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time = Uniform "Time" :: Float
clear = FrameBuffer $ (DepthImage @1 1000, ColorImage @1 red) -- ...
clear' = FrameBuffer $ (DepthImage @1 1000, ColorImage @1 blue) -- ...
triangleRasterCtx = TriangleCtx CullNone PolygonFill NoOffset LastVertex
triangles = triangleRasterCtx
colorFragmentCtx = (DepthOp Less True, ColorOp NoBlending (V4 True True True True))
rasterizeWith s = rasterizePrimitives triangles ((Smooth)) s
cubeVertexStream = fetch "stream4" (Attribute "position4" :: Vec 4 Float, Attribute "vertexUV" :: Vec 2 Float)
mapFragments2 s fs = accumulate colorFragmentCtx (\((a)) -> ((fs a))) s clear
rotate' v = (Uniform "MVP" :: Mat 4 4 Float) `PrimMulMatVec` v
texImage = PrjImageColor $
cubeVertexStream -- cube vertices
& mapPrimitives (\(x, y) -> (scale 1.0 x, V2 y%x (1-y%y)))
& rasterizeWith -- rasterize
`mapFragments2`
(\xy -> let
x = ((xy :: Vec 2 Float)%x :: Float) -! 0.85
y = ((xy :: Vec 2 Float)%y :: Float) -! 0.85
t = (0.0005 *! sin (3 *! PrimATan2 x y +! 15 *! time))
t' = (0.002 *! sin (5 *! PrimATan2 x y -! 5 *! time))
t'' = (0.002 *! sin (7 *! PrimATan2 x y +! 3 *! time))
ti = (PrimAbs $ sin (time *! 4) -! 0.37)
in if x*!x +! y*!y +! t < 0.005 *! ti then navy else
if x*!x +! y*!y +! t' < 0.02 *! ti then blue else
if x*!x +! y*!y +! t'' < 0.05 *! ti then white else yellow
)
sampler = Sampler LinearFilter MirroredRepeat $ Texture2D (V2 128 128) texImage
main = cubeVertexStream -- cube vertices
& mapPrimitives (\(x, y) -> (scale 0.5 . rotate' $ x, y))
& rasterizeWith -- rasterize
`mapFragments2` (texture2D sampler)
& ScreenOut -- draw into screen
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