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main = let
emptyFB = FrameBuffer (colorImage1 (V4 0.0 0.0 0.4 1.0))
rasterCtx = TriangleCtx CullNone PolygonFill NoOffset LastVertex
fragmentCtx = accumulationContext (ColorOp NoBlending (V4 True True True True))
vertexShader v = (v, v)
vertexStream = fetch "stream4" Triangle (Attribute "position4" :: Vec 4 Float)
primitiveStream = mapPrimitives vertexShader vertexStream
fragmentStream = rasterizePrimitives rasterCtx Smooth primitiveStream
fragmentShader = \v -> v --(V4F 1.0 0.0 0.0 1.0)
frame = accumulate fragmentCtx fragmentShader fragmentStream emptyFB
in ScreenOut frame
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