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|
Pipeline
{ info = "generated by lambdacube-compiler 0.6.0.0"
, 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 [ ( "Time" , Float ) ]
, 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);
}
uniform float Time;
in vec4 vi1;
smooth out vec4 vo1;
float phase;
mat4 rotMatrixY(float z0) {
return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0)
,vec4 (0.0,1.0,0.0,0.0)
,vec4 (sin (z0),0.0,cos (z0),0.0)
,vec4 (0.0,0.0,0.0,1.0));
}
mat4 rotMatrixZ(float z0) {
return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0)
,vec4 ((0.0) - (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));
}
vec4 scale(float z0,vec4 z1) {
return (z1) * (vec4 (z0,z0,z0,1.0));
}
float smoothPhase;
void main() {
phase = fract ((Time) * (0.2));
smoothPhase = ((phase) * (phase)) * ((3.0) - ((2.0) * (phase)));
gl_Position = scale ((0.2) + ((abs ((0.5) - (smoothPhase))) * (0.6))
,(rotMatrixY ((4.1) + ((smoothPhase) * (6.28318530718)))) * ((rotMatrixZ
(2.35619449017)) * (vi1)));
vo1 = vi1;
}
"""
, geometryShader = Nothing
, fragmentShader =
"""
#version 330 core
vec4 texture2D(sampler2D s,vec2 uv) {
return texture(s,uv);
}
smooth in vec4 vo1;
out vec4 f0;
vec4 black;
vec4 leftSide(vec2 z0) {
return vec4 (0.0
,1.0
,(dot (z0,vec2 (0.5,-0.5))) + (0.4)
,((z0).y) > (0.75) ? 0.0 : 1.0);
}
vec4 rightSide_2(vec2 z0) {
return vec4 (((z0).x) * ((z0).x)
,1.0
,((1.0) - ((z0).x)) * ((1.0) - ((z0).x))
,((z0).y) > (0.75) ? 0.0 : 1.0);
}
vec4 topSide(vec2 z0) {
return vec4 ((dot (z0,vec2 (-0.5,0.5))) + (0.4)
,1.0
,0.0
,((dot (z0,vec2 (1.0,-1.0))) > (-0.25)) && ((dot (z0
,vec2 (1.0,-1.0))) < (0.0)) ? 0.0 : 1.0);
}
void main() {
black = vec4 (0.0,0.0,0.0,1.0);
f0 = (abs ((vo1).x)) > (0.99999) ? rightSide_2 (((((vo1).yz) * (sign
((vo1).x))) * (0.5)) + (0.5)) : (abs ((vo1).y)) > (0.99999) ? topSide
(((((vo1).zx) * (sign ((vo1).y))) * (0.5)) + (0.5)) : (abs
((vo1).z)) > (0.99999) ? leftSide (((((vo1).xy) * (sign
((vo1).z))) * (0.5)) + (0.5)) : black;
}
"""
}
]
, slots =
[ Slot
{ slotName = "stream4"
, slotStreams = fromList [ ( "position4" , V4F ) ]
, slotUniforms = fromList [ ( "Time" , Float ) ]
, slotPrimitive = Triangles
, slotPrograms = [ 0 ]
}
]
, streams = []
, commands =
[ SetRenderTarget 0
, ClearRenderTarget
[ ClearImage { imageSemantic = Depth , clearValue = VFloat 1.0 }
, ClearImage
{ imageSemantic = Color , clearValue = VV4F (V4 1.0 1.0 1.0 1.0) }
]
, SetProgram 0
, SetRasterContext
(TriangleCtx CullNone PolygonFill NoOffset LastVertex)
, SetAccumulationContext
AccumulationContext
{ accViewportName = Nothing
, accOperations =
[ DepthOp Less True
, ColorOp NoBlending (VV4B (V4 True True True True))
]
}
, RenderSlot 0
]
}
|