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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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