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path: root/testdata/gfx03.out
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Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("MVP2",M44F)], programStreams = fromList [("o1",Parameter {name = "position", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP2 ;\nin vec3 o1 ;\nvoid main() {\ngl_Position = ( MVP2 ) * ( vec4 ( ( o1 ).x,( o1 ).y,( o1 ).z,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( 0.0,0.4,0.0,1.0 );\n}\n"},Program {programUniforms = fromList [("MVP2",M44F)], programStreams = fromList [("r3",Parameter {name = "position", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP2 ;\nin vec3 r3 ;\nsmooth out vec4 v0 ;\nvoid main() {\nv0 = vec4 ( ( r3 ).x,( r3 ).y,( r3 ).z,1.0 );\ngl_Position = ( MVP2 ) * ( vec4 ( ( r3 ).x,( r3 ).y,( r3 ).z,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 v0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( v0 ) + ( vec4 ( 1.0,1.4,1.0,0.6 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("l6",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 l6 ;\nflat out vec4 v0 ;\nvoid main() {\nv0 = l6;\ngl_Position = ( MVP ) * ( l6 );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nflat in vec4 v0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( v0 ) * ( vec4 ( 1.0,1.4,1.0,0.6 ) );\n}\n"}], slots = [Slot {slotName = "stream", slotStreams = fromList [("position",V3F)], slotUniforms = fromList [("MVP2",M44F)], slotPrimitive = Triangles, slotPrograms = [0,1]},Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [2]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.4 1.0)}],SetProgram 2,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less False,ColorOp NoBlending (VV4B (V4 True True False False))]}),RenderSlot 0,SetProgram 0,SetRasterContext (TriangleCtx CullNone (PolygonLine 20.0) NoOffset FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Always False,ColorOp NoBlending (VV4B (V4 True True False False))]}),RenderSlot 0]}