Pipeline { info = "" , backend = OpenGL33 , textures = [] , samplers = [] , targets = [ RenderTarget { renderTargets = [ TargetItem { targetSemantic = Color , targetRef = Just (Framebuffer Color) } ] } ] , programs = [ Program { programUniforms = fromList [] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , 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; void main() { gl_Position = vi1; } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } out vec4 f0; vec4 blue; void main() { blue = vec4 (0.0,0.0,1.0,1.0); f0 = blue; } """ } ] , slots = [ Slot { slotName = "quad" , slotStreams = fromList [ ( "position" , V4F ) ] , slotUniforms = fromList [] , slotPrimitive = Triangles , slotPrograms = [ 0 ] } ] , streams = [] , commands = [ SetRenderTarget 0 , ClearRenderTarget [ ClearImage { imageSemantic = Color , clearValue = VV4F (V4 1.0 0.0 0.0 0.5) } ] , SetProgram 0 , SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderSlot 0 ] }