From f1368ab5c95229af52f61678fc18ab0fd2c1df86 Mon Sep 17 00:00:00 2001 From: Csaba Hruska Date: Sat, 13 Feb 2016 12:58:12 +0100 Subject: fix vertex shader output codegen --- testdata/fetcharrays01.out | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'testdata/fetcharrays01.out') diff --git a/testdata/fetcharrays01.out b/testdata/fetcharrays01.out index 8a715a55..890a2bcc 100644 --- a/testdata/fetcharrays01.out +++ b/testdata/fetcharrays01.out @@ -1 +1 @@ -Pipeline {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)], programStreams = fromList [("vi1",Parameter {name = "attribute_0", ty = V3F}),("vi2",Parameter {name = "attribute_1", 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 MVP ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nsmooth out vec4 gl_Position ;\nvoid main() {\ngl_Position = ( ( MVP ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );\nvo1 = vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 gl_Position ;\nout vec4 f0 ;\nvoid main() {\nf0 = vo1;\n}\n"}], slots = [], streams = [StreamData {streamData = fromList [("attribute_0",VFloatArray 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[("attribute_0",V3F),("attribute_1",V3F)], streamPrimitive = Triangles, streamPrograms = [0]}], 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,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderStream 0]} \ No newline at end of file +Pipeline {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)], programStreams = fromList [("vi1",Parameter {name = "attribute_0", ty = V3F}),("vi2",Parameter {name = "attribute_1", 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 MVP ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( ( MVP ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );\nvo1 = vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).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 = [], streams = [StreamData {streamData = fromList [("attribute_0",VFloatArray 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[("attribute_0",V3F),("attribute_1",V3F)], streamPrimitive = Triangles, streamPrograms = [0]}], 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,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderStream 0]} \ No newline at end of file -- cgit v1.2.3