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-rw-r--r--testdata/texture02.out148
1 files changed, 147 insertions, 1 deletions
diff --git a/testdata/texture02.out b/testdata/texture02.out
index 01f26c07..0cf77de0 100644
--- a/testdata/texture02.out
+++ b/testdata/texture02.out
@@ -1 +1,147 @@
1Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 128 128), 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 128 128), 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)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("vi1",Parameter {name = "position4", ty = V4F}),("vi2",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("s0",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 s0 ;\nsmooth in vec2 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = texture2D ( s0,vo1 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 1,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 1.0 1.0)}],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,SetTexture 0 1,SetSamplerUniform "s0" 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 1Pipeline
2 { info = "generated by lambdcube-compiler 0.5.0.0"
3 , backend = OpenGL33
4 , textures =
5 [ TextureDescriptor
6 { textureType = Texture2D (FloatT Red) 1
7 , textureSize = VV2U (V2 128 128)
8 , textureSemantic = Depth
9 , textureSampler =
10 SamplerDescriptor
11 { samplerWrapS = Repeat
12 , samplerWrapT = Nothing
13 , samplerWrapR = Nothing
14 , samplerMinFilter = Linear
15 , samplerMagFilter = Linear
16 , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0)
17 , samplerMinLod = Nothing
18 , samplerMaxLod = Nothing
19 , samplerLodBias = 0.0
20 , samplerCompareFunc = Nothing
21 }
22 , textureBaseLevel = 0
23 , textureMaxLevel = 0
24 }
25 , TextureDescriptor
26 { textureType = Texture2D (FloatT RGBA) 1
27 , textureSize = VV2U (V2 128 128)
28 , textureSemantic = Color
29 , textureSampler =
30 SamplerDescriptor
31 { samplerWrapS = Repeat
32 , samplerWrapT = Nothing
33 , samplerWrapR = Nothing
34 , samplerMinFilter = Linear
35 , samplerMagFilter = Linear
36 , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0)
37 , samplerMinLod = Nothing
38 , samplerMaxLod = Nothing
39 , samplerLodBias = 0.0
40 , samplerCompareFunc = Nothing
41 }
42 , textureBaseLevel = 0
43 , textureMaxLevel = 0
44 }
45 ]
46 , samplers = []
47 , targets =
48 [ RenderTarget
49 { renderTargets =
50 [ TargetItem
51 { targetSemantic = Depth , targetRef = Just (Framebuffer Depth) }
52 , TargetItem
53 { targetSemantic = Color , targetRef = Just (Framebuffer Color) }
54 ]
55 }
56 , RenderTarget
57 { renderTargets =
58 [ TargetItem
59 { targetSemantic = Depth
60 , targetRef = Just (TextureImage 0 0 Nothing)
61 }
62 , TargetItem
63 { targetSemantic = Color
64 , targetRef = Just (TextureImage 1 0 Nothing)
65 }
66 ]
67 }
68 ]
69 , programs =
70 [ Program
71 { programUniforms = fromList [ ( "MVP" , M44F ) ]
72 , programStreams =
73 fromList
74 [ ( "vi1" , Parameter { name = "position4" , ty = V4F } )
75 , ( "vi2" , Parameter { name = "vertexUV" , ty = V2F } )
76 ]
77 , programInTextures = fromList [ ( "s0" , FTexture2D ) ]
78 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
79 , vertexShader =
80 """
81 #version 330 core
82 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
83 uniform mat4 MVP ;
84 in vec4 vi1 ;
85 in vec2 vi2 ;
86 smooth out vec2 vo1 ;
87 void main() {
88 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );
89 vo1 = vi2;
90 }
91
92 """
93 , geometryShader = Nothing
94 , fragmentShader =
95 """
96 #version 330 core
97 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
98 uniform sampler2D s0 ;
99 smooth in vec2 vo1 ;
100 out vec4 f0 ;
101 void main() {
102 f0 = texture2D ( s0,vo1 );
103 }
104
105 """
106 }
107 ]
108 , slots =
109 [ Slot
110 { slotName = "stream4"
111 , slotStreams =
112 fromList [ ( "position4" , V4F ) , ( "vertexUV" , V2F ) ]
113 , slotUniforms = fromList [ ( "MVP" , M44F ) ]
114 , slotPrimitive = Triangles
115 , slotPrograms = [ 0 ]
116 }
117 ]
118 , streams = []
119 , commands =
120 [ SetRenderTarget 1
121 , ClearRenderTarget
122 [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1000.0 }
123 , ClearImage
124 { imageSemantic = Color , clearValue = VV4F (V4 0.0 0.0 1.0 1.0) }
125 ]
126 , SetRenderTarget 0
127 , ClearRenderTarget
128 [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1000.0 }
129 , ClearImage
130 { imageSemantic = Color , clearValue = VV4F (V4 1.0 0.0 0.0 1.0) }
131 ]
132 , SetProgram 0
133 , SetTexture 0 1
134 , SetSamplerUniform "s0" 0
135 , SetRasterContext
136 (TriangleCtx CullNone PolygonFill NoOffset LastVertex)
137 , SetAccumulationContext
138 AccumulationContext
139 { accViewportName = Nothing
140 , accOperations =
141 [ DepthOp Less True
142 , ColorOp NoBlending (VV4B (V4 True True True True))
143 ]
144 }
145 , RenderSlot 0
146 ]
147 } \ No newline at end of file