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path: root/testdata/recursivetexture02.out
blob: eab42dc32ea3f249d75d499910deaf866b603a54 (plain)
1
Pipeline {backend = OpenGL33, textures = [TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, 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 = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 0 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 1 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 2 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 3 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 4 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 5 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 6 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 7 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 8 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 9 0 Nothing)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("h6",Parameter {name = "position4", ty = V4F}),("i6",Parameter {name = "vertexUV", ty = V2F})], 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 h6 ;\nin vec2 i6 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = i6;\ngl_Position = ( ( MVP ) * ( h6 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv0 ).xyxy;\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("n8",Parameter {name = "position4", ty = V4F}),("o8",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("g4",FTexture2D)], 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 n8 ;\nin vec2 o8 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = o8;\ngl_Position = ( ( MVP ) * ( n8 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D g4 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( g4,vv0 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("t10",Parameter {name = "position4", ty = V4F}),("u10",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("k3",FTexture2D)], 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 t10 ;\nin vec2 u10 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = u10;\ngl_Position = ( ( MVP ) * ( t10 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D k3 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( k3,vv0 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("a13",Parameter {name = "vertexUV", ty = V2F}),("z12",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [("o2",FTexture2D)], 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 z12 ;\nin vec2 a13 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = a13;\ngl_Position = ( ( MVP ) * ( z12 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D o2 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( o2,vv0 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("f15",Parameter {name = "position4", ty = V4F}),("g15",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("s1",FTexture2D)], 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 f15 ;\nin vec2 g15 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = g15;\ngl_Position = ( ( MVP ) * ( f15 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D s1 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( s1,vv0 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("l17",Parameter {name = "position4", ty = V4F}),("m17",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("w0",FTexture2D)], 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 l17 ;\nin vec2 m17 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = m17;\ngl_Position = ( ( MVP ) * ( l17 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D w0 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( w0,vv0 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0,1,2,3,4,5]}], streams = [], commands = [SetRenderTarget 5,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 4,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 1,SetTexture 0 9,SetSamplerUniform "g4" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 3,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 2,SetTexture 0 7,SetSamplerUniform "k3" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 2,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 3,SetTexture 0 5,SetSamplerUniform "o2" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 1,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 4,SetTexture 0 3,SetSamplerUniform "s1" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 5,SetTexture 0 1,SetSamplerUniform "w0" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]}