main = let emptyFB = FrameBuffer ((colorImage1 (V4 0.0 0.0 0.4 1.0)) rasterCtx = TriangleCtx CullNone PolygonFill NoOffset LastVertex fragmentCtx = accumulationContext (DepthOp Less False) -- ERROR vertexShader ((v)) = VertexOut v 1.0 () (Smooth v) vertexStream = fetch "stream" Triangle (Attribute "position" :: ((Vec 4 Float))) primitiveStream = Transform vertexShader vertexStream fragmentStream = Rasterize rasterCtx primitiveStream fragmentShader = FragmentShader $ \((v)) -> (V4 1.0 0.0 0.0 1.0) frame = accumulate fragmentCtx PassAll fragmentShader fragmentStream emptyFB in ScreenOut frame