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time = Uniform "Time" :: Float
clear = FrameBuffer $ ColorImage @1 $ V4 1 0 0 0.5
triangleRasterCtx = TriangleCtx CullNone PolygonFill NoOffset LastVertex
colorFragmentCtx = accumulationContext ((ColorOp NoBlending (V4 True True True True)))
rasterizeWith = Rasterize
triangles = triangleRasterCtx
quadVertexStream = fetch "quad" (Attribute "position" :: ((Vec 4 Float)))
transform s f = Transform (\v -> VertexOut (f v) 1 () (Smooth v)) s
mapFragments s fs = accumulate colorFragmentCtx PassAll (FragmentShader $ \((a)) -> ((fs a))) s clear
render f = quadVertexStream -- id vertices
`transform` id
& rasterizeWith triangles -- rasterize
`mapFragments` f
& ScreenOut -- draw into screen
main = render $ \(V4 r g b a) -> V4 0 (0.5 +! (0.5 *! sin time)) b 1
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