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|
Pipeline
{ info = "generated by lambdacube-compiler 0.6.0.0"
, backend = OpenGL33
, textures = []
, samplers = []
, targets =
[ RenderTarget
{ renderTargets =
[ TargetItem
{ targetSemantic = Color , targetRef = Just (Framebuffer Color) }
]
}
]
, programs =
[ Program
{ programUniforms = fromList []
, programStreams =
fromList
[ ( "vi1" , Parameter { name = "position4" , ty = V4F } ) ]
, 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;
vec4 rotate(float z0,vec4 z1) {
return (mat4 (vec4 (cos (z0),(0.0) - (sin (z0)),0.0,0.0)
,vec4 (sin (z0),cos (z0),0.0,0.0)
,vec4 (0.0,0.0,1.0,0.0)
,vec4 (0.0,0.0,0.0,1.0))) * (z1);
}
vec4 scale(float z0,vec4 z1) {
return (z1) * (vec4 (z0,z0,z0,1.0));
}
void main() {
gl_Position = scale (0.1,rotate (3.0,vi1));
}
"""
, geometryShader = Nothing
, fragmentShader =
"""
#version 330 core
vec4 texture2D(sampler2D s,vec2 uv) {
return texture(s,uv);
}
out vec4 f0;
vec4 blue;
void main() {
blue = vec4 (0.0,0.0,1.0,1.0);
f0 = blue;
}
"""
}
]
, slots =
[ Slot
{ slotName = "stream4"
, slotStreams = fromList [ ( "position4" , V4F ) ]
, slotUniforms = fromList []
, slotPrimitive = Triangles
, slotPrograms = [ 0 ]
}
]
, streams = []
, commands =
[ SetRenderTarget 0
, ClearRenderTarget
[ 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 =
[ ColorOp NoBlending (VV4B (V4 True True True True)) ]
}
, RenderSlot 0
]
}
|