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authorPéter Diviánszky <divipp@gmail.com>2016-02-09 17:52:26 +0100
committerPéter Diviánszky <divipp@gmail.com>2016-02-09 18:05:26 +0100
commitc3e87dc2aa0fb0153d1cda7423d8f8302bea68e4 (patch)
tree3939d2649fc2ceb7ae35df125f6d95bda305e18e
parent9a25e3f06b898919026651560f7b6204c5ec91e5 (diff)
begin to refactor CoreToIR.hs: use de bruijn indices & reordering
-rw-r--r--TODO2
-rw-r--r--src/LambdaCube/Compiler/CoreToIR.hs333
-rw-r--r--src/LambdaCube/Compiler/Infer.hs2
-rw-r--r--testdata/Graphics.out2
-rw-r--r--testdata/HyperbolicParaboloic.out2
-rw-r--r--testdata/Hyperboloid.out2
-rw-r--r--testdata/NewStyle.out2
-rw-r--r--testdata/PrimReduce.out2
-rw-r--r--testdata/Spiral.out2
-rw-r--r--testdata/editor-examples/Cube.out2
-rw-r--r--testdata/editor-examples/Heartbeat.out2
-rw-r--r--testdata/editor-examples/LambdaCube.out2
-rw-r--r--testdata/editor-examples/LambdaCube2.out2
-rw-r--r--testdata/editor-examples/MagicCube.out2
-rw-r--r--testdata/editor-examples/RecLC.out2
-rw-r--r--testdata/editor-examples/RecursiveTexture.out2
-rw-r--r--testdata/editor-examples/Stripes.out2
-rw-r--r--testdata/editor-examples/Tetrahedron.out2
-rw-r--r--testdata/example06.out2
-rw-r--r--testdata/example07.out2
-rw-r--r--testdata/example08.out2
-rw-r--r--testdata/fetcharrays01.out2
-rw-r--r--testdata/fragment01.out2
-rw-r--r--testdata/fragment03swizzling.out2
-rw-r--r--testdata/fragment04ifthenelse.out2
-rw-r--r--testdata/fragment07let.out2
-rw-r--r--testdata/gfx02.out2
-rw-r--r--testdata/gfx03.out2
-rw-r--r--testdata/gfx04.out2
-rw-r--r--testdata/gfx05.out2
-rw-r--r--testdata/heartbeat01.out2
-rw-r--r--testdata/helloWorld.out2
-rw-r--r--testdata/line01.out2
-rw-r--r--testdata/point01.out2
-rw-r--r--testdata/recursivetexture01.out2
-rw-r--r--testdata/recursivetexture02.out2
-rw-r--r--testdata/reduce01.out2
-rw-r--r--testdata/reduce05.out2
-rw-r--r--testdata/simple02.out2
-rw-r--r--testdata/simple03.out2
-rw-r--r--testdata/texture01.out2
-rw-r--r--testdata/texture02.out2
-rw-r--r--testdata/uniformparam01.out2
-rw-r--r--testdata/uniformparam02.out2
-rw-r--r--testdata/uniformparam03.out2
45 files changed, 228 insertions, 193 deletions
diff --git a/TODO b/TODO
index a8903bad..98e02a62 100644
--- a/TODO
+++ b/TODO
@@ -98,7 +98,6 @@ next:
98 98
99- support local pattern matching functions 99- support local pattern matching functions
100- support recursive local definitions 100- support recursive local definitions
101- support heterogeneous lists
102- mutual recursion (inference & reduction) 101- mutual recursion (inference & reduction)
103- compiler: ConName --> Int 102- compiler: ConName --> Int
104- compiler optimization: irrelevance + erasure 103- compiler optimization: irrelevance + erasure
@@ -136,6 +135,7 @@ extra (language features):
136extra (dependent types): 135extra (dependent types):
137- evalXXX not wired in compiler 136- evalXXX not wired in compiler
138- support dep. pattern matching 137- support dep. pattern matching
138- support heterogeneous lists
139- compiler: dependent prelude should work again 139- compiler: dependent prelude should work again
140 140
141extra (ambiguity checks): 141extra (ambiguity checks):
diff --git a/src/LambdaCube/Compiler/CoreToIR.hs b/src/LambdaCube/Compiler/CoreToIR.hs
index ac12004b..413d237f 100644
--- a/src/LambdaCube/Compiler/CoreToIR.hs
+++ b/src/LambdaCube/Compiler/CoreToIR.hs
@@ -7,6 +7,8 @@
7{-# LANGUAGE DeriveFunctor #-} 7{-# LANGUAGE DeriveFunctor #-}
8{-# LANGUAGE DeriveFoldable #-} 8{-# LANGUAGE DeriveFoldable #-}
9{-# LANGUAGE DeriveTraversable #-} 9{-# LANGUAGE DeriveTraversable #-}
10{-# LANGUAGE TypeSynonymInstances #-}
11{-# LANGUAGE MultiParamTypeClasses #-}
10{-# OPTIONS_GHC -fno-warn-unused-binds #-} -- TODO: remove 12{-# OPTIONS_GHC -fno-warn-unused-binds #-} -- TODO: remove
11module LambdaCube.Compiler.CoreToIR 13module LambdaCube.Compiler.CoreToIR
12 ( compilePipeline 14 ( compilePipeline
@@ -39,7 +41,7 @@ import qualified LambdaCube.Linear as IR
39import LambdaCube.Compiler.Pretty hiding (parens) 41import LambdaCube.Compiler.Pretty hiding (parens)
40import qualified LambdaCube.Compiler.Infer as I 42import qualified LambdaCube.Compiler.Infer as I
41import LambdaCube.Compiler.Infer (SName, Lit(..), Visibility(..)) 43import LambdaCube.Compiler.Infer (SName, Lit(..), Visibility(..))
42import LambdaCube.Compiler.Parser (iterateN) 44import LambdaCube.Compiler.Parser (up, Up (..))
