ] | ||
96 | , slotPrimitive = Triangles | ||
97 | , slotPrograms = [ 0 , 1 ] | ||
98 | } | ||
99 | ] | ||
100 | , streams = [] | ||
101 | , commands = | ||
102 | [ SetRenderTarget 0 | ||
103 | , ClearRenderTarget | ||
104 | [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1000.0 } | ||
105 | , ClearImage | ||
106 | { imageSemantic = Color , clearValue = VV4F (V4 0.0 0.0 0.4 1.0) } | ||
107 | ] | ||
108 | , SetProgram 1 | ||
109 | , SetRasterContext | ||
110 | (TriangleCtx CullNone PolygonFill NoOffset FirstVertex) | ||
111 | , SetAccumulationContext | ||
112 | AccumulationContext | ||
113 | { accViewportName = Nothing | ||
114 | , accOperations = | ||
115 | [ DepthOp Less True | ||
116 | , ColorOp NoBlending (VV4B (V4 True True True True)) | ||
117 | ] | ||
118 | } | ||
119 | , RenderSlot 0 | ||
120 | , SetProgram 0 | ||
121 | , SetRasterContext | ||
122 | (TriangleCtx | ||
123 | CullNone (PolygonLine 20.0) (Offset (-1.0) 0.0) FirstVertex) | ||
124 | , SetAccumulationContext | ||
125 | AccumulationContext | ||
126 | { accViewportName = Nothing | ||
127 | , accOperations = | ||
128 | [ DepthOp Lequal True | ||
129 | , ColorOp NoBlending (VV4B (V4 True True True True)) | ||
130 | ] | ||
131 | } | ||
132 | , RenderSlot 0 | ||
133 | ] | ||
134 | } \ No newline at end of file | ||