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time = Uniform "Time" :: Float
clear = FrameBuffer ((ColorImage @1 $ V4 1 0 0 0.5))
triangleRasterCtx = TriangleCtx CullNone PolygonFill NoOffset LastVertex
colorFragmentCtx = accumulationContext ((ColorOp NoBlending (V4 True True True True)))
rasterizeWith = rasterizePrimitives
triangles = triangleRasterCtx
quadVertexStream = fetch "quad" ((Attribute "position" :: Vec 4 Float))
transform s f = mapPrimitives (\((v)) -> (f v, v)) s
mapFragments2 s fs = accumulate colorFragmentCtx ( \((a)) -> ((fs a))) s clear
render f = quadVertexStream -- id vertices
`transform` id
& rasterizeWith triangles ((Smooth)) -- rasterize
`mapFragments2` f
& ScreenOut -- draw into screen
main = render $ \c -> if time < 0.5 then c else blue
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