43 45
44import Data.Version 46import Data.Version
45import Paths_lambdacube_compiler (version) 47import Paths_lambdacube_compiler (version)
@@ -182,9 +184,8 @@ addProgramToSlot prgName (IR.RenderStream streamName) = do
182getProgram :: [(String,IR.InputType)] -> IR.Command -> Exp -> Exp -> Exp -> Exp -> Maybe Exp -> CG IR.ProgramName 184getProgram :: [(String,IR.InputType)] -> IR.Command -> Exp -> Exp -> Exp -> Exp -> Maybe Exp -> CG IR.ProgramName
183getProgram input slot rp is vert frag ffilter = do 185getProgram input slot rp is vert frag ffilter = do
184 backend <- gets IR.backend 186 backend <- gets IR.backend
185 let ((vertexInput,vertOut),vertSrc) = genVertexGLSL backend rp is vert 187 let
186 fragSrc = genFragmentGLSL backend pUniforms vertOut frag ffilter 188 (vertexInput, pUniforms, vertSrc, fragSrc) = genGLSLs backend rp is vert frag ffilter
187 pUniforms = Map.fromList $ Set.toList $ getUniforms vert <> getUniforms rp <> getUniforms frag <> maybe mempty getUniforms ffilter
188 prg = IR.Program 189 prg = IR.Program
189 { IR.programUniforms = pUniforms 190 { IR.programUniforms = pUniforms
190 , IR.programStreams = Map.fromList $ zip vertexInput $ map (uncurry IR.Parameter) input 191 , IR.programStreams = Map.fromList $ zip vertexInput $ map (uncurry IR.Parameter) input
@@ -202,7 +203,7 @@ getProgram input slot rp is vert frag ffilter = do
202 203
203getRenderTextures :: Exp -> [Exp] 204getRenderTextures :: Exp -> [Exp]
204getRenderTextures e = case e of 205getRenderTextures e = case e of
205 ELet (PVar (A0 "Sampler") _) (A3 "Sampler" _ _ (A2 "Texture2D" _ _)) _ -> [e] 206 ELet (PVarT (A0 "Sampler")) (A3 "Sampler" _ _ (A2 "Texture2D" _ _)) _ -> [e]
206 Exp e -> foldMap getRenderTextures e 207 Exp e -> foldMap getRenderTextures e
207 208
208type SamplerBinding = (IR.UniformName,IR.ImageRef) 209type SamplerBinding = (IR.UniformName,IR.ImageRef)
@@ -272,15 +273,15 @@ getCommands e = case e of
272 273
273getSamplerUniforms :: Exp -> Set (String,IR.InputType) 274getSamplerUniforms :: Exp -> Set (String,IR.InputType)
274getSamplerUniforms e = case e of 275getSamplerUniforms e = case e of
275 ELet (PVar _ _) (A3 "Sampler" _ _ (A1 "Texture2DSlot" (EString s))) _ -> Set.singleton (s, IR.FTexture2D{-compInputType $ tyOf e-}) -- TODO 276 ELet (PVarr) (A3 "Sampler" _ _ (A1 "Texture2DSlot" (EString s))) _ -> Set.singleton (s, IR.FTexture2D{-compInputType $ tyOf e-}) -- TODO
276 ELet (PVar _ n) (A3 "Sampler" _ _ (A2 "Texture2D" _ _)) _ -> Set.singleton (n, IR.FTexture2D) 277 ELet (PVar _ n) (A3 "Sampler" _ _ (A2 "Texture2D" _ _)) _ -> Set.singleton (n, IR.FTexture2D)
277 Exp e -> foldMap getSamplerUniforms e 278 Exp e -> foldMap getSamplerUniforms e
278 279
279getUniforms :: Exp -> Set (String,IR.InputType) 280getUniforms :: Exp -> Set (String,IR.InputType)
280getUniforms e = case e of 281getUniforms e = case e of
281 Uniform s -> Set.singleton (s, compInputType $ tyOf e) 282 Uniform s -> Set.singleton (s, compInputType $ tyOf e)
282 ELet (PVar _ _) (A3 "Sampler" _ _ (A1 "Texture2DSlot" (EString s))) _ -> Set.singleton (s, IR.FTexture2D{-compInputType $ tyOf e-}) -- TODO 283 ELet (PVarr) (A3 "Sampler" _ _ (A1 "Texture2DSlot" (EString s))) _ -> Set.singleton (s, IR.FTexture2D{-compInputType $ tyOf e-}) -- TODO
283 ELet (PVar _ _) (A3 "Sampler" _ _ (A2 "Texture2D" _ _)) _ -> mempty 284 ELet (PVarr) (A3 "Sampler" _ _ (A2 "Texture2D" _ _)) _ -> mempty
284 Exp e -> foldMap getUniforms e 285 Exp e -> foldMap getUniforms e
285 286
286compFrameBuffer x = case x of 287compFrameBuffer x = case x of
@@ -540,58 +541,11 @@ mangleIdent n = '_': concatMap encodeChar n
540 c -> '$' : show (ord c) 541 c -> '$' : show (ord c)
541-} 542-}
542 543
543genUniforms :: Exp -> Set [String]
544genUniforms e = case e of
545 Uniform s -> Set.singleton [unwords ["uniform",toGLSLType "1" $ tyOf e,s,";"]]
546 ELet (PVar _ _) (A3 "Sampler" _ _ (A1 "Texture2DSlot" (EString n))) _ -> Set.singleton [unwords ["uniform","sampler2D",n,";"]]
547 ELet (PVar _ n) (A3 "Sampler" _ _ (A2 "Texture2D" _ _)) _ -> Set.singleton [unwords ["uniform","sampler2D",n,";"]]
548 Exp e -> foldMap genUniforms e
549
550type GLSL = Writer [String] 544type GLSL = Writer [String]
551 545
552genStreamInput :: Backend -> Pat -> GLSL [String]
553genStreamInput backend i = fmap concat $ mapM input $ case i of
554 PTuple l -> l
555 x -> [x]
556 where
557 input (PVar t n) = tell [unwords [inputDef,toGLSLType (n ++ " " ++ "\n") t,n,";"]] >> return [n]
558 input a = error $ "genStreamInput " ++ ppShow a
559 inputDef = case backend of
560 OpenGL33 -> "in"
561 WebGL1 -> "attribute"
562
563streamInput :: Pat -> [String]
564streamInput i = concatMap input $ case i of
565 PTuple l -> l
566 x -> [x]
567 where
568 input (PVar t n) = [n]
569 input a = error $ "streamInput " ++ ppShow a
570
571genStreamOutput :: Backend -> Exp -> [Exp] -> GLSL [(String, String, String)]
572genStreamOutput backend (eTuple -> is) l = fmap concat $ zipWithM go (map (("vv" ++) . show) [0..]) $ zip is l
573 where
574 go var (A0 (f -> i), toGLSLType "3" . tyOf -> t) = do
575 tell $ case backend of
576 WebGL1 -> [unwords ["varying",t,var,";"]]
577 OpenGL33 -> [unwords [i,"out",t,var,";"]]
578 return [(i,t,var)]
579 f "Smooth" = "smooth"
580 f "Flat" = "flat"
581 f "NoPerspective" = "noperspective"
582
583eTuple (ETuple l) = l 546eTuple (ETuple l) = l
584eTuple x = [x] 547eTuple x = [x]
585 548
586genFragmentInput :: Backend -> [(String, String, String)] -> GLSL ()
587genFragmentInput OpenGL33 s = tell [unwords [i,"in",t,n,";"] | (i,t,n) <- s]
588genFragmentInput WebGL1 s = tell [unwords ["varying",t,n,";"] | (i,t,n) <- s]
589genFragmentOutput backend (tyOf -> a@(toGLSLType "4" -> t)) = case a of
590 TUnit -> return False
591 _ -> case backend of
592 OpenGL33 -> tell [unwords ["out",t,"f0",";"]] >> return True
593 WebGL1 -> return True
594
595shaderHeader = \case 549shaderHeader = \case
596 OpenGL33 -> do 550 OpenGL33 -> do
597 tell ["#version 330 core"] 551 tell ["#version 330 core"]
@@ -603,45 +557,95 @@ shaderHeader = \case
603 557
604defaultPointSizeFun t = ELam (PVar t "dps") $ EFloat 1 558defaultPointSizeFun t = ELam (PVar t "dps") $ EFloat 1
605 559
606genVertexGLSL :: Backend -> Exp -> Exp -> Exp -> (([String],[(String,String,String)]),String) 560genGLSLs backend rp@(etaRed -> ELam rpi rpo) ints vert@(etaRed -> ELam verti (eTuple -> verto)) frag@(etaRed -> ELam fragi frago) ffilter
607genVertexGLSL backend rp@(etaRed -> ELam is s) ints e@(etaRed -> ELam i o) = second unlines $ runWriter $ do 561 = (vertexInput, pUniforms, vertSrc, fragSrc)
608 shaderHeader backend 562 where
609 mapM_ tell $ foldMap genUniforms [e, rp] 563 pUniforms = Map.fromList $ Set.toList $ getUniforms vert <> getUniforms rp <> getUniforms frag <> maybe mempty getUniforms ffilter
610 input <- genStreamInput backend i 564
611 out <- genStreamOutput backend ints $ tail $ eTuple o 565 ((vertexInput,vertOut),vertSrc) = second unlines $ runWriter $ do
612 tell ["void main() {"] 566 shaderHeader backend
613 unless (null out) $ sequence_ [tell [var <> " = " <> genGLSL x <> ";"] | ((_,_,var),x) <- zip out $ tail $ eTuple o] 567 mapM_ tell $ foldMap genUniforms [vert, rp]
614 tell ["gl_Position = " <> genGLSL (head $ eTuple o) <> ";"] 568 input <- genStreamInput backend verti
615 tell ["gl_PointSize = " <> show (genGLSLSubst (Map.fromList $ zip (streamInput is) $ map (\(_,_,var) -> var) out) s) <> ";"] 569 out <- genStreamOutput backend ints $ tail verto
616 tell ["}"] 570 tell ["void main() {"]
617 return (input,out) 571 unless (null out) $ sequence_ [tell [var <> " = " <> genGLSL x <> ";"] | ((_,_,var),x) <- zip out $ tail verto]
618genVertexGLSL _ _ _ e = error $ "genVertexGLSL: " ++ show e --ppShow e 572 tell ["gl_Position = " <> genGLSL (head verto) <> ";"]
619 573 tell ["gl_PointSize = " <> show (genGLSLSubst (Map.fromList $ zip (streamInput rpi) $ map (\(_,_,var) -> var) out) rpo) <> ";"]
620genGLSL :: Exp -> String 574 tell ["}"]
621genGLSL e = show $ genGLSLSubst mempty e 575 return (input,out)
622 576
623genFragmentGLSL :: Backend -> Map String IR.InputType -> [(String,String,String)] -> Exp -> Maybe Exp -> String 577 genGLSL :: Exp -> String
624genFragmentGLSL backend unifs s e@(etaRed -> ELam i o) ffilter = unlines $ execWriter $ do 578 genGLSL e = show $ genGLSLSubst mempty e
625 shaderHeader backend 579
626 mapM_ tell $ foldMap genUniforms $ maybe [e] ((e:) . (:[])) ffilter -- todo: use unifs? 580 fragSrc = unlines $ execWriter $ do
627 genFragmentInput backend s 581 shaderHeader backend
628 hasOutput <- genFragmentOutput backend o 582 mapM_ tell $ foldMap genUniforms $ maybe [frag] ((frag:) . (:[])) ffilter -- todo: use unifs?
