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path: root/testdata/Spiral.out
blob: a1d3900767ec4a8dc65c0b353aa613274bde2656 (plain)
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Pipeline
  { info = ""
  , 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 ) , ( "Mouse" , V2F ) ]
          , 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;
              uniform vec2 Mouse;
              in vec3 vi1;
              smooth out vec4 vo1;
              vec4 scale(float z0,vec4 z1) {
                  return (z1) * (vec4 (z0,z0,z0,1.0));
              }
              vec4 v3FToV4F(vec3 z0) {
                  return vec4 ((z0).x,(z0).y,(z0).z,1.0);
              }
              void main() {
                  gl_Position = scale (0.5
                                      ,(MVP) * (vec4 ((exp ((((Mouse).x) - (0.5)) * ((vi1).x))) * (sin
                                                     ((0.9) * ((vi1).x)))
                                                     ,(exp ((((Mouse).x) - (0.5)) * ((vi1).x))) * (cos ((0.9) * ((vi1).x)))
                                                     ,((Mouse).y) * ((0.9) * ((vi1).x))
                                                     ,1.0)));
                  vo1 = v3FToV4F (vi1);
              }
              """
          , 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
                      [ -5.0
                      , 0.0
                      , 0.0
                      , -4.0
                      , 0.0
                      , 0.0
                      , -4.0
                      , 0.0
                      , 0.0
                      , -3.0
                      , 0.0
                      , 0.0
                      , -3.0
                      , 0.0
                      , 0.0
                      , -2.0
                      , 0.0
                      , 0.0
                      , -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
                      , 3.0
                      , 0.0
                      , 0.0
                      , 4.0
                      , 0.0
                      , 0.0
                      , 4.0
                      , 0.0
                      , 0.0
                      , 5.0
                      , 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 1.0 1.0 1.0 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
      ]
  }