Pipeline { info = "" , 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 [ ( "MVP" , M44F ) , ( "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); } uniform mat4 MVP; uniform float Time; in vec4 vi1; smooth out vec4 vo1; mat4 rotMatrixX(float z0) { return mat4 (vec4 (1.0,0.0,0.0,0.0) ,vec4 (0.0,cos (z0),sin (z0),0.0) ,vec4 (0.0,(0.0) - (sin (z0)),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)); } vec4 scale(float z0,vec4 z1) { return (z1) * (vec4 (z0,z0,z0,1.0)); } vec4 trMat_Float_4_4(mat4 z0,vec4 z1) { return (z0) * (z1); } vec4 trX(float z0,vec4 z1) { return (vec4 (z0,0.0,0.0,0.0)) + (z1); } void main() { gl_Position = trMat_Float_4_4 (rotMatrixZ ((Time) * (2.0)) ,(MVP) * (trX ((1.0) + ((sin (Time)) * (0.1)) ,scale (4.0e-2,trMat_Float_4_4 (rotMatrixX (((Time) * (2.0)) * (2.0)),vi1))))); vo1 = vi1; } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } smooth in vec4 vo1; out vec4 f0; void main() { f0 = vo1; } """ } , Program { programUniforms = fromList [ ( "MVP" , M44F ) , ( "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); } uniform mat4 MVP; uniform float Time; in vec4 vi1; smooth out vec4 vo1; mat4 rotMatrixX(float z0) { return mat4 (vec4 (1.0,0.0,0.0,0.0) ,vec4 (0.0,cos (z0),sin (z0),0.0) ,vec4 (0.0,(0.0) - (sin (z0)),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)); } vec4 scale(float z0,vec4 z1) { return (z1) * (vec4 (z0,z0,z0,1.0)); } vec4 trMat_Float_4_4(mat4 z0,vec4 z1) { return (z0) * (z1); } vec4 trX(float z0,vec4 z1) { return (vec4 (z0,0.0,0.0,0.0)) + (z1); } void main() { gl_Position = trMat_Float_4_4 (rotMatrixZ ((Time) * (1.0)) ,(MVP) * (trX ((0.5) + ((sin (Time)) * (0.1)) ,scale (4.0e-2,trMat_Float_4_4 (rotMatrixX (((Time) * (2.0)) * (1.0)),vi1))))); vo1 = vi1; } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } smooth in vec4 vo1; out vec4 f0; void main() { f0 = vo1; } """ } , Program { programUniforms = fromList [ ( "MVP" , M44F ) , ( "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); } uniform mat4 MVP; uniform float Time; in vec4 vi1; smooth out vec4 vo1; mat4 rotMatrixX(float z0) { return mat4 (vec4 (1.0,0.0,0.0,0.0) ,vec4 (0.0,cos (z0),sin (z0),0.0) ,vec4 (0.0,(0.0) - (sin (z0)),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)); } vec4 scale(float z0,vec4 z1) { return (z1) * (vec4 (z0,z0,z0,1.0)); } vec4 trMat_Float_4_4(mat4 z0,vec4 z1) { return (z0) * (z1); } vec4 trX(float z0,vec4 z1) { return (vec4 (z0,0.0,0.0,0.0)) + (z1); } void main() { gl_Position = trMat_Float_4_4 (rotMatrixZ ((Time) * (0.0)) ,(MVP) * (trX ((0.0) + ((sin (Time)) * (0.1)) ,scale (4.0e-2,trMat_Float_4_4 (rotMatrixX (((Time) * (2.0)) * (0.0)),vi1))))); vo1 = vi1; } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } smooth in vec4 vo1; out vec4 f0; void main() { f0 = vo1; } """ } , Program { programUniforms = fromList [ ( "MVP" , M44F ) , ( "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); } uniform mat4 MVP; uniform float Time; in vec4 vi1; smooth out vec4 vo1; mat4 rotMatrixX(float z0) { return mat4 (vec4 (1.0,0.0,0.0,0.0) ,vec4 (0.0,cos (z0),sin (z0),0.0) ,vec4 (0.0,(0.0) - (sin (z0)),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)); } vec4 scale(float z0,vec4 z1) { return (z1) * (vec4 (z0,z0,z0,1.0)); } vec4 trMat_Float_4_4(mat4 z0,vec4 z1) { return (z0) * (z1); } vec4 trX(float z0,vec4 z1) { return (vec4 (z0,0.0,0.0,0.0)) + (z1); } void main() { gl_Position = trMat_Float_4_4 (rotMatrixZ ((Time) * (-1.0)) ,(MVP) * (trX ((-0.5) + ((sin (Time)) * (0.1)) ,scale (4.0e-2,trMat_Float_4_4 (rotMatrixX (((Time) * (2.0)) * (-1.0)),vi1))))); vo1 = vi1; } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } smooth in vec4 vo1; out vec4 f0; void main() { f0 = vo1; } """ } , Program { programUniforms = fromList [ ( "MVP" , M44F ) , ( "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); } uniform mat4 MVP; uniform float Time; in vec4 vi1; smooth out vec4 vo1; mat4 rotMatrixX(float z0) { return mat4 (vec4 (1.0,0.0,0.0,0.0) ,vec4 (0.0,cos (z0),sin (z0),0.0) ,vec4 (0.0,(0.0) - (sin (z0)),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)); } vec4 scale(float z0,vec4 z1) { return (z1) * (vec4 (z0,z0,z0,1.0)); } vec4 trMat_Float_4_4(mat4 z0,vec4 z1) { return (z0) * (z1); } vec4 trX(float z0,vec4 z1) { return (vec4 (z0,0.0,0.0,0.0)) + (z1); } void main() { gl_Position = trMat_Float_4_4 (rotMatrixZ ((Time) * (0.75)) ,(MVP) * (trX ((0.375) + ((sin (Time)) * (0.1)) ,scale (4.0e-2,trMat_Float_4_4 (rotMatrixX (((Time) * (2.0)) * (0.75)),vi1))))); vo1 = vi1; } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } smooth in vec4 vo1; out vec4 f0; void main() { f0 = vo1; } """ } , Program { programUniforms = fromList [ ( "MVP" , M44F ) , ( "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); } uniform mat4 MVP; uniform float Time; in vec4 vi1; smooth out vec4 vo1; mat4 rotMatrixX(float z0) { return mat4 (vec4 (1.0,0.0,0.0,0.0) ,vec4 (0.0,cos (z0),sin (z0),0.0) ,vec4 (0.0,(0.0) - (sin (z0)),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)); } vec4 scale(float z0,vec4 z1) { return (z1) * (vec4 (z0,z0,z0,1.0)); } vec4 trMat_Float_4_4(mat4 z0,vec4 z1) { return (z0) * (z1); } vec4 trX(float z0,vec4 z1) { return (vec4 (z0,0.0,0.0,0.0)) + (z1); } void main() { gl_Position = trMat_Float_4_4 (rotMatrixZ ((Time) * (0.3)) ,(MVP) * (trX ((0.15) + ((sin (Time)) * (0.1)) ,scale (4.0e-2,trMat_Float_4_4 (rotMatrixX (((Time) * (2.0)) * (0.3)),vi1))))); vo1 = vi1; } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } smooth in vec4 vo1; out vec4 f0; void main() { f0 = vo1; } """ } , Program { programUniforms = fromList [ ( "MVP" , M44F ) , ( "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); } uniform mat4 MVP; uniform float Time; in vec4 vi1; smooth out vec4 vo1; mat4 rotMatrixX(float z0) { return mat4 (vec4 (1.0,0.0,0.0,0.0) ,vec4 (0.0,cos (z0),sin (z0),0.0) ,vec4 (0.0,(0.0) - (sin (z0)),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)); } vec4 scale(float z0,vec4 z1) { return (z1) * (vec4 (z0,z0,z0,1.0)); } vec4 trMat_Float_4_4(mat4 z0,vec4 z1) { return (z0) * (z1); } vec4 trX(float z0,vec4 z1) { return (vec4 (z0,0.0,0.0,0.0)) + (z1); } void main() { gl_Position = trMat_Float_4_4 (rotMatrixZ ((Time) * (0.5)) ,(MVP) * (trX ((0.25) + ((sin (Time)) * (0.1)) ,scale (4.0e-2,trMat_Float_4_4 (rotMatrixX (((Time) * (2.0)) * (0.5)),vi1))))); vo1 = vi1; } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } smooth in vec4 vo1; out vec4 f0; void main() { f0 = vo1; } """ } , Program { programUniforms = fromList [ ( "MVP" , M44F ) , ( "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); } uniform mat4 MVP; uniform float Time; in vec4 vi1; smooth out vec4 vo1; mat4 rotMatrixX(float z0) { return mat4 (vec4 (1.0,0.0,0.0,0.0) ,vec4 (0.0,cos (z0),sin (z0),0.0) ,vec4 (0.0,(0.0) - (sin (z0)),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)); } vec4 scale(float z0,vec4 z1) { return (z1) * (vec4 (z0,z0,z0,1.0)); } vec4 trMat_Float_4_4(mat4 z0,vec4 z1) { return (z0) * (z1); } vec4 trX(float z0,vec4 z1) { return (vec4 (z0,0.0,0.0,0.0)) + (z1); } void main() { gl_Position = trMat_Float_4_4 (rotMatrixZ ((Time) * (-0.5)) ,(MVP) * (trX ((-0.25) + ((sin (Time)) * (0.1)) ,scale (4.0e-2,trMat_Float_4_4 (rotMatrixX (((Time) * (2.0)) * (-0.5)),vi1))))); vo1 = vi1; } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } smooth in vec4 vo1; out vec4 f0; void main() { f0 = vo1; } """ } ] , slots = [ Slot { slotName = "stream4" , slotStreams = fromList [ ( "position4" , V4F ) ] , slotUniforms = fromList [ ( "MVP" , M44F ) , ( "Time" , Float ) ] , slotPrimitive = Triangles , slotPrograms = [ 0 , 1 , 2 , 3 , 4 , 5 , 6 , 2 , 7 ] } ] , streams = [] , commands = [ SetRenderTarget 0 , ClearRenderTarget [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1000.0 } , ClearImage { imageSemantic = Color , clearValue = VV4F (V4 0.0 0.0 0.5 1.0) } ] , 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 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 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 ] }