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-rw-r--r--testdata/simple03.out2
1 files changed, 1 insertions, 1 deletions
diff --git a/testdata/simple03.out b/testdata/simple03.out
index 06837010..634bc7d3 100644
--- a/testdata/simple03.out
+++ b/testdata/simple03.out
@@ -1 +1 @@
Pipeline {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 [("a2",Parameter {name = "color", ty = V3F}),("z1",Parameter {name = "position", 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 z1 ;\nin vec3 a2 ;\nsmooth out vec4 v0 ;\nvoid main() {\nv0 = vec4 ( 0.0,0.0,0.0,1.0 );\ngl_Position = ( viewProj ) * ( vec4 ( 0.0,0.0,0.0,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 v0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( 1.0,1.0,1.0,1.0 );\n}\n"},Program {programUniforms = fromList [("viewProj",M44F)], programStreams = fromList [("l4",Parameter {name = "position", ty = V3F}),("m4",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 l4 ;\nin vec3 m4 ;\nsmooth out vec4 v0 ;\nvoid main() {\nv0 = vec4 ( 0.0,0.0,0.0,1.0 );\ngl_Position = ( viewProj ) * ( vec4 ( 0.0,0.0,0.0,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 v0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = v0;\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 Pipeline {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 [("a2",Parameter {name = "color", ty = V3F}),("z1",Parameter {name = "position", 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 z1 ;\nin vec3 a2 ;\nsmooth out vec4 v0 ;\nvoid main() {\nv0 = vec4 ( ( a2 ).x,( a2 ).y,( a2 ).z,1.0 );\ngl_Position = ( viewProj ) * ( vec4 ( ( z1 ).x,( z1 ).y,( z1 ).z,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 vec4 v0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( 1.0,1.0,1.0,1.0 );\n}\n"},Program {programUniforms = fromList [("viewProj",M44F)], programStreams = fromList [("x4",Parameter {name = "position", ty = V3F}),("y4",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 x4 ;\nin vec3 y4 ;\nsmooth out vec4 v0 ;\nvoid main() {\nv0 = vec4 ( ( y4 ).x,( y4 ).y,( y4 ).z,1.0 );\ngl_Position = ( viewProj ) * ( vec4 ( ( x4 ).x,( x4 ).y,( x4 ).z,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 vec4 v0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = v0;\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