629 tell ["void main() {"] 583 genFragmentInput backend vertOut
630 case ffilter of 584 hasOutput <- genFragmentOutput backend frago
631 Nothing -> return () 585 tell ["void main() {"]
632 Just (etaRed -> ELam i o) -> tell ["if (!(" <> show (genGLSLSubst (makeSubst i s) o) <> ")) discard;"] 586 case ffilter of
633 when hasOutput $ case backend of 587 Nothing -> return ()
634 OpenGL33 -> tell ["f0 = " <> show (genGLSLSubst (makeSubst i s) o) <> ";"] 588 Just (etaRed -> ELam i o) -> tell ["if (!(" <> show (genGLSLSubst (makeSubst i vertOut) o) <> ")) discard;"]
635 WebGL1 -> tell ["gl_FragColor = " <> show (genGLSLSubst (makeSubst i s) o) <> ";"] 589 when hasOutput $ case backend of
636 tell ["}"] 590 OpenGL33 -> tell ["f0 = " <> show (genGLSLSubst (makeSubst fragi vertOut) frago) <> ";"]
637 591 WebGL1 -> tell ["gl_FragColor = " <> show (genGLSLSubst (makeSubst fragi vertOut) frago) <> ";"]
638genFragmentGLSL _ _ _ e ff = error $ "genFragmentGLSL: " ++ ppShow e ++ ppShow ff 592 tell ["}"]
639 593
640makeSubst (PVar _ x) [(_,_,n)] = Map.singleton x n 594 makeSubst (PVar _ x) [(_,_,n)] = Map.singleton x n
641makeSubst (PTuple l) x = Map.fromList $ go l x where 595 makeSubst (PTuple l) x = Map.fromList $ go l x where
642 go [] [] = [] 596 go [] [] = []
643 go (PVar _ x: al) ((_,_,n):bl) = (x,n) : go al bl 597 go (PVar _ x: al) ((_,_,n):bl) = (x,n) : go al bl
644 go i s = error $ "makeSubst illegal input " ++ ppShow i ++ " " ++ show s 598 go i s = error $ "makeSubst illegal input " ++ ppShow i ++ " " ++ show s
599
600 genFragmentInput :: Backend -> [(String, String, String)] -> GLSL ()
601 genFragmentInput OpenGL33 s = tell [unwords [i,"in",t,n,";"] | (i,t,n) <- s]
602 genFragmentInput WebGL1 s = tell [unwords ["varying",t,n,";"] | (i,t,n) <- s]
603
604 genFragmentOutput backend (tyOf -> a@(toGLSLType "4" -> t)) = case a of
605 TUnit -> return False
606 _ -> case backend of
607 OpenGL33 -> tell [unwords ["out",t,"f0",";"]] >> return True
608 WebGL1 -> return True
609
610 genStreamInput :: Backend -> Pat -> GLSL [String]
611 genStreamInput backend i = fmap concat $ mapM input $ case i of
612 PTuple l -> l
613 x -> [x]
614 where
615 input (PVar t n) = tell [unwords [inputDef,toGLSLType (n ++ " " ++ "\n") t,n,";"]] >> return [n]
616 input a = error $ "genStreamInput " ++ ppShow a
617 inputDef = case backend of
618 OpenGL33 -> "in"
619 WebGL1 -> "attribute"
620
621 genStreamOutput :: Backend -> Exp -> [Exp] -> GLSL [(String, String, String)]
622 genStreamOutput backend (eTuple -> is) l = fmap concat $ zipWithM go (map (("vv" ++) . show) [0..]) $ zip is l
623 where
624 go var (A0 (f -> i), toGLSLType "3" . tyOf -> t) = do
625 tell $ case backend of
626 WebGL1 -> [unwords ["varying",t,var,";"]]
627 OpenGL33 -> [unwords [i,"out",t,var,";"]]
628 return [(i,t,var)]
629 f "Smooth" = "smooth"
630 f "Flat" = "flat"
631 f "NoPerspective" = "noperspective"
632
633 genUniforms :: Exp -> Set [String]
634 genUniforms e = case e of
635 Uniform s -> Set.singleton [unwords ["uniform",toGLSLType "1" $ tyOf e,s,";"]]
636 ELet (PVarr) (A3 "Sampler" _ _ (A1 "Texture2DSlot" (EString n))) _ -> Set.singleton [unwords ["uniform","sampler2D",n,";"]]
637 ELet (PVar _ n) (A3 "Sampler" _ _ (A2 "Texture2D" _ _)) _ -> Set.singleton [unwords ["uniform","sampler2D",n,";"]]
638 Exp e -> foldMap genUniforms e
639
640 streamInput :: Pat -> [String]
641 streamInput i = concatMap input $ case i of
642 PTuple l -> l
643 x -> [x]
644 where
645 input (PVar t n) = [n]
646 input a = error $ "streamInput " ++ ppShow a
647
648genGLSLs _ _ _ _ _ _ = error $ "genGLSLs " -- ++ show e --ppShow e
645 649
646parens a = "(" <+> a <+> ")" 650parens a = "(" <+> a <+> ")"
647 651
@@ -650,8 +654,8 @@ parens a = "(" <+> a <+> ")"
650genGLSLSubst :: Map String String -> Exp -> Doc 654genGLSLSubst :: Map String String -> Exp -> Doc
651genGLSLSubst s e = case e of 655genGLSLSubst s e = case e of
652 ELit a -> text $ show a 656 ELit a -> text $ show a
653 EVar a -> text $ Map.findWithDefault a a s 657 EVar a -> text $ Map.findWithDefault a{-(error $ "genGLSLSubst var: " ++ a)-} a s
654 Uniform s -> text s 658 Uniform a -> text a
655 -- texturing 659 -- texturing
656 A3 "Sampler" _ _ _ -> error "sampler GLSL codegen is not supported" 660 A3 "Sampler" _ _ _ -> error "sampler GLSL codegen is not supported"
657 PrimN "texture2D" xs -> functionCall "texture2D" xs 661 PrimN "texture2D" xs -> functionCall "texture2D" xs
@@ -667,7 +671,7 @@ genGLSLSubst s e = case e of
667 Prim1 "primNegateFloat" a -> text "-" <+> parens (gen a) 671 Prim1 "primNegateFloat" a -> text "-" <+> parens (gen a)
668 672
669 -- vectors 673 -- vectors
670 AN n xs | n `elem` ["V2", "V3", "V4"], Just s <- vecConName $ tyOf e -> functionCall s xs 674 AN n xs | n `elem` ["V2", "V3", "V4"], Just f <- vecConName $ tyOf e -> functionCall f xs
671 -- bool 675 -- bool
672 A0 "True" -> text "true" 676 A0 "True" -> text "true"
673 A0 "False" -> text "false" 677 A0 "False" -> text "false"
