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clear = FrameBuffer ((ColorImage @1 $ V4 1 0 0 0.5))
triangleRasterCtx = TriangleCtx CullNone PolygonFill NoOffset LastVertex
colorFragmentCtx = ((ColorOp NoBlending (V4 True True True True)))
rasterizeWith = rasterizePrimitives
triangles = triangleRasterCtx
quadVertexStream = fetch "quad" Triangle (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 :: (Vec 4 Float -> Vec 4 Float) -> Output
render f = quadVertexStream -- id vertices
`transform` id
& rasterizeWith triangles ((Smooth)) -- rasterize
`mapFragments2` f
& ScreenOut -- draw into screen
main = render $ \a -> let v = sin a in sin v
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