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path: root/testdata/fragment04ifthenelse.out
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1
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("Time",Float)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 vi1 ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = vi1;\nvo1 = vi1;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float Time ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( Time ) < ( 0.5 ) ? vo1 : vec4 ( 0.0,0.0,1.0,1.0 );\n}\n"}], slots = [Slot {slotName = "quad", slotStreams = fromList [("position",V4F)], slotUniforms = fromList [("Time",Float)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 0.5)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]}