Pipeline { info = "" , backend = OpenGL33 , textures = [] , samplers = [] , targets = [ RenderTarget { renderTargets = [ TargetItem { targetSemantic = Depth , targetRef = Just (Framebuffer Depth) } ] } ] , programs = [ Program { programUniforms = fromList [] , programStreams = fromList [ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) ] , programInTextures = fromList [] , programOutput = [] , vertexShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } in vec4 vi1; flat out vec4 vo1; void main() { gl_Position = vi1; vo1 = vi1; } """ , geometryShader = Nothing , fragmentShader = """ #version 330 core vec4 texture2D(sampler2D s,vec2 uv) { return texture(s,uv); } flat in vec4 vo1; void main() { } """ } ] , slots = [ Slot { slotName = "stream4" , slotStreams = fromList [ ( "position4" , V4F ) ] , slotUniforms = fromList [] , slotPrimitive = Lines , slotPrograms = [ 0 ] } ] , streams = [] , commands = [ SetRenderTarget 0 , ClearRenderTarget [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1000.0 } ] , SetProgram 0 , SetRasterContext (LineCtx 1.0 LastVertex) , SetAccumulationContext AccumulationContext { accViewportName = Nothing , accOperations = [ DepthOp Less False ] } , RenderSlot 0 ] }