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-rw-r--r--testdata/uniformparam02.out71
1 files changed, 70 insertions, 1 deletions
diff --git a/testdata/uniformparam02.out b/testdata/uniformparam02.out
index 9ff50b8d..d057c8c0 100644
--- a/testdata/uniformparam02.out
+++ b/testdata/uniformparam02.out
@@ -1 +1,70 @@
1Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)}]}], programs = [Program {programUniforms = fromList [], programStreams = fromList [("vi1",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 vi1 ;\nflat out vec4 vo1 ;\nvoid main() {\ngl_Position = vi1;\nvo1 = vi1;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nflat in vec4 vo1 ;\nvoid main() {\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [], slotPrimitive = Lines, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0}],SetProgram 0,SetRasterContext (LineCtx 1.0 LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less False]}),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 ]
12 }
13 ]
14 , programs =
15 [ Program
16 { programUniforms = fromList []
17 , programStreams =
18 fromList
19 [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) ]
20 , programInTextures = fromList []
21 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
22 , vertexShader =
23 """
24 #version 330 core
25 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
26 in vec4 vi1 ;
27 flat out vec4 vo1 ;
28 void main() {
29 gl_Position = vi1;
30 vo1 = vi1;
31 }
32
33 """
34 , geometryShader = Nothing
35 , fragmentShader =
36 """
37 #version 330 core
38 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
39 flat in vec4 vo1 ;
40 void main() {
41 }
42
43 """
44 }
45 ]
46 , slots =
47 [ Slot
48 { slotName = "stream4"
49 , slotStreams = fromList [ ( "position4" , V4F ) ]
50 , slotUniforms = fromList []
51 , slotPrimitive = Lines
52 , slotPrograms = [ 0 ]
53 }
54 ]
55 , streams = []
56 , commands =
57 [ SetRenderTarget 0
58 , ClearRenderTarget
59 [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1000.0 }
60 ]
61 , SetProgram 0
62 , SetRasterContext (LineCtx 1.0 LastVertex)
63 , SetAccumulationContext
64 AccumulationContext
65 { accViewportName = Nothing
66 , accOperations = [ DepthOp Less False ]
67 }
68 , RenderSlot 0
69 ]
70 } \ No newline at end of file