Pipeline { info = "generated by lambdacube-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 ) , ( "Time" , Float ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) ] , programInTextures = fromList [] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform mat4 MVP; in vec4 vi1; smooth out vec4 vo1; vec4 scale(float z0,vec4 z1) { return (z1) * (vec4 (z0,z0,z0,1.0)); } void main() { gl_Position = scale (0.5,(MVP) * (vi1)); vo1 = vi1; } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float Time; smooth in vec4 vo1; out vec4 f0; float f(float z0) { return (mod (((z0) + (sin (z0))) + (sin ((1.1) * (z0))),4.0)) * (2.0); } mat4 rotMatrixX(float z0) { return mat4 (vec4 (1.0,0.0,0.0,0.0) ,vec4 (0.0,cos (z0),sin (z0),0.0) ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) ,vec4 (0.0,0.0,0.0,1.0)); } 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)); } mat4 rotMatrixZ(float z0) { return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0) ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0) ,vec4 (0.0,0.0,1.0,0.0) ,vec4 (0.0,0.0,0.0,1.0)); } void main() { if (!((((((vo1).y) * ((vo1).y)) + (((vo1).x) * ((vo1).x))) + (((vo1).z) * ((vo1).z))) > (1.5))) discard; f0 = (vec4 (((vec3 (0.5,0.5,0.5)) + ((cos (((((rotMatrixZ (Time)) * ((rotMatrixY (Time)) * ((vec4 (((vec3 (0.5,0.5,0.5)) + ((cos (((((rotMatrixX (Time)) * ((rotMatrixY (Time)) * (vo1))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).x ,((vec3 (0.5,0.5,0.5)) + ((cos (((((rotMatrixX (Time)) * ((rotMatrixY (Time)) * (vo1))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).y ,((vec3 (0.5,0.5,0.5)) + ((cos (((((rotMatrixX (Time)) * ((rotMatrixY (Time)) * (vo1))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).z ,((rotMatrixX (Time)) * ((rotMatrixY (Time)) * (vo1))).w)) * ((1.0) + ((0.5) * (sin (Time))))))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).x ,((vec3 (0.5,0.5,0.5)) + ((cos (((((rotMatrixZ (Time)) * ((rotMatrixY (Time)) * ((vec4 (((vec3 (0.5,0.5,0.5)) + ((cos (((((rotMatrixX (Time)) * ((rotMatrixY (Time)) * (vo1))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).x ,((vec3 (0.5,0.5,0.5)) + ((cos (((((rotMatrixX (Time)) * ((rotMatrixY (Time)) * (vo1))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).y ,((vec3 (0.5,0.5,0.5)) + ((cos (((((rotMatrixX (Time)) * ((rotMatrixY (Time)) * (vo1))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).z ,((rotMatrixX (Time)) * ((rotMatrixY (Time)) * (vo1))).w)) * ((1.0) + ((0.5) * (sin (Time))))))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).y ,((vec3 (0.5,0.5,0.5)) + ((cos (((((rotMatrixZ (Time)) * ((rotMatrixY (Time)) * ((vec4 (((vec3 (0.5,0.5,0.5)) + ((cos (((((rotMatrixX (Time)) * ((rotMatrixY (Time)) * (vo1))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).x ,((vec3 (0.5,0.5,0.5)) + ((cos (((((rotMatrixX (Time)) * ((rotMatrixY (Time)) * (vo1))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).y ,((vec3 (0.5,0.5,0.5)) + ((cos (((((rotMatrixX (Time)) * ((rotMatrixY (Time)) * (vo1))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).z ,((rotMatrixX (Time)) * ((rotMatrixY (Time)) * (vo1))).w)) * ((1.0) + ((0.5) * (sin (Time))))))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).z ,((rotMatrixZ (Time)) * ((rotMatrixY (Time)) * ((vec4 (((vec3 (0.5,0.5,0.5)) + ((cos (((((rotMatrixX (Time)) * ((rotMatrixY (Time)) * (vo1))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).x ,((vec3 (0.5,0.5,0.5)) + ((cos (((((rotMatrixX (Time)) * ((rotMatrixY (Time)) * (vo1))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).y ,((vec3 (0.5,0.5,0.5)) + ((cos (((((rotMatrixX (Time)) * ((rotMatrixY (Time)) * (vo1))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).z ,((rotMatrixX (Time)) * ((rotMatrixY (Time)) * (vo1))).w)) * ((1.0) + ((0.5) * (sin (Time))))))).w)) * (f (Time)); } """ } ] , slots = [ Slot { slotName = "stream4" , slotStreams = fromList [ ( "position4" , V4F ) ] , slotUniforms = fromList [ ( "MVP" , M44F ) , ( "Time" , Float ) ] , slotPrimitive = Triangles , slotPrograms = [ 0 ] } ] , streams = [] , commands = [ SetRenderTarget 0 , ClearRenderTarget [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1.0 } , ClearImage { imageSemantic = Color , clearValue = VV4F (V4 0.0 0.0 0.5 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 ] }