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-rw-r--r--testdata/texture01.out90
1 files changed, 89 insertions, 1 deletions
diff --git a/testdata/texture01.out b/testdata/texture01.out
index 4988289a..c52b2a30 100644
--- a/testdata/texture01.out
+++ b/testdata/texture01.out
@@ -1 +1,89 @@
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 [("MVP",M44F),("diffuse",FTexture2D)], programStreams = fromList [("vi1",Parameter {name = "position4", ty = V4F}),("vi2",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("diffuse",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 vi1 ;\nin vec2 vi2 ;\nsmooth out vec2 vo1 ;\nvoid main() {\ngl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );\nvo1 = vi2;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D diffuse ;\nsmooth in vec2 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = texture2D ( diffuse,vo1 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F),("diffuse",FTexture2D)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 1.0)}],SetProgram 0,SetSamplerUniform "diffuse" 1,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 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 =
19 fromList [ ( "MVP" , M44F ) , ( "diffuse" , FTexture2D ) ]
20 , programStreams =
21 fromList
22 [ ( "vi1" , Parameter { name = "position4" , ty = V4F } )
23 , ( "vi2" , Parameter { name = "vertexUV" , ty = V2F } )
24 ]
25 , programInTextures = fromList [ ( "diffuse" , FTexture2D ) ]
26 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
27 , vertexShader =
28 """
29 #version 330 core
30 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
31 uniform mat4 MVP ;
32 in vec4 vi1 ;
33 in vec2 vi2 ;
34 smooth out vec2 vo1 ;
35 void main() {
36 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );
37 vo1 = vi2;
38 }
39
40 """
41 , geometryShader = Nothing
42 , fragmentShader =
43 """
44 #version 330 core
45 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
46 uniform sampler2D diffuse ;
47 smooth in vec2 vo1 ;
48 out vec4 f0 ;
49 void main() {
50 f0 = texture2D ( diffuse,vo1 );
51 }
52
53 """
54 }
55 ]
56 , slots =
57 [ Slot
58 { slotName = "stream4"
59 , slotStreams =
60 fromList [ ( "position4" , V4F ) , ( "vertexUV" , V2F ) ]
61 , slotUniforms =
62 fromList [ ( "MVP" , M44F ) , ( "diffuse" , FTexture2D ) ]
63 , slotPrimitive = Triangles
64 , slotPrograms = [ 0 ]
65 }
66 ]
67 , streams = []
68 , commands =
69 [ SetRenderTarget 0
70 , ClearRenderTarget
71 [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1000.0 }
72 , ClearImage
73 { imageSemantic = Color , clearValue = VV4F (V4 1.0 0.0 0.0 1.0) }
74 ]
75 , SetProgram 0
76 , SetSamplerUniform "diffuse" 1
77 , SetRasterContext
78 (TriangleCtx CullNone PolygonFill NoOffset LastVertex)
79 , SetAccumulationContext
80 AccumulationContext
81 { accViewportName = Nothing
82 , accOperations =
83 [ DepthOp Less True
84 , ColorOp NoBlending (VV4B (V4 True True True True))
85 ]
86 }
87 , RenderSlot 0
88 ]
89 } \ No newline at end of file