@@ -686,7 +690,7 @@ genGLSLSubst s e = case e of
686 -- TODO: Texture Lookup Functions 690 -- TODO: Texture Lookup Functions
687 SwizzProj a x -> "(" <+> gen a <+> (")." <> text x) 691 SwizzProj a x -> "(" <+> gen a <+> (")." <> text x)
688 ELam _ _ -> error "GLSL codegen for lambda function is not supported yet" 692 ELam _ _ -> error "GLSL codegen for lambda function is not supported yet"
689 ELet (PVar _ _) (A3 "Sampler" _ _ (A1 "Texture2DSlot" (EString n))) _ -> text n 693 ELet (PVarr) (A3 "Sampler" _ _ (A1 "Texture2DSlot" (EString n))) _ -> text n
690 ELet (PVar _ n) (A3 "Sampler" _ _ (A2 "Texture2D" _ _)) _ -> text n 694 ELet (PVar _ n) (A3 "Sampler" _ _ (A2 "Texture2D" _ _)) _ -> text n
691 ELet{} -> error "GLSL codegen for let is not supported yet" 695 ELet{} -> error "GLSL codegen for let is not supported yet"
692 ETuple _ -> error "GLSL codegen for tuple is not supported yet" 696 ETuple _ -> error "GLSL codegen for tuple is not supported yet"
@@ -840,6 +844,15 @@ is234 = (`elem` [2,3,4])
840 844
841-------------------------------------------------------------------------------- 845--------------------------------------------------------------------------------
842 846
847{-
848- type in Var
849- types
850- no erasure
851- String names
852- sampler let
853-}
854
855
843data Exp_ a 856data Exp_ a
844 = Pi_ Visibility SName a a 857 = Pi_ Visibility SName a a
845 | Lam_ Visibility Pat a a 858 | Lam_ Visibility Pat a a
@@ -847,14 +860,14 @@ data Exp_ a
847 | ELit_ Lit 860 | ELit_ Lit
848 | Fun_ SName a [a] (Maybe a) 861 | Fun_ SName a [a] (Maybe a)
849 | App_ a a 862 | App_ a a
850 | Var_ SName a 863 | Var_ (SName, Int) a
851 | TType_ 864 | TType_
852 | Let_ Pat a a 865 | Let_ Pat a a
853 deriving (Show, Eq, Functor, Foldable, Traversable) 866 deriving (Show, Eq, Functor, Foldable, Traversable)
854 867
855instance PShow Exp where 868instance PShow Exp where
856 pShowPrec p = \case 869 pShowPrec p = \case
857 Var n t -> text n 870 Var (n, i) t -> text n
858 TType -> "Type" 871 TType -> "Type"
859 ELit a -> text $ show a 872 ELit a -> text $ show a
860 AN n ps -> pApps p (text n) ps 873 AN n ps -> pApps p (text n) ps
@@ -879,15 +892,50 @@ pattern Var a b = Exp (Var_ a b)
879pattern TType = Exp TType_ 892pattern TType = Exp TType_
880pattern ELet a b c = Exp (Let_ a b c) 893pattern ELet a b c = Exp (Let_ a b c)
881 894
895instance Up Exp where
896 up_ n = f where
897 f i e = case e of
898 Var (s, k) b -> Var (s, if k >= i then k+n else k) $ f i b
899 Lam h n t e -> Lam h n (f i t) (f (i+1) e)
900 Pi h n t e -> Pi h n (f i t) (f (i+1) e)
901 Fun n t xs mx -> Fun n (f i t) (f i <$> xs) (f i <$> mx)
902 Con n t xs -> Con n (f i t) (f i <$> xs)
903 ELet a b c -> ELet a (f i b) (f (i+1) c)
904 EApp a b -> EApp (f i a) (f i b)
905 x@TType{} -> x
906 x@ELit{} -> x
907
908instance I.Subst Exp Exp where
909 subst i0 x = f i0
910 where
911 f i e = case e of
912 Lam h n a b -> Lam h n (f i a) (f (i+1) b)
913 Pi h n a b -> Pi h n (f i a) (f (i+1) b)
914 Con n t xs -> Con n (f i t) (f i <$> xs)
915 Fun n t xs mx -> Fun n (f i t) (f i <$> xs) (f i <$> mx)
916 Var (s, k) b -> case compare k i of GT -> Var (s, k - 1) (f i b); LT -> Var (s, k) (f i b); EQ -> up (i - i0) x
917 ELet a b c -> ELet a (f i b) (f (i+1) c)
918 EApp a b -> app' (f i a) (f i b)
919 x@TType{} -> x
920 x@ELit{} -> x
921
922tyApp (Pi _ n a b) x = I.subst 0 x b
923
924app' (Lam _ (PVarr) _ x) b = I.subst 0 b x
925app' a b = EApp a b
926
882pattern UntickName n <- (untick -> n) where UntickName = untick 927pattern UntickName n <- (untick -> n) where UntickName = untick
883 928
884pattern EString s = ELit (LString s) 929pattern EString s = ELit (LString s)
885pattern EFloat s = ELit (LFloat s) 930pattern EFloat s = ELit (LFloat s)
886pattern EInt s = ELit (LInt s) 931pattern EInt s = ELit (LInt s)
887 932
888newtype Exp = Exp (Exp_ Exp) 933newtype Exp' = Exp' (Exp_ Exp')
889 deriving (Show, Eq) 934 deriving (Show, Eq)
890 935
936type Exp = Exp'
937pattern Exp a = Exp' a
938
891makeTE [] = I.EGlobal (error "makeTE - no source") I.initEnv $ error "makeTE" 939makeTE [] = I.EGlobal (error "makeTE - no source") I.initEnv $ error "makeTE"
892makeTE ((_, t): vs) = I.EBind2 (I.BLam Visible) t $ makeTE vs 940makeTE ((_, t): vs) = I.EBind2 (I.BLam Visible) t $ makeTE vs
893 941
@@ -899,18 +947,18 @@ toExp = flip runReader [] . flip evalStateT freshTypeVars . f_
899 f_ (e, et) 947 f_ (e, et)
900 | isSampler et = newName >>= \n -> do 948 | isSampler et = newName >>= \n -> do
901 t <- f_ (et, I.TType) 949 t <- f_ (et, I.TType)
902 ELet (PVar t n) <$> f__ (e, et) <*> pure (Var n t) 950 ELet (PVar t n) <$> f__ (e, et) <*> pure (Var (n, 0) $ up 1 t)
903 | otherwise = f__ (e, et) 951 | otherwise = f__ (e, et)
904 f__ (e, et) = case e of 952 f__ (e, et) = case e of
905 I.Var i -> asks $ fst . (!!! i) 953 I.Var i -> asks $ up i . fst . (!!! i)
906 I.Pi b x (I.down 0 -> Just y) -> Pi b "" <$> f_ (x, I.TType) <*> f_ (y, I.TType) 954-- I.Pi b x (I.down 0 -> Just y) -> Pi b "" <$> f_ (x, I.TType) <*> f_ (y, I.TType)
