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example07.out
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Pipeline
{ info = ""
, 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 = "position4" , ty = V4F } ) ]
, 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 vec4 vi1;
smooth out vec4 vo1;
vec4 scale(float z0,vec4 z1) {
return (z1) * (vec4 (z0,z0,z0,1.0));
}
void main() {
gl_Position = scale (0.5,(MVP) * (vi1));
vo1 = vi1;
}
"""
, geometryShader = Nothing
, fragmentShader =
"""
#version 330 core
vec4 texture2D(sampler2D s,vec2 uv) {
return texture(s,uv);
}
smooth in vec4 vo1;
out vec4 f0;
vec4 blue;
vec4 red;
void main() {
blue = vec4 (0.0,0.0,1.0,1.0);
red = vec4 (1.0,0.0,0.0,1.0);
f0 = ((vo1).x) < (0.5) ? blue : red;
}
"""
}
]
, slots =
[ Slot
{ slotName = "stream4"
, slotStreams = fromList [ ( "position4" , V4F ) ]
, slotUniforms = fromList [ ( "MVP" , M44F ) ]
, slotPrimitive = Triangles
, slotPrograms = [ 0 ]
}
]
, streams = []
, commands =
[ SetRenderTarget 0
, ClearRenderTarget
[ ClearImage { imageSemantic = Depth , clearValue = VFloat 1000.0 }
, ClearImage
{ imageSemantic = Color , clearValue = VV4F (V4 0.1 0.0 0.2 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
]
}