Pipeline { info = "generated by lambdacube-compiler 0.6.0.0" , 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 [ ( "Time" , Float ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) , ( "vi2" , Parameter { name = "vertexUV" , ty = V2F } ) ] , programInTextures = fromList [] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } in vec4 vi1; in vec2 vi2; smooth out vec2 vo1; vec4 scale(float z0,vec4 z1) { return (z1) * (vec4 (z0,z0,z0,1.0)); } void main() { gl_Position = scale (1.0,vi1); vo1 = vec2 ((vi2).x,(1.0) - ((vi2).y)); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float Time; smooth in vec2 vo1; out vec4 f0; vec4 blue; vec4 navy; vec4 white; vec4 yellow; void main() { blue = vec4 (0.0,0.0,1.0,1.0); navy = vec4 (0.0,0.0,0.5,1.0); white = vec4 (1.0,1.0,1.0,1.0); yellow = vec4 (1.0,1.0,0.0,1.0); f0 = ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((5.0e-4) * (sin (((3.0) * (atan (((vo1).x) - (0.85) ,((vo1).y) - (0.85)))) + ((15.0) * (Time)))))) < ((5.0e-3) * (abs ((sin ((Time) * (4.0))) - (0.37)))) ? navy : ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((2.0e-3) * (sin (((5.0) * (atan (((vo1).x) - (0.85) ,((vo1).y) - (0.85)))) - ((5.0) * (Time)))))) < ((2.0e-2) * (abs ((sin ((Time) * (4.0))) - (0.37)))) ? blue : ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((2.0e-3) * (sin (((7.0) * (atan (((vo1).x) - (0.85) ,((vo1).y) - (0.85)))) + ((3.0) * (Time)))))) < ((5.0e-2) * (abs ((sin ((Time) * (4.0))) - (0.37)))) ? white : yellow; } """ } , Program { programUniforms = fromList [ ( "Time" , Float ) ] , 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 vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float Time; in vec4 vi1; in vec2 vi2; smooth out vec2 vo1; vec4 ext0_Float_3(vec3 z0) { return vec4 ((z0).x,(z0).y,(z0).z,0.0); } vec3 neg_VecSFloat3(vec3 z0) { return - (z0); } mat4 translateBefore4(vec3 z0) { return mat4 (vec4 (1.0,0.0,0.0,0.0) ,vec4 (0.0,1.0,0.0,0.0) ,vec4 (0.0,0.0,1.0,0.0) ,vec4 ((z0).x,(z0).y,(z0).z,1.0)); } mat4 lookat(vec3 z0,vec3 z1,vec3 z2) { return (transpose (mat4 (ext0_Float_3 (normalize (cross (z2 ,normalize ((z0) - (z1))))) ,ext0_Float_3 (cross (normalize ((z0) - (z1)) ,normalize (cross (z2,normalize ((z0) - (z1)))))) ,ext0_Float_3 (normalize ((z0) - (z1))) ,vec4 (0.0,0.0,0.0,1.0)))) * (translateBefore4 (neg_VecSFloat3 (z0))); } mat4 perspective(float z0,float z1,float z2,float z3) { return mat4 (vec4 (((2.0) * (z0)) / (((z3) * ((z0) * (tan ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan ((z2) / (2.0))))))) ,0.0 ,0.0 ,0.0) ,vec4 (0.0 ,((2.0) * (z0)) / (((z0) * (tan ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0)))))) ,0.0 ,0.0) ,vec4 ((((z3) * ((z0) * (tan ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan ((z2) / (2.0))))))) ,(((z0) * (tan ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan ((z2) / (2.0)))))) / (((z0) * (tan ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0)))))) ,(0.0) - (((z1) + (z0)) / ((z1) - (z0))) ,-1.0) ,vec4 (0.0,0.0,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))),0.0)); } mat4 rotMatrixY(float z0) { return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) ,vec4 (0.0,1.0,0.0,0.0) ,vec4 (sin (z0),0.0,cos (z0),0.0) ,vec4 (0.0,0.0,0.0,1.0)); } vec4 scale(float z0,vec4 z1) { return (z1) * (vec4 (z0,z0,z0,1.0)); } void main() { gl_Position = scale (0.5 ,(((perspective (0.1,100.0,0.5235987755982988,1.0)) * (lookat (vec3 (3.0 ,1.3 ,0.3) ,vec3 (0.0,0.0,0.0) ,vec3 (0.0,1.0,0.0)))) * (rotMatrixY ((0.1308996938995747) * (Time)))) * (vi1)); vo1 = vi2; } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D s0; smooth in vec2 vo1; out vec4 f0; void main() { f0 = texture2D (s0,vo1); } """ } ] , slots = [ Slot { slotName = "stream4" , slotStreams = fromList [ ( "position4" , V4F ) , ( "vertexUV" , V2F ) ] , slotUniforms = fromList [ ( "Time" , Float ) ] , slotPrimitive = Triangles , slotPrograms = [ 0 , 1 ] } ] , streams = [] , commands = [ SetRenderTarget 1 , 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)) ] } , RenderSlot 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 1 , 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 ] }