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 [ ( "Diffuse" , FTexture2D ) , ( "MVP" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) , ( "vi2" , Parameter { name = "vertexUV" , ty = V2F } ) ] , programInTextures = fromList [ ( "Diffuse" , FTexture2D ) ] , 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 ; in vec2 vi2 ; smooth out vec2 vo1 ; void main() { gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); vo1 = vi2; } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} uniform sampler2D Diffuse ; smooth in vec2 vo1 ; out vec4 f0 ; void main() { f0 = texture2D ( Diffuse,vo1 ); } """ } ] , slots = [ Slot { slotName = "stream4" , slotStreams = fromList [ ( "position4" , V4F ) , ( "vertexUV" , V2F ) ] , slotUniforms = fromList [ ( "Diffuse" , FTexture2D ) , ( "MVP" , M44F ) ] , 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 , SetSamplerUniform "Diffuse" 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 ] }