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 +126/−0
- language-glsl.cabal +3/−1
+ 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