Pipeline { info = "generated by lambdacube-compiler 0.6.0.0" , 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; vec4 scale(float z0,vec4 z1) { return (z1) * (vec4 (z0,z0,z0,1.0)); } void main() { gl_Position = scale (1.0,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; 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 (!((sin ((10.0) * (((rotMatrixY (Time)) * ((rotMatrixZ ((Time) * (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; vec4 scale(float z0,vec4 z1) { return (z1) * (vec4 (z0,z0,z0,1.0)); } void main() { gl_Position = scale (0.9,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; 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 (!((sin ((10.0) * (((rotMatrixY (Time)) * ((rotMatrixZ ((Time) * (0.9))) * (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; vec4 scale(float z0,vec4 z1) { return (z1) * (vec4 (z0,z0,z0,1.0)); } void main() { gl_Position = scale (0.8,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; 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 (!((sin ((10.0) * (((rotMatrixY (Time)) * ((rotMatrixZ ((Time) * (0.8))) * (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; vec4 scale(float z0,vec4 z1) { return (z1) * (vec4 (z0,z0,z0,1.0)); } void main() { gl_Position = scale (0.7,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; 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 (!((sin ((10.0) * (((rotMatrixY (Time)) * ((rotMatrixZ ((Time) * (0.7))) * (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; vec4 scale(float z0,vec4 z1) { return (z1) * (vec4 (z0,z0,z0,1.0)); } void main() { gl_Position = scale (0.6,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; 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 (!((sin ((10.0) * (((rotMatrixY (Time)) * ((rotMatrixZ ((Time) * (0.6))) * (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; vec4 scale(float z0,vec4 z1) { return (z1) * (vec4 (z0,z0,z0,1.0)); } void main() { gl_Position = scale (0.5,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; 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 (!((sin ((10.0) * (((rotMatrixY (Time)) * ((rotMatrixZ ((Time) * (0.5))) * (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; vec4 scale(float z0,vec4 z1) { return (z1) * (vec4 (z0,z0,z0,1.0)); } void main() { gl_Position = scale (0.4,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; 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 (!((sin ((10.0) * (((rotMatrixY (Time)) * ((rotMatrixZ ((Time) * (0.4))) * (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; vec4 scale(float z0,vec4 z1) { return (z1) * (vec4 (z0,z0,z0,1.0)); } void main() { gl_Position = scale (0.3,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; 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 (!((sin ((10.0) * (((rotMatrixY (Time)) * ((rotMatrixZ ((Time) * (0.3))) * (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; vec4 scale(float z0,vec4 z1) { return (z1) * (vec4 (z0,z0,z0,1.0)); } void main() { gl_Position = scale (0.2,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; 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 (!((sin ((10.0) * (((rotMatrixY (Time)) * ((rotMatrixZ ((Time) * (0.2))) * (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; vec4 scale(float z0,vec4 z1) { return (z1) * (vec4 (z0,z0,z0,1.0)); } void main() { gl_Position = scale (0.1,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; 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 (!((sin ((10.0) * (((rotMatrixY (Time)) * ((rotMatrixZ ((Time) * (0.1))) * (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 ] }