907 I.Pi b x y -> newName >>= \n -> do 955 I.Pi b x y -> newName >>= \n -> do
908 t <- f_ (x, I.TType) 956 t <- f_ (x, I.TType)
909 Pi b n t <$> local ((Var n t, x):) (f_ (y, I.TType)) 957 Pi b n t <$> local ((Var (n, 0) t, x):) (f_ (y, I.TType))
910 I.Lam y -> case et of 958 I.Lam y -> case et of
911 I.Pi b x yt -> newName >>= \n -> do 959 I.Pi b x yt -> newName >>= \n -> do
912 t <- f_ (x, I.TType) 960 t <- f_ (x, I.TType)
913 Lam b (PVar t n) t <$> local ((Var n t, x):) (f_ (y, yt)) 961 Lam b (PVar t n) t <$> local ((Var (n, 0) t, x):) (f_ (y, yt))
914 I.Con s n xs -> Con (show s) <$> f_ (t, I.TType) <*> chain "con" [] t (I.mkConPars n et ++ xs) 962 I.Con s n xs -> Con (show s) <$> f_ (t, I.TType) <*> chain "con" [] t (I.mkConPars n et ++ xs)
915 where t = I.conType et s 963 where t = I.conType et s
916 I.TyCon s xs -> Con (show s) <$> f_ (I.nType s, I.TType) <*> chain "tycon" [] (I.nType s) xs 964 I.TyCon s xs -> Con (show s) <$> f_ (I.nType s, I.TType) <*> chain "tycon" [] (I.nType s) xs
@@ -945,50 +993,34 @@ isSampler _ = False
945untick ('\'': s) = s 993untick ('\'': s) = s
946untick s = s 994untick s = s
947 995
948freeVars :: Exp -> Set.Set SName 996freeVars :: Exp -> Set.Set Int
949freeVars = \case 997freeVars = \case
950 Var n _ -> Set.singleton n 998 Var (n, _) _ -> Set.singleton 0
951 Con _ _ xs -> mconcat $ map freeVars xs 999 Con _ _ xs -> mconcat $ map freeVars xs
952 ELit _ -> mempty 1000 ELit _ -> mempty
953 Fun _ _ xs md -> foldMap freeVars xs <> foldMap freeVars md 1001 Fun _ _ xs md -> foldMap freeVars xs <> foldMap freeVars md
954 EApp a b -> freeVars a <> freeVars b 1002 EApp a b -> freeVars a <> freeVars b
955 Pi _ n a b -> freeVars a <> Set.delete n (freeVars b) 1003 Pi _ n a b -> freeVars a <> (lower $ freeVars b)
956 Lam _ n a b -> freeVars a <> foldr Set.delete (freeVars b) (patVars n) 1004 Lam _ PVarr a b -> freeVars a <> (lower $ freeVars b)
957 TType -> mempty 1005 TType -> mempty
958 ELet n a b -> freeVars a <> foldr Set.delete (freeVars b) (patVars n) 1006 ELet PVarr a b -> freeVars a <> (lower $ freeVars b)
1007 where
1008 lower = Set.map (+(-1)) . Set.filter (>0)
959 1009
960type Ty = Exp 1010type Ty = Exp
961 1011
962tyOf :: Exp -> Ty 1012tyOf :: Exp -> Ty
963tyOf = \case 1013tyOf = \case
964 Lam h (PVar _ n) t x -> Pi h n t $ tyOf x 1014 Lam h (PVarr) t x -> Pi h "?" t $ tyOf x
965 EApp f x -> app (tyOf f) x 1015 EApp f x -> tyApp (tyOf f) x
966 Var _ t -> t 1016 Var _ t -> t
967 Pi{} -> TType 1017 Pi{} -> TType
968 Con _ t xs -> foldl app t xs 1018 Con _ t xs -> foldl tyApp t xs
969 Fun _ t xs _ -> foldl app t xs 1019 Fun _ t xs _ -> foldl tyApp t xs
970 ELit l -> toExp (I.litType l, I.TType) 1020 ELit l -> toExp (I.litType l, I.TType)
971 TType -> TType 1021 TType -> TType
972 ELet a b c -> tyOf $ EApp (ELam a c) b 1022 ELet a b c -> tyOf $ EApp (ELam a c) b
973 x -> error $ "tyOf: " ++ ppShow x 1023 x -> error $ "tyOf: " ++ ppShow x
974 where
975 app (Pi _ n a b) x = substE n x b
976
977substE n x = \case
978 z@(Var n' _) | n' == n -> x
979 | otherwise -> z
980 Pi h n' a b | n == n' -> Pi h n' (substE n x a) b
981 Pi h n' a b -> Pi h n' (substE n x a) (substE n x b)
982 Lam h n' a b -> Lam h n' (substE n x a) $ if n `elem` patVars n' then b else substE n x b
983 Con n' cn xs -> Con n' cn (map (substE n x) xs)
984 Fun n' cn xs md -> Fun n' cn (substE n x <$> xs) (substE n x <$> md)
985 TType -> TType
986 EApp a b -> app' (substE n x a) (substE n x b)
987 x@ELit{} -> x
988 z -> error $ "substE: " ++ ppShow z
989
990app' (Lam _ (PVar _ n) _ x) b = substE n b x
991app' a b = EApp a b
992 1024
993-------------------------------------------------------------------------------- Exp conversion -- TODO: remove 1025-------------------------------------------------------------------------------- Exp conversion -- TODO: remove
994 1026
@@ -1002,19 +1034,24 @@ instance PShow Pat where
1002 PVar t n -> text n 1034 PVar t n -> text n
1003 PTuple ps -> tupled $ map pShow ps 1035 PTuple ps -> tupled $ map pShow ps
1004 1036
1005patVars (PVar _ n) = [n] 1037pattern PVarT t <- PVar t _
1006patVars (PTuple ps) = concatMap patVars ps 1038pattern PVarr <- PVar _ _
1007 1039
1008patTy (PVar t _) = t 1040patTy (PVarT t) = t
1009patTy (PTuple ps) = Con ("Tuple" ++ show (length ps)) (tupTy $ length ps) $ map patTy ps 1041patTy (PTuple ps) = Con ("Tuple" ++ show (length ps)) (tupTy $ length ps) $ map patTy ps
1010 1042
1011tupTy n = foldr (:~>) TType $ replicate n TType 1043tupTy n = foldr (:~>) TType $ replicate n TType
1012 1044
1013-- workaround for backward compatibility 1045-- workaround for backward compatibility
1014etaRed (ELam (PVar _ n) (EApp f (EVar n'))) | n == n' && n `Set.notMember` freeVars f = f 1046etaRed (ELam (PVarr) (EApp f (EVar' 0))) | 0 `Set.notMember` freeVars f = downE f
