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path: root/testdata/texture01.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),("diffuse",FTexture2D)], programStreams = fromList [("x1",Parameter {name = "position4", ty = V4F}),("y1",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("diffuse",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 x1 ;\nin vec2 y1 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = y1;\ngl_Position = ( ( MVP ) * ( x1 ) ) * ( 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);}\nuniform sampler2D diffuse ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = texture2D ( diffuse,vv0 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F),("diffuse",FTexture2D)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 1.0)}],SetProgram 0,SetSamplerUniform "diffuse" 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]}