main = let emptyFB = FrameBuffer (colorImage1 (V4 0.0 0.0 0.4 1.0)) rasterCtx = TriangleCtx CullNone PolygonFill NoOffset LastVertex fragmentCtx = accumulationContext (ColorOp NoBlending (V4 True True True True)) vertexShader v = (v, v) vertexStream = fetch "stream4" Triangle (Attribute "position4" :: Vec 4 Float) primitiveStream = mapPrimitives vertexShader vertexStream fragmentStream = rasterizePrimitives rasterCtx Smooth primitiveStream fragmentShader = \v -> v --(V4F 1.0 0.0 0.0 1.0) frame = accumulate fragmentCtx fragmentShader fragmentStream emptyFB in ScreenOut frame