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adjust vector version
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csabahruska committed Feb 5, 2016
1 parent 4216211 commit eca604c
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6 changes: 3 additions & 3 deletions lambdacube-compiler.cabal
Original file line number Diff line number Diff line change
Expand Up @@ -83,7 +83,7 @@ library
pretty-compact >=1.0 && <1.1,
text >= 1.2 && <1.3,
lambdacube-ir == 0.2.*,
vector >= 0.10 && <0.12
vector >= 0.11 && <0.12

hs-source-dirs: src
default-language: Haskell2010
Expand Down Expand Up @@ -137,7 +137,7 @@ executable lambdacube-compiler-test-suite
text >= 1.2 && <1.3,
time >= 1.5 && <1.6,
lambdacube-ir == 0.2.*,
vector >= 0.10 && <0.12
vector >= 0.11 && <0.12

if flag(profiling)
GHC-Options: -fprof-auto -rtsopts
Expand Down Expand Up @@ -197,5 +197,5 @@ executable lambdacube-compiler-coverage-test-suite
pretty-compact >=1.0 && <1.1,
text >= 1.2 && <1.3,
time >= 1.5 && <1.6,
vector >= 0.10 && <0.12
vector >= 0.11 && <0.12

1 change: 1 addition & 0 deletions testdata/editor-examples/Tetrahedron.out
Original file line number Diff line number Diff line change
@@ -0,0 +1 @@
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),("Time",Float)], programStreams = fromList [("p4",Parameter {name = "attribute_0", ty = V4F})], 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 p4 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = p4;\ngl_Position = ( ( MVP ) * ( p4 ) ) * ( 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 float Time ;\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nif (!(true)) discard;\nf0 = ( ( mat4 ( vec4 ( cos ( Time ),sin ( Time ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vv0 ) ) ) * ( ( mod ( ( ( Time ) + ( sin ( Time ) ) ) + ( sin ( ( 1.1 ) * ( Time ) ) ),4.0 ) ) * ( 2.0 ) );\n}\n"}], slots = [], streams = [StreamData {streamData = fromList [("attribute_0",VFloatArray [0.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,0.0,1.0,0.0,1.0,1.0,0.0,0.0,1.0,0.0,1.0,0.0,1.0,0.0,0.0,1.0,1.0,0.0,1.0,0.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,0.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,0.0,1.0,0.0,0.0,1.0,1.0])], streamType = fromList [("attribute_0",V4F)], streamPrimitive = Triangles, streamPrograms = [0]}], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.5 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))]}),RenderStream 0]}

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