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|
Pipeline
{ info = ""
, backend = OpenGL33
, textures =
[ TextureDescriptor
{ textureType = Texture2D (IntT RGBA) 1
, textureSize = VV2U (V2 800 600)
, textureSemantic = Color
, textureSampler =
SamplerDescriptor
{ samplerWrapS = Repeat
, samplerWrapT = Just Repeat
, samplerWrapR = Nothing
, samplerMinFilter = Nearest
, samplerMagFilter = Nearest
, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0)
, samplerMinLod = Nothing
, samplerMaxLod = Nothing
, samplerLodBias = 0.0
, samplerCompareFunc = Nothing
}
, textureBaseLevel = 0
, textureMaxLevel = 0
}
]
, samplers = []
, targets =
[ RenderTarget
{ renderTargets =
[ TargetItem
{ targetSemantic = Color
, targetRef = Just (TextureImage 0 0 Nothing)
}
]
}
]
, programs =
[ Program
{ programUniforms = fromList [ ( "viewProj" , M44F ) ]
, programStreams =
fromList
[ ( "vi1" , Parameter { name = "position" , ty = V3F } )
, ( "vi2" , Parameter { name = "color" , ty = V4F } )
, ( "vi3" , Parameter { name = "id" , ty = Int } )
]
, programInTextures = fromList []
, programOutput = [ Parameter { name = "f0" , ty = V4I } ]
, vertexShader =
"""
#version 330 core
vec4 texture2D(sampler2D s,vec2 uv) {
return texture(s,uv);
}
uniform mat4 viewProj;
in vec3 vi1;
in vec4 vi2;
in int vi3;
flat out vec2 vo1;
flat out ivec4 vo2;
void main() {
gl_Position = (viewProj) * (vec4 ((vi1).x,(vi1).y,0.0,1.0));
vo1 = vec2 (0.0,0.0);
vo2 = ivec4 (0,0,0,vi3);
}
"""
, geometryShader = Nothing
, fragmentShader =
"""
#version 330 core
vec4 texture2D(sampler2D s,vec2 uv) {
return texture(s,uv);
}
flat in vec2 vo1;
flat in ivec4 vo2;
out ivec4 f0;
void main() {
f0 = vo2;
}
"""
}
]
, slots =
[ Slot
{ slotName = "objects"
, slotStreams =
fromList
[ ( "color" , V4F ) , ( "id" , Int ) , ( "position" , V3F ) ]
, slotUniforms = fromList [ ( "viewProj" , M44F ) ]
, slotPrimitive = Triangles
, slotPrograms = [ 0 ]
}
]
, streams = []
, commands =
[ SetRenderTarget 0
, ClearRenderTarget
[ ClearImage
{ imageSemantic = Color , clearValue = VV4I (V4 0 0 0 0) }
]
, SetProgram 0
, SetRasterContext
(TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
, SetAccumulationContext
AccumulationContext
{ accViewportName = Nothing
, accOperations =
[ ColorOp NoBlending (VV4B (V4 True True True True)) ]
}
, RenderSlot 0
]
}
|