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 [ ( "MVP2" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) ] , programInTextures = fromList [] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform mat4 MVP2; in vec3 vi1; vec4 v3FToV4F(vec3 z0) { return vec4 ((z0).x,(z0).y,(z0).z,1.0); } void main() { gl_Position = (MVP2) * (v3FToV4F (vi1)); } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } out vec4 f0; void main() { f0 = vec4 (0.0,0.4,0.0,1.0); } """ } , Program { programUniforms = fromList [ ( "MVP2" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position" , ty = V3F } ) ] , programInTextures = fromList [] , programOutput = [ Parameter { name = "f0" , ty = V4F } ] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform mat4 MVP2; in vec3 vi1; smooth out vec4 vo1; vec4 v3FToV4F(vec3 z0) { return vec4 ((z0).x,(z0).y,(z0).z,1.0); } void main() { gl_Position = (MVP2) * (v3FToV4F (vi1)); vo1 = v3FToV4F (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) + (vec4 (1.0,1.4,1.0,0.6)); } """ } , Program { programUniforms = fromList [ ( "MVP" , M44F ) ] , 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; in vec4 vi1; flat out vec4 vo1; void main() { gl_Position = (MVP) * (vi1); vo1 = vi1; } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } flat in vec4 vo1; out vec4 f0; void main() { f0 = (vo1) * (vec4 (1.0,1.4,1.0,0.6)); } """ } ] , slots = [ Slot { slotName = "stream" , slotStreams = fromList [ ( "position" , V3F ) ] , slotUniforms = fromList [ ( "MVP2" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 0 , 1 ] } , Slot { slotName = "stream4" , slotStreams = fromList [ ( "position4" , V4F ) ] , slotUniforms = fromList [ ( "MVP" , M44F ) ] , slotPrimitive = Triangles , slotPrograms = [ 2 ] } ] , streams = [] , commands = [ SetRenderTarget 0 , ClearRenderTarget [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1000.0 } , ClearImage { imageSemantic = Color , clearValue = VV4F (V4 0.5 0.0 0.4 1.0) } ] , SetProgram 2 , SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Less False , ColorOp Blend { colorEqSrc = FuncAdd , alphaEqSrc = FuncAdd , colorFSrc = SrcAlpha , colorFDst = OneMinusSrcAlpha , alphaFSrc = SrcAlpha , alphaFDst = OneMinusSrcAlpha , color = V4 1.0 1.0 1.0 1.0 } (VV4B (V4 True True True True)) ] } , RenderSlot 1 , SetProgram 1 , SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset FirstVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Less False , ColorOp NoBlending (VV4B (V4 True True False False)) ] } , RenderSlot 0 , SetProgram 0 , SetRasterContext (TriangleCtx CullNone (PolygonLine 20.0) NoOffset FirstVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Always False , ColorOp NoBlending (VV4B (V4 True True False False)) ] } , RenderSlot 0 ] }