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 = "attribute_0" , 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 float Time; in vec4 vi1; smooth out vec4 vo1; vec4 r1_Float; vec4 r2_Float; vec4 r3_Float; 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 (r1_Float,r2_Float,r3_Float,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() { r1_Float = vec4 (1.0,0.0,0.0,0.0); r2_Float = vec4 (0.0,1.0,0.0,0.0); r3_Float = vec4 (0.0,0.0,1.0,0.0); 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 = 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 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 (!(true)) discard; f0 = ((rotMatrixZ (Time)) * ((rotMatrixY (Time)) * (vo1))) * (f (Time)); } """ } ] , slots = [] , streams = [ StreamData { streamData = fromList [ ( "attribute_0" , VFloatArray [ 0.0 , 0.0 , 0.0 , 1.0 , 1.0 , 0.0 , 0.0 , 1.0 , 0.0 , 1.0 , 0.0 , 1.0 , 1.0 , 0.0 , 0.0 , 1.0 , 0.0 , 1.0 , 0.0 , 1.0 , 0.0 , 0.0 , 1.0 , 1.0 , 0.0 , 1.0 , 0.0 , 1.0 , 0.0 , 0.0 , 1.0 , 1.0 , 0.0 , 0.0 , 0.0 , 1.0 , 0.0 , 0.0 , 1.0 , 1.0 , 0.0 , 0.0 , 0.0 , 1.0 , 1.0 , 0.0 , 0.0 , 1.0 ] ) ] , streamType = fromList [ ( "attribute_0" , V4F ) ] , streamPrimitive = Triangles , streamPrograms = [ 0 ] } ] , 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)) ] } , RenderStream 0 ] }