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path: root/tests/accept/uniformparam03.out
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Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [(Color,Just (Framebuffer Color))]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("t00027",("position4",V4F))], programInTextures = fromList [], programOutput = [("f0",V4F)], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 t00027 ;\nflat out vec4 v0 ;\nvoid main() {\nv0 = t00027;\ngl_Position = ( MVP ) * ( t00027 );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nflat in vec4 v0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = v0;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Lines, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [(Color,VV4F (V4 0.5 0.0 0.4 1.0))],SetProgram 0,SetRasterContext (LineCtx 1.0 LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]}