clear = FrameBuffer $ (DepthImage @1 1000, ColorImage @1 red) -- ... clear' = FrameBuffer $ (DepthImage @1 1000, ColorImage @1 blue) -- ... triangleRasterCtx = TriangleCtx CullNone PolygonFill NoOffset LastVertex colorFragmentCtx = accumulationContext (DepthOp Less True, ColorOp NoBlending (V4 True True True True)) rasterizeWith = rasterizePrimitives triangles = triangleRasterCtx cubeVertexStream = fetch "stream4" (Attribute "position4" :: Vec 4 Float, Attribute "vertexUV" :: Vec 2 Float) mapFragments2 s fs = accumulate colorFragmentCtx (\((a)) -> ((fs a))) s clear transform s f = mapPrimitives (\(v,uv) -> (f v, uv)) s rotate' v = (Uniform "MVP" :: Mat 4 4 Float) `PrimMulMatVec` v sampler = Sampler LinearFilter MirroredRepeat $ Texture2D (V2 128 128) (PrjImageColor clear') main = cubeVertexStream -- cube vertices `transform` (scale 0.5 . rotate') -- scale them & rasterizeWith triangles ((Smooth)) -- rasterize `mapFragments2` (texture2D sampler) & ScreenOut -- draw into screen