Pipeline { info = "generated by lambdcube-compiler 0.5.0.0" , backend = OpenGL33 , textures = [ TextureDescriptor { textureType = Texture2D (FloatT Red) 1 , textureSize = VV2U (V2 128 128) , textureSemantic = Depth , textureSampler = SamplerDescriptor { samplerWrapS = Repeat , samplerWrapT = Nothing , samplerWrapR = Nothing , samplerMinFilter = Linear , samplerMagFilter = Linear , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0) , samplerMinLod = Nothing , samplerMaxLod = Nothing , samplerLodBias = 0.0 , samplerCompareFunc = Nothing } , textureBaseLevel = 0 , textureMaxLevel = 0 } , TextureDescriptor { textureType = Texture2D (FloatT RGBA) 1 , textureSize = VV2U (V2 128 128) , textureSemantic = Color , textureSampler = SamplerDescriptor { samplerWrapS = Repeat , samplerWrapT = Nothing , samplerWrapR = Nothing , samplerMinFilter = Linear , samplerMagFilter = Linear , samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0) , samplerMinLod = Nothing , samplerMaxLod = Nothing , samplerLodBias = 0.0 , samplerCompareFunc = Nothing } , textureBaseLevel = 0 , textureMaxLevel = 0 } ] , samplers = [] , targets = [ RenderTarget { renderTargets = [ TargetItem { targetSemantic = Depth , targetRef = Just (Framebuffer Depth) } , TargetItem { targetSemantic = Color , targetRef = Just (Framebuffer Color) } ] } , RenderTarget { renderTargets = [ TargetItem { targetSemantic = Depth , targetRef = Just (TextureImage 0 0 Nothing) } , TargetItem { targetSemantic = Color , targetRef = Just (TextureImage 1 0 Nothing) } ] } ] , programs = [ Program { programUniforms = fromList [ ( "Time" , Float ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) , ( "vi2" , Parameter { name = "vertexUV" , ty = V2F } ) ] , 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; in vec2 vi2; smooth out vec2 vo1; vec4 scale(float z0,vec4 z1) { return (z1) * (vec4 (z0,z0,z0,1.0)); } void main() { gl_Position = scale (1.0,vi1); vo1 = vi2; } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform float Time; smooth in vec2 vo1; out vec4 f0; vec4 rgb(float z0,float z1,float z2) { return vec4 (z0,z1,z2,1.0); } vec4 blue = rgb (0.0,0.0,1.0); vec4 navy = rgb (0.0,0.0,0.5); float time = Time; vec4 white = rgb (1.0,1.0,1.0); vec4 yellow = rgb (1.0,1.0,0.0); void main() { f0 = ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((5.0e-4) * (sin (((3.0) * (atan (((vo1).x) - (0.85) ,((vo1).y) - (0.85)))) + ((15.0) * (time)))))) < ((5.0e-3) * (abs ((sin ((time) * (4.0))) - (0.37)))) ? navy : ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((2.0e-3) * (sin (((5.0) * (atan (((vo1).x) - (0.85) ,((vo1).y) - (0.85)))) - ((5.0) * (time)))))) < ((2.0e-2) * (abs ((sin ((time) * (4.0))) - (0.37)))) ? blue : ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((2.0e-3) * (sin (((7.0) * (atan (((vo1).x) - (0.85) ,((vo1).y) - (0.85)))) + ((3.0) * (time)))))) < ((5.0e-2) * (abs ((sin ((time) * (4.0))) - (0.37)))) ? white : yellow; } """ } , Program { programUniforms = fromList [ ( "MVP" , M44F ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) , ( "vi2" , Parameter { name = "vertexUV" , ty = V2F } ) ] , programInTextures = fromList [ ( "s0" , 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; vec4 scale(float z0,vec4 z1) { return (z1) * (vec4 (z0,z0,z0,1.0)); } void main() { gl_Position = scale (0.5,(MVP) * (vi1)); vo1 = vi2; } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } uniform sampler2D s0; smooth in vec2 vo1; out vec4 f0; void main() { f0 = texture2D (s0,vo1); } """ } ] , slots = [ Slot { slotName = "stream4" , slotStreams = fromList [ ( "position4" , V4F ) , ( "vertexUV" , V2F ) ] , slotUniforms = fromList [ ( "MVP" , M44F ) , ( "Time" , Float ) ] , slotPrimitive = Triangles , slotPrograms = [ 0 , 1 ] } ] , streams = [] , commands = [ SetRenderTarget 1 , ClearRenderTarget [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1000.0 } , ClearImage { imageSemantic = Color , clearValue = VV4F (V4 1.0 0.0 0.0 1.0) } ] , 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 , SetRenderTarget 0 , ClearRenderTarget [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1000.0 } , ClearImage { imageSemantic = Color , clearValue = VV4F (V4 1.0 0.0 0.0 1.0) } ] , SetProgram 1 , SetTexture 0 1 , SetSamplerUniform "s0" 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 ] }