dark = V4 0.1 0.0 0.2 1 clear = FrameBuffer $ (DepthImage @1 1000, ColorImage @1 dark) -- ... triangleRasterCtx = TriangleCtx CullNone PolygonFill NoOffset LastVertex colorFragmentCtx = (DepthOp Less True, ColorOp NoBlending (V4 True True True True)) rasterizeWith = rasterizePrimitives triangles = triangleRasterCtx cubeVertexStream = fetch "stream4" ((Attribute "position4" :: Vec 4 Float)) mapFragments2 s fs = accumulate colorFragmentCtx (\((a)) -> ((fs a))) s clear transform s f = mapPrimitives (\((v)) -> (f v, v)) s rotate' v = (Uniform "MVP" :: Mat 4 4 Float) `PrimMulMatVec` v main = cubeVertexStream -- cube vertices `transform` (scale 0.5 . rotate') -- scale them & rasterizeWith triangles ((Smooth)) -- rasterize `mapFragments2` (\a -> if a%r < 0.5 then blue else red) & ScreenOut -- draw into screen