Pipeline { info = "generated by lambdcube-compiler 0.5.0.0" , 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 ) ] , programStreams = fromList [ ( "vi1" , Parameter { name = "attribute_0" , 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 MVP ; in vec3 vi1 ; smooth out vec4 vo1 ; void main() { gl_Position = ( ( MVP ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); vo1 = vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ); } """ , 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 = [] , streams = [ StreamData { streamData = fromList [ ( "attribute_0" , VFloatArray [ -2.0 , 0.0 , 0.0 , -1.0 , 0.0 , 0.0 , -1.0 , 0.0 , 0.0 , 0.0 , 0.0 , 0.0 , 0.0 , 0.0 , 0.0 , 1.0 , 0.0 , 0.0 , 1.0 , 0.0 , 0.0 , 2.0 , 0.0 , 0.0 , 2.0 , 0.0 , 0.0 , 3.0 , 0.0 , 0.0 ] ) ] , streamType = fromList [ ( "attribute_0" , V3F ) ] , streamPrimitive = Lines , streamPrograms = [ 0 ] } ] , 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 0 , SetRasterContext (LineCtx 1.0 LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Less True , ColorOp NoBlending (VV4B (V4 True True True True)) ] } , RenderStream 0 ] }