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-rw-r--r--testdata/simple03.out135
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 @@
1Pipeline {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 1Pipeline
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