makeFrame (time :: Float) (color :: Vec 4 Float) (texture :: Texture) (prims :: PrimitiveStream Triangle (Vec 4 Float, Vec 3 Float, Vec 3 Float)) = imageFrame (emptyDepthImage 1, emptyColorImage (V4 0 0 0.4 1)) `overlay` prims & mapPrimitives (\(p,n,uvw) -> (perspective 0.1 100 45 1 *. lookat (V3 0 0 5) (V3 0 0 0) (V3 0 1 0) *. rotMatrixX time *. rotMatrixZ time *. p, V2 uvw%x (1 - uvw%y) )) & rasterizePrimitives (TriangleCtx CullBack PolygonFill NoOffset LastVertex) ((Smooth)) & mapFragments (\((uv)) -> ((color * texture2D (Sampler PointFilter MirroredRepeat texture) uv ))) & accumulateWith (DepthOp Less True, ColorOp NoBlending (V4 True True True True)) main = renderFrame $ makeFrame (Uniform "time") (Uniform "diffuseColor") (Texture2DSlot "diffuseTexture") (fetch "objects" (Attribute "position", Attribute "normal", Attribute "uvw"))