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path: root/testdata/editor-examples/RecLC.out
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1
Pipeline {backend = OpenGL33, textures = [TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 512 512), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 512 512), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 512 512), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 512 512), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0}], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 0 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 1 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 2 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 3 0 Nothing)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("b12",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 b12 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = b12;\ngl_Position = ( ( MVP ) * ( b12 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float Time ;\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nif (!(( ( ( ( ( ( vv0 ).y ) + ( ( vv0 ).x ) ) + ( ( vv0 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vv0 ).y ) - ( ( vv0 ).x ) ) + ( ( vv0 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( ( vv0 ).y ) + ( ( vv0 ).x ) ) - ( ( vv0 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vv0 ).y ) + ( ( vv0 ).x ) ) + ( ( vv0 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( ( vv0 ).y ) - ( ( vv0 ).x ) ) - ( ( vv0 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vv0 ).y ) + ( ( vv0 ).x ) ) - ( ( vv0 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( ( vv0 ).y ) - ( ( vv0 ).x ) ) + ( ( vv0 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vv0 ).y ) - ( ( vv0 ).x ) ) - ( ( vv0 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).x ) * ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).x ) ) + ( ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).y ) * ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).y ) ) ) + ( ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).z ) * ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).z ) ) ) > ( abs ( ( 3.0 ) * ( sin ( ( 1.0 ) * ( Time ) ) ) ) ) ) ) ) ))) discard;\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("k14",Parameter {name = "position4", ty = V4F}),("l14",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("q2",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 k14 ;\nin vec2 l14 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = l14;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.0 ),sin ( 0.0 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.0 ) ),cos ( 0.0 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( k14 ) ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D q2 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).yyyx ) * ( 0.5 ) ) + ( texture2D ( q2,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("r17",Parameter {name = "position4", ty = V4F}),("s17",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("i1",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 r17 ;\nin vec2 s17 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = s17;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.1 ),sin ( 0.1 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.1 ) ),cos ( 0.1 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( r17 ) ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D i1 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).yyyx ) * ( 0.5 ) ) + ( texture2D ( i1,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F),("Time",Float)], slotPrimitive = Triangles, slotPrograms = [0,1,2]}], streams = [], commands = [SetRenderTarget 2,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.5 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,SetRenderTarget 1,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.5 0.5 1.0)}],SetProgram 1,SetTexture 0 3,SetSamplerUniform "q2" 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,SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.5 0.5 1.0)}],SetProgram 2,SetTexture 0 1,SetSamplerUniform "i1" 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]}