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 [ ( "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);} in vec4 vi1 ; smooth out vec4 vo1 ; void main() { gl_Position = ( vi1 ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) ); 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 ; void main() { if (!(( sin ( ( 10.0 ) * ( ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 1.0 ) ),sin ( ( Time ) * ( 1.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 1.0 ) ) ),cos ( ( Time ) * ( 1.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; f0 = vec4 ( 0.0,0.0,0.0,1.0 ); } """ } , Program { programUniforms = fromList [ ( "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);} in vec4 vi1 ; smooth out vec4 vo1 ; void main() { gl_Position = ( vi1 ) * ( vec4 ( 0.9,0.9,0.9,1.0 ) ); 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 ; void main() { if (!(( sin ( ( 10.0 ) * ( ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.9 ) ),sin ( ( Time ) * ( 0.9 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.9 ) ) ),cos ( ( Time ) * ( 0.9 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; f0 = vec4 ( 9.999999999999998e-2,9.999999999999998e-2,9.999999999999998e-2,1.0 ); } """ } , Program { programUniforms = fromList [ ( "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);} in vec4 vi1 ; smooth out vec4 vo1 ; void main() { gl_Position = ( vi1 ) * ( vec4 ( 0.8,0.8,0.8,1.0 ) ); 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 ; void main() { if (!(( sin ( ( 10.0 ) * ( ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.8 ) ),sin ( ( Time ) * ( 0.8 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.8 ) ) ),cos ( ( Time ) * ( 0.8 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; f0 = vec4 ( 0.19999999999999996,0.19999999999999996,0.19999999999999996,1.0 ); } """ } , Program { programUniforms = fromList [ ( "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);} in vec4 vi1 ; smooth out vec4 vo1 ; void main() { gl_Position = ( vi1 ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) ); 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 ; void main() { if (!(( sin ( ( 10.0 ) * ( ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.7 ) ),sin ( ( Time ) * ( 0.7 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.7 ) ) ),cos ( ( Time ) * ( 0.7 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; f0 = vec4 ( 0.30000000000000004,0.30000000000000004,0.30000000000000004,1.0 ); } """ } , Program { programUniforms = fromList [ ( "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);} in vec4 vi1 ; smooth out vec4 vo1 ; void main() { gl_Position = ( vi1 ) * ( vec4 ( 0.6,0.6,0.6,1.0 ) ); 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 ; void main() { if (!(( sin ( ( 10.0 ) * ( ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.6 ) ),sin ( ( Time ) * ( 0.6 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.6 ) ) ),cos ( ( Time ) * ( 0.6 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; f0 = vec4 ( 0.4,0.4,0.4,1.0 ); } """ } , Program { programUniforms = fromList [ ( "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);} in vec4 vi1 ; smooth out vec4 vo1 ; void main() { gl_Position = ( vi1 ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 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 ; void main() { if (!(( sin ( ( 10.0 ) * ( ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.5 ) ),sin ( ( Time ) * ( 0.5 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.5 ) ) ),cos ( ( Time ) * ( 0.5 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; f0 = vec4 ( 0.5,0.5,0.5,1.0 ); } """ } , Program { programUniforms = fromList [ ( "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);} in vec4 vi1 ; smooth out vec4 vo1 ; void main() { gl_Position = ( vi1 ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) ); 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 ; void main() { if (!(( sin ( ( 10.0 ) * ( ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.4 ) ),sin ( ( Time ) * ( 0.4 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.4 ) ) ),cos ( ( Time ) * ( 0.4 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; f0 = vec4 ( 0.6,0.6,0.6,1.0 ); } """ } , Program { programUniforms = fromList [ ( "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);} in vec4 vi1 ; smooth out vec4 vo1 ; void main() { gl_Position = ( vi1 ) * ( vec4 ( 0.3,0.3,0.3,1.0 ) ); 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 ; void main() { if (!(( sin ( ( 10.0 ) * ( ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.3 ) ),sin ( ( Time ) * ( 0.3 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.3 ) ) ),cos ( ( Time ) * ( 0.3 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; f0 = vec4 ( 0.7,0.7,0.7,1.0 ); } """ } , Program { programUniforms = fromList [ ( "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);} in vec4 vi1 ; smooth out vec4 vo1 ; void main() { gl_Position = ( vi1 ) * ( vec4 ( 0.2,0.2,0.2,1.0 ) ); 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 ; void main() { if (!(( sin ( ( 10.0 ) * ( ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.2 ) ),sin ( ( Time ) * ( 0.2 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.2 ) ) ),cos ( ( Time ) * ( 0.2 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; f0 = vec4 ( 0.8,0.8,0.8,1.0 ); } """ } , Program { programUniforms = fromList [ ( "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);} in vec4 vi1 ; smooth out vec4 vo1 ; void main() { gl_Position = ( vi1 ) * ( vec4 ( 0.1,0.1,0.1,1.0 ) ); 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 ; void main() { if (!(( sin ( ( 10.0 ) * ( ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.1 ) ),sin ( ( Time ) * ( 0.1 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.1 ) ) ),cos ( ( Time ) * ( 0.1 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; f0 = vec4 ( 0.9,0.9,0.9,1.0 ); } """ } ] , slots = [ Slot { slotName = "stream4" , slotStreams = fromList [ ( "position4" , V4F ) ] , slotUniforms = fromList [ ( "Time" , Float ) ] , slotPrimitive = Triangles , slotPrograms = [ 0 , 1 , 2 , 3 , 4 , 5 , 6 , 7 , 8 , 9 ] } ] , 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 9 , SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Less True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 0 , SetProgram 8 , SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Less True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 0 , SetProgram 7 , SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Less True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 0 , SetProgram 6 , SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Less True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 0 , SetProgram 5 , SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Less True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 0 , SetProgram 4 , SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Less True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 0 , SetProgram 3 , SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Less True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 0 , SetProgram 2 , SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Less True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 0 , SetProgram 1 , SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Less True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 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 ] }