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path: root/testdata/gfx04.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 [("MVP",M44F)], programStreams = fromList [("i2",Parameter {name = "position", ty = V3F}),("j2",Parameter {name = "normal", 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 MVP ;\nin vec3 i2 ;\nin vec3 j2 ;\nsmooth out vec4 v0 ;\nvoid main() {\nv0 = vec4 ( 0.0,0.0,0.0,1.0 );\ngl_Position = ( MVP ) * ( vec4 ( 0.0,0.0,0.0,1.0 ) );\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"}], slots = [Slot {slotName = "stream", slotStreams = fromList [("normal",V3F),("position",V3F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0]}], 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 0,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 0]}