1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
|
Pipeline
{ info = "generated by lambdacube-compiler 0.6.0.0"
, 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
[ ( "vi1" , Parameter { name = "attribute_0" , ty = V3F } ) ]
, programInTextures = fromList []
, programOutput = [ Parameter { name = "f0" , ty = V4F } ]
, vertexShader =
"""
#version 330 core
vec4 texture2D(sampler2D s,vec2 uv) {
return texture(s,uv);
}
uniform mat4 MVP;
in vec3 vi1;
smooth out vec4 vo1;
vec4 scale(float z0,vec4 z1) {
return (z1) * (vec4 (z0,z0,z0,1.0));
}
vec4 v3FToV4F(vec3 z0) {
return vec4 ((z0).x,(z0).y,(z0).z,1.0);
}
void main() {
gl_Position = scale (0.5,(MVP) * (v3FToV4F (vi1)));
vo1 = v3FToV4F (vi1);
}
"""
, geometryShader = Nothing
, fragmentShader =
"""
#version 330 core
vec4 texture2D(sampler2D s,vec2 uv) {
return texture(s,uv);
}
smooth in vec4 vo1;
out vec4 f0;
void main() {
f0 = vo1;
}
"""
}
]
, slots = []
, streams =
[ StreamData
{ streamData =
fromList
[ ( "attribute_0"
, VFloatArray
[ -2.0
, 0.0
, 0.0
, -1.0
, 0.0
, 0.0
, -1.0
, 0.0
, 0.0
, 0.0
, 0.0
, 0.0
, 0.0
, 0.0
, 0.0
, 1.0
, 0.0
, 0.0
, 1.0
, 0.0
, 0.0
, 2.0
, 0.0
, 0.0
, 2.0
, 0.0
, 0.0
, 3.0
, 0.0
, 0.0
]
)
]
, streamType = fromList [ ( "attribute_0" , V3F ) ]
, streamPrimitive = Lines
, streamPrograms = [ 0 ]
}
]
, commands =
[ SetRenderTarget 0
, ClearRenderTarget
[ ClearImage { imageSemantic = Depth , clearValue = VFloat 1000.0 }
, ClearImage
{ imageSemantic = Color , clearValue = VV4F (V4 0.0 0.0 0.5 1.0) }
]
, SetProgram 0
, SetRasterContext (LineCtx 1.0 LastVertex)
, SetAccumulationContext
AccumulationContext
{ accViewportName = Nothing
, accOperations =
[ DepthOp Less True
, ColorOp NoBlending (VV4B (V4 True True True True))
]
}
, RenderStream 0
]
}
|