1015etaRed (ELam (PVar _ n) (Prim3 (tupCaseName -> Just k) _ x (EVar n'))) | n == n' && n `Set.notMember` freeVars x = uncurry (\ps e -> ELam (PTuple ps) e) $ getPats k x 1047etaRed (ELam (PVarr) (Prim3 (tupCaseName -> Just k) _ x (EVar' 0))) | 0 `Set.notMember` freeVars x = uncurry (\ps e -> ELam (PTuple ps) e) $ getPats k $ downE x
1016etaRed x = x 1048etaRed x = x
1017 1049
1050getPats 0 e = ([], e)
1051getPats i (ELam p e) = first (p:) $ getPats (i-1) e
1052
1053downE = I.subst 0 (error "impossible" :: Exp)
1054
1018pattern EtaPrim1 s <- (getEtaPrim -> Just (s, [])) 1055pattern EtaPrim1 s <- (getEtaPrim -> Just (s, []))
1019pattern EtaPrim2 s x <- (getEtaPrim -> Just (s, [x])) 1056pattern EtaPrim2 s x <- (getEtaPrim -> Just (s, [x]))
1020pattern EtaPrim3 s x1 x2 <- (getEtaPrim -> Just (s, [x1, x2])) 1057pattern EtaPrim3 s x1 x2 <- (getEtaPrim -> Just (s, [x1, x2]))
@@ -1022,10 +1059,10 @@ pattern EtaPrim4 s x1 x2 x3 <- (getEtaPrim -> Just (s, [x1, x2, x3]))
1022pattern EtaPrim5 s x1 x2 x3 x4 <- (getEtaPrim -> Just (s, [x1, x2, x3, x4])) 1059pattern EtaPrim5 s x1 x2 x3 x4 <- (getEtaPrim -> Just (s, [x1, x2, x3, x4]))
1023pattern EtaPrim2_2 s <- (getEtaPrim2 -> Just (s, [])) 1060pattern EtaPrim2_2 s <- (getEtaPrim2 -> Just (s, []))
1024 1061
1025getEtaPrim (ELam (PVar _ n) (PrimN s (initLast -> Just (xs, EVar n')))) | n == n' && all (Set.notMember n . freeVars) xs = Just (s, xs) 1062getEtaPrim (ELam (PVarr) (PrimN s (initLast -> Just (xs, EVar' 0)))) | all (Set.notMember 0 . freeVars) xs = Just (s, I.subst 0 (error "impossible" :: Exp) <$> xs)
1026getEtaPrim _ = Nothing 1063getEtaPrim _ = Nothing
1027 1064
1028getEtaPrim2 (ELam (PVar _ n) (ELam (PVar _ n2) (PrimN s (initLast -> Just (initLast -> Just (xs, EVar n'), EVar n2'))))) | n == n' && n2 == n2' && all (Set.notMember n . freeVars) xs = Just (s, xs) 1065getEtaPrim2 (ELam (PVarr) (ELam (PVarr) (PrimN s (initLast -> Just (initLast -> Just (xs, EVar' 0), EVar' 0))))) | all (\x -> all (`Set.notMember` freeVars x) [0, 1]) xs = Just (s, I.subst 0 (error "impossible" :: Exp) . I.subst 0 (error "impossible" :: Exp) <$> xs)
1029getEtaPrim2 _ = Nothing 1066getEtaPrim2 _ = Nothing
1030 1067
1031initLast [] = Nothing 1068initLast [] = Nothing
@@ -1039,21 +1076,19 @@ tupCaseName "Tuple6Case" = Just 6
1039tupCaseName "Tuple7Case" = Just 7 1076tupCaseName "Tuple7Case" = Just 7
1040tupCaseName _ = Nothing 1077tupCaseName _ = Nothing
1041 1078
1042getPats 0 e = ([], e)
1043getPats i (ELam p e) = first (p:) $ getPats (i-1) e
1044
1045------------- 1079-------------
1046 1080
1047pattern EVar n <- Var n _ 1081pattern EVar n <- Var (n, i) _
1082pattern EVar' n <- Var (_, n) _
1048 1083
1049pattern ELam n b <- Lam Visible n _ b where ELam n b = Lam Visible n (patTy n) b 1084pattern ELam n b <- Lam Visible n _ b where ELam n b = Lam Visible n (patTy n) b
1050 1085
1051idFun t = Lam Visible (PVar t n) t (Var n t) where n = "id" 1086idFun t = Lam Visible (PVar t n) t (Var (n, 0) t) where n = "id"
1052 1087
1053pattern a :~> b = Pi Visible "" a b 1088pattern a :~> b = Pi Visible "" a b
1054infixr 1 :~> 1089infixr 1 :~>
1055 1090
1056pattern PrimN n xs <- Fun n t (filterRelevant (n, 0) t -> xs) _ where PrimN n xs = Fun n (builtinType n) xs Nothing 1091pattern PrimN n xs <- Fun n t (filterRelevant t -> xs) _ where PrimN n xs = Fun n (builtinType n) xs Nothing
1057pattern Prim0 n = PrimN n [] 1092pattern Prim0 n = PrimN n []
1058pattern Prim1 n a = PrimN n [a] 1093pattern Prim1 n a = PrimN n [a]
1059pattern Prim2 n a b = PrimN n [a, b] 1094pattern Prim2 n a b = PrimN n [a, b]
@@ -1073,10 +1108,10 @@ builtinType = \case
1073 "VecS" -> TType :~> TNat :~> TType 1108 "VecS" -> TType :~> TNat :~> TType
1074 n -> error $ "type of " ++ ppShow n 1109 n -> error $ "type of " ++ ppShow n
1075 1110
1076filterRelevant _ _ [] = [] 1111filterRelevant _ [] = []
1077filterRelevant i (Pi h n t t') (x: xs) = (if h == Visible then (x:) else id) $ filterRelevant (second (+1) i) (substE n x t') xs 1112filterRelevant ty@(Pi h n t t') (x: xs) = (if h == Visible then (x:) else id) $ filterRelevant (tyApp ty x) xs
1078 1113
1079pattern AN n xs <- Con n t (filterRelevant (n, 0) t -> xs) where AN n xs = Con n (builtinType n) xs 1114pattern AN n xs <- Con n t (filterRelevant t -> xs) where AN n xs = Con n (builtinType n) xs
1080pattern A0 n = AN n [] 1115pattern A0 n = AN n []
1081pattern A1 n a = AN n [a] 1116pattern A1 n a = AN n [a]
1082pattern A2 n a b = AN n [a, b] 1117pattern A2 n a b = AN n [a, b]
diff --git a/src/LambdaCube/Compiler/Infer.hs b/src/LambdaCube/Compiler/Infer.hs
index 52ac95bd..07e16779 100644
--- a/src/LambdaCube/Compiler/Infer.hs
+++ b/src/LambdaCube/Compiler/Infer.hs
@@ -20,7 +20,7 @@ module LambdaCube.Compiler.Infer
20 , pattern Var, pattern CaseFun, pattern TyCaseFun, pattern App_, pattern LabelEnd 20 , pattern Var, pattern CaseFun, pattern TyCaseFun, pattern App_, pattern LabelEnd
21 , pattern Con, pattern TyCon, pattern Pi, pattern Lam, pattern Fun 21 , pattern Con, pattern TyCon, pattern Pi, pattern Lam, pattern Fun
22 , outputType, boolType, trueExp 22 , outputType, boolType, trueExp
23 , down 23 , down, Subst (..)
24 , litType 24 , litType
25 , initEnv, Env(..), pattern EBind2 25 , initEnv, Env(..), pattern EBind2
26 , Infos(..), listInfos, ErrorMsg(..), PolyEnv(..), ErrorT, throwErrorTCM, parseLC, joinPolyEnvs, filterPolyEnv, inference_ 26 , Infos(..), listInfos, ErrorMsg(..), PolyEnv(..), ErrorT, throwErrorTCM, parseLC, joinPolyEnvs, filterPolyEnv, inference_
diff --git a/testdata/Graphics.out b/testdata/Graphics.out
index ce1c892b..61065324 100644
--- a/testdata/Graphics.out
+++ b/testdata/Graphics.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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 [("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("x2",Parameter {name = "position", ty = V3F}),("y2",Parameter {name = "color", 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 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x2 ;\nin vec4 y2 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = y2;\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x2 ).x,( x2 ).y,( x2 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( ( 1.0 ) - ( ( vv0 ).x ),( 1.0 ) - ( ( vv0 ).y ),( 1.0 ) - ( ( vv0 ).z ),1.0 );\n}\n"},Program {programUniforms = fromList [("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("g6",Parameter {name = "position", ty = V3F}),("h6",Parameter {name = "color", 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 viewProj ;\nuniform mat4 worldMat ;\nin vec3 g6 ;\nin vec4 h6 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( h6 ).x,( h6 ).y,( h6 ).z,0.5 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( g6 ).x,( g6 ).y,( g6 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("v10",Parameter {name = "position", ty = V3F}),("w10",Parameter {name = "normal", ty = V3F}),("x10",Parameter {name = "diffuseUV", ty = V2F}),("y10",Parameter {name = "lightmapUV", ty = V2F}),("z10",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v10 ;\nin vec3 w10 ;\nin vec2 x10 ;\nin vec2 y10 ;\nin vec4 z10 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = y10;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v10 ).x,( v10 ).y,( v10 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3562558025",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("o15",Parameter {name = "position", ty = V3F}),("p15",Parameter {name = "normal", ty = V3F}),("q15",Parameter {name = "diffuseUV", ty = V2F}),("r15",Parameter {name = "lightmapUV", ty = V2F}),("s15",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3562558025",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 o15 ;\nin vec3 p15 ;\nin vec2 q15 ;\nin vec2 r15 ;\nin vec4 s15 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q15;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( o15 ).x,( o15 ).y,( o15 ).z,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 sampler2D Tex_3562558025 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3562558025,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_47037129",FTexture2D),("time",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a20",Parameter {name = "normal", ty = V3F}),("b20",Parameter {name = "diffuseUV", ty = V2F}),("c20",Parameter {name = "lightmapUV", ty = V2F}),("d20",Parameter {name = "color", ty = V4F}),("z19",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("Tex_47037129",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float time ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z19 ;\nin vec3 a20 ;\nin vec2 b20 ;\nin vec2 c20 ;\nin vec4 d20 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = ( ( ( b20 ) + ( ( vec2 ( 0.0,1.0 ) ) * ( time ) ) ) + ( ( sin ( vec2 ( ( 6.28 ) * ( ( ( ( ( z19 ).x ) + ( ( z19 ).z ) ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 1.6 ) ) ) ),( 6.28 ) * ( ( ( ( z19 ).y ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 1.6 ) ) ) ) ) ) ) * ( 0.25 ) ) ) * ( vec2 ( 4.0,4.0 ) );\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z19 ).x,( z19 ).y,( z19 ).z,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 sampler2D Tex_47037129 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_47037129,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1910997598",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a27",Parameter {name = "lightmapUV", ty = V2F}),("b27",Parameter {name = "color", ty = V4F}),("x26",Parameter {name = "position", ty = V3F}),("y26",Parameter {name = "normal", ty = V3F}),("z26",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("Tex_1910997598",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x26 ;\nin vec3 y26 ;\nin vec2 z26 ;\nin vec2 a27 ;\nin vec4 b27 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = z26;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x26 ).x,( x26 ).y,( x26 ).z,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 sampler2D Tex_1910997598 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1910997598,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("i31",Parameter {name = "position", ty = V3F}),("j31",Parameter {name = "normal", ty = V3F}),("k31",Parameter {name = "diffuseUV", ty = V2F}),("l31",Parameter {name = "lightmapUV", ty = V2F}),("m31",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 i31 ;\nin vec3 j31 ;\nin vec2 k31 ;\nin vec2 l31 ;\nin vec4 m31 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = l31;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( i31 ).x,( i31 ).y,( i31 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b36",Parameter {name = "position", ty = V3F}),("c36",Parameter {name = "normal", ty = V3F}),("d36",Parameter {name = "diffuseUV", ty = V2F}),("e36",Parameter {name = "lightmapUV", ty = V2F}),("f36",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b36 ;\nin vec3 c36 ;\nin vec2 d36 ;\nin vec2 e36 ;\nin vec4 f36 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = e36;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b36 ).x,( b36 ).y,( b36 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4077187607",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("u40",Parameter {name = "position", ty = V3F}),("v40",Parameter {name = "normal", ty = V3F}),("w40",Parameter {name = "diffuseUV", ty = V2F}),("x40",Parameter {name = "lightmapUV", ty = V2F}),("y40",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_4077187607",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 u40 ;\nin vec3 v40 ;\nin vec2 w40 ;\nin vec2 x40 ;\nin vec4 y40 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = w40;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( u40 ).x,( u40 ).y,( u40 ).z,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 sampler2D Tex_4077187607 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4077187607,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3416962274",FTexture2D),("time",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f45",Parameter {name = "position", ty = V3F}),("g45",Parameter {name = "normal", ty = V3F}),("h45",Parameter {name = "diffuseUV", ty = V2F}),("i45",Parameter {name = "lightmapUV", ty = V2F}),("j45",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3416962274",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float time ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f45 ;\nin vec3 g45 ;\nin vec2 h45 ;\nin vec2 i45 ;\nin vec4 j45 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = ( ( ( h45 ) + ( ( vec2 ( 0.0,1.0 ) ) * ( time ) ) ) + ( ( sin ( vec2 ( ( 6.28 ) * ( ( ( ( ( f45 ).x ) + ( ( f45 ).z ) ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 5.6 ) ) ) ),( 6.28 ) * ( ( ( ( f45 ).y ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 5.6 ) ) ) ) ) ) ) * ( 0.25 ) ) ) * ( vec2 ( 1.5,1.5 ) );\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f45 ).x,( f45 ).y,( f45 ).z,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 sampler2D Tex_3416962274 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3416962274,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d52",Parameter {name = "position", ty = V3F}),("e52",Parameter {name = "normal", ty = V3F}),("f52",Parameter {name = "diffuseUV", ty = V2F}),("g52",Parameter {name = "lightmapUV", ty = V2F}),("h52",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d52 ;\nin vec3 e52 ;\nin vec2 f52 ;\nin vec2 g52 ;\nin vec4 h52 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = g52;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d52 ).x,( d52 ).y,( d52 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4288602201",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("r56",Parameter {name = "position", ty = V3F}),("s56",Parameter {name = "normal", ty = V3F}),("t56",Parameter {name = "diffuseUV", ty = V2F}),("u56",Parameter {name = "lightmapUV", ty = V2F}),("v56",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_4288602201",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r56 ;\nin vec3 s56 ;\nin vec2 t56 ;\nin vec2 u56 ;\nin vec4 v56 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = t56;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r56 ).x,( r56 ).y,( r56 ).z,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 sampler2D Tex_4288602201 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4288602201,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("n61",Parameter {name = "position", ty = V3F}),("o61",Parameter {name = "normal", ty = V3F}),("p61",Parameter {name = "diffuseUV", ty = V2F}),("q61",Parameter {name = "lightmapUV", ty = V2F}),("r61",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n61 ;\nin vec3 o61 ;\nin vec2 p61 ;\nin vec2 q61 ;\nin vec4 r61 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q61;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n61 ).x,( n61 ).y,( n61 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3202786139",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b66",Parameter {name = "position", ty = V3F}),("c66",Parameter {name = "normal", ty = V3F}),("d66",Parameter {name = "diffuseUV", ty = V2F}),("e66",Parameter {name = "lightmapUV", ty = V2F}),("f66",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3202786139",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b66 ;\nin vec3 c66 ;\nin vec2 d66 ;\nin vec2 e66 ;\nin vec4 f66 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = d66;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b66 ).x,( b66 ).y,( b66 ).z,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 sampler2D Tex_3202786139 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3202786139,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a71",Parameter {name = "lightmapUV", ty = V2F}),("b71",Parameter {name = "color", ty = V4F}),("x70",Parameter {name = "position", ty = V3F}),("y70",Parameter {name = "normal", ty = V3F}),("z70",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x70 ;\nin vec3 y70 ;\nin vec2 z70 ;\nin vec2 a71 ;\nin vec4 b71 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a71;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x70 ).x,( x70 ).y,( x70 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4255130505",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("l75",Parameter {name = "position", ty = V3F}),("m75",Parameter {name = "normal", ty = V3F}),("n75",Parameter {name = "diffuseUV", ty = V2F}),("o75",Parameter {name = "lightmapUV", ty = V2F}),("p75",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_4255130505",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l75 ;\nin vec3 m75 ;\nin vec2 n75 ;\nin vec2 o75 ;\nin vec4 p75 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = n75;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l75 ).x,( l75 ).y,( l75 ).z,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 sampler2D Tex_4255130505 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4255130505,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("h80",Parameter {name = "position", ty = V3F}),("i80",Parameter {name = "normal", ty = V3F}),("j80",Parameter {name = "diffuseUV", ty = V2F}),("k80",Parameter {name = "lightmapUV", ty = V2F}),("l80",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h80 ;\nin vec3 i80 ;\nin vec2 j80 ;\nin vec2 k80 ;\nin vec4 l80 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = k80;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h80 ).x,( h80 ).y,( h80 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_564811775",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("v84",Parameter {name = "position", ty = V3F}),("w84",Parameter {name = "normal", ty = V3F}),("x84",Parameter {name = "diffuseUV", ty = V2F}),("y84",Parameter {name = "lightmapUV", ty = V2F}),("z84",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_564811775",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v84 ;\nin vec3 w84 ;\nin vec2 x84 ;\nin vec2 y84 ;\nin vec4 z84 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = x84;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v84 ).x,( v84 ).y,( v84 ).z,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 sampler2D Tex_564811775 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_564811775,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("r89",Parameter {name = "position", ty = V3F}),("s89",Parameter {name = "normal", ty = V3F}),("t89",Parameter {name = "diffuseUV", ty = V2F}),("u89",Parameter {name = "lightmapUV", ty = V2F}),("v89",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r89 ;\nin vec3 s89 ;\nin vec2 t89 ;\nin vec2 u89 ;\nin vec4 v89 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = u89;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r89 ).x,( r89 ).y,( r89 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2073154888",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f94",Parameter {name = "position", ty = V3F}),("g94",Parameter {name = "normal", ty = V3F}),("h94",Parameter {name = "diffuseUV", ty = V2F}),("i94",Parameter {name = "lightmapUV", ty = V2F}),("j94",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2073154888",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f94 ;\nin vec3 g94 ;\nin vec2 h94 ;\nin vec2 i94 ;\nin vec4 j94 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = h94;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f94 ).x,( f94 ).y,( f94 ).z,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 sampler2D Tex_2073154888 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2073154888,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b99",Parameter {name = "position", ty = V3F}),("c99",Parameter {name = "normal", ty = V3F}),("d99",Parameter {name = "diffuseUV", ty = V2F}),("e99",Parameter {name = "lightmapUV", ty = V2F}),("f99",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b99 ;\nin vec3 c99 ;\nin vec2 d99 ;\nin vec2 e99 ;\nin vec4 f99 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = e99;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b99 ).x,( b99 ).y,( b99 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2099456856",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("p103",Parameter {name = "position", ty = V3F}),("q103",Parameter {name = "normal", ty = V3F}),("r103",Parameter {name = "diffuseUV", ty = V2F}),("s103",Parameter {name = "lightmapUV", ty = V2F}),("t103",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2099456856",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p103 ;\nin vec3 q103 ;\nin vec2 r103 ;\nin vec2 s103 ;\nin vec4 t103 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = r103;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p103 ).x,( p103 ).y,( p103 ).z,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 sampler2D Tex_2099456856 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2099456856,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("l108",Parameter {name = "position", ty = V3F}),("m108",Parameter {name = "normal", ty = V3F}),("n108",Parameter {name = "diffuseUV", ty = V2F}),("o108",Parameter {name = "lightmapUV", ty = V2F}),("p108",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l108 ;\nin vec3 m108 ;\nin vec2 n108 ;\nin vec2 o108 ;\nin vec4 p108 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = o108;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l108 ).x,( l108 ).y,( l108 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1581337759",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a113",Parameter {name = "normal", ty = V3F}),("b113",Parameter {name = "diffuseUV", ty = V2F}),("c113",Parameter {name = "lightmapUV", ty = V2F}),("d113",Parameter {name = "color", ty = V4F}),("z112",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("Tex_1581337759",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z112 ;\nin vec3 a113 ;\nin vec2 b113 ;\nin vec2 c113 ;\nin vec4 d113 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = b113;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z112 ).x,( z112 ).y,( z112 ).z,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 sampler2D Tex_1581337759 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1581337759,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("v117",Parameter {name = "position", ty = V3F}),("w117",Parameter {name = "normal", ty = V3F}),("x117",Parameter {name = "diffuseUV", ty = V2F}),("y117",Parameter {name = "lightmapUV", ty = V2F}),("z117",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v117 ;\nin vec3 w117 ;\nin vec2 x117 ;\nin vec2 y117 ;\nin vec4 z117 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = y117;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v117 ).x,( v117 ).y,( v117 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1062467595",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("j122",Parameter {name = "position", ty = V3F}),("k122",Parameter {name = "normal", ty = V3F}),("l122",Parameter {name = "diffuseUV", ty = V2F}),("m122",Parameter {name = "lightmapUV", ty = V2F}),("n122",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1062467595",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j122 ;\nin vec3 k122 ;\nin vec2 l122 ;\nin vec2 m122 ;\nin vec4 n122 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = l122;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j122 ).x,( j122 ).y,( j122 ).z,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 sampler2D Tex_1062467595 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1062467595,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f127",Parameter {name = "position", ty = V3F}),("g127",Parameter {name = "normal", ty = V3F}),("h127",Parameter {name = "diffuseUV", ty = V2F}),("i127",Parameter {name = "lightmapUV", ty = V2F}),("j127",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f127 ;\nin vec3 g127 ;\nin vec2 h127 ;\nin vec2 i127 ;\nin vec4 j127 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = i127;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f127 ).x,( f127 ).y,( f127 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2024854890",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("t131",Parameter {name = "position", ty = V3F}),("u131",Parameter {name = "normal", ty = V3F}),("v131",Parameter {name = "diffuseUV", ty = V2F}),("w131",Parameter {name = "lightmapUV", ty = V2F}),("x131",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2024854890",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 t131 ;\nin vec3 u131 ;\nin vec2 v131 ;\nin vec2 w131 ;\nin vec4 x131 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = v131;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( t131 ).x,( t131 ).y,( t131 ).z,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 sampler2D Tex_2024854890 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2024854890,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("p136",Parameter {name = "position", ty = V3F}),("q136",Parameter {name = "normal", ty = V3F}),("r136",Parameter {name = "diffuseUV", ty = V2F}),("s136",Parameter {name = "lightmapUV", ty = V2F}),("t136",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p136 ;\nin vec3 q136 ;\nin vec2 r136 ;\nin vec2 s136 ;\nin vec4 t136 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = s136;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p136 ).x,( p136 ).y,( p136 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1284708166",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d141",Parameter {name = "position", ty = V3F}),("e141",Parameter {name = "normal", ty = V3F}),("f141",Parameter {name = "diffuseUV", ty = V2F}),("g141",Parameter {name = "lightmapUV", ty = V2F}),("h141",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1284708166",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d141 ;\nin vec3 e141 ;\nin vec2 f141 ;\nin vec2 g141 ;\nin vec4 h141 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = f141;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d141 ).x,( d141 ).y,( d141 ).z,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 sampler2D Tex_1284708166 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1284708166,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a146",Parameter {name = "normal", ty = V3F}),("b146",Parameter {name = "diffuseUV", ty = V2F}),("c146",Parameter {name = "lