On Tue, 22 Mar 2011, Jarkko Vilhunen wrote:

Greetings,

With OpenGL shaders it is possible to write code utilizing loops with
unknown number of iterations, I'm wondering if the same can be done
with GPipe? Fractals would be one use case and implicit surfaces
another. Fragment Floats had to be compared with IfB from
Data.Boolean, so I tried something recursive like

foo x = boolean x (foo (x * 0.9)) (x <* 1)

This is not tail-recursive - could that be the problem?

I also assume that GPipe is an EDSL and thus your expression just produces infinitely code in the shader language instead of running it.

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