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language-glsl 0.1.0 → 0.1.1

raw patch · 2 files changed

+129/−1 lines, 2 filesPVP ok

version bump matches the API change (PVP)

API changes (from Hackage documentation)

Files

+ glsl/sample-01.glsl view
@@ -0,0 +1,126 @@+bool success;+bool done = false;+int i;+int i, j = 42;+int j = 1;+uint k = 3u;+float x = 1.0;+float a = 1.5, b;+vec2 texcoord1, texcoord2;+vec3 position;+vec4 myRGBA;+ivec2 textureLookup;+bvec3 less;+mat2 mat2D;+mat3 optMatrix;+mat4 view;+mat3x2 m;+struct light+{+  float intensity;+  vec3 position;+} lightVar;+light lightVar3;+float frequencies[3];+uniform vec4 lightPosition[4];+light lights[];+const int numLights = 2;+light lights[numLights];+int a[5];+const float coef = 2.75;+int f ();+float[5] foo();+void foo (float[5]);+void foo (float a[5]);+const vec3 zAxis = vec3 (0.0, 0.0, 1.0);+in vec4 position;+in vec3 normal;+in vec2 texCoord[4];+in float foo[];+centroid out vec2 TexCoord;+invariant centroid out vec4 Color;+invariant flat centroid out vec4 Color;+noperspective out float temperature;+flat out vec3 myColor;+noperspective centroid out vec2 myTexCoord;+out vec4 FragmentColor;+out uint Luminosity;+uniform Transform+{+  mat4 ModelViewMatrix;+  mat4 ModelViewProjectionMatrix;+  uniform mat3 NormalMatrix;+  float Deformation;+};+in Material+{+  smooth in vec4 Color1;+  smooth vec4 Color2;+  vec2 TexCoord;+};+out Vertex+{+  vec4 Position;+  vec2 Texture;+} Coords;+uniform Transform {+  mat4 ModelViewMatrix;+  mat4 ModelViewProjectionMatrix;+  float Deformation;+} transforms[4];+layout (triangles) in;+layout (origin_upper_left) in vec4 gl_FragCoord;+layout (pixel_center_integer) in vec4 gl_FragCoord;+layout (origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord;+layout (triangle_strip, max_vertices = 60) out;+layout (triangle_strip) out;+layout (max_vertices = 60) out;+layout (shared, column_major) uniform;+layout (std140) uniform Transform {+  mat4 M1;+  layout (column_major) mat4 M2;+  mat3 N1;+};+flat out vec4 gl_FrontColor;+lowp float color;+out mediump vec2 P;+lowp ivec2 foo(lowp mat3);+highp mat4 m;+precision highp float;+precision highp int;+precision mediump int;+invariant gl_Position;+out vec3 Color;+invariant Color;+invariant centroid out vec3 Color;+vec4 color = vec4(0.0, 1.0, 0.0, 1.0);+void main ()+{+}+int i = 1 - 5 * 4 + 3;+int i = 1 - (5 * 4) + 3;+int i = (1 - 5) * 4 + 3;+int i = (1 - 5) * (4 + 3);+bool b = 1 < 2;+void main ()+{+  if (intensity < 0.0) /* a comment */+    return;++  if (a & b)+    return;++  if (a | b)+    return;++  if (a && b)+    return;++  if (a || b)+    return;+}++layout (std140) uniform PatternBlock+{ float pattern[100];+  float arr[];+};
language-glsl.cabal view
@@ -1,5 +1,5 @@ name:                language-glsl-version:             0.1.0+version:             0.1.1 Cabal-Version:       >= 1.8 synopsis:            GLSL abstract syntax tree, parser, and pretty-printer description:@@ -13,6 +13,8 @@ author:              Vo Minh Thu maintainer:          noteed@gmail.com build-type:          Simple++extra-source-files:  glsl/sample-01.glsl  source-repository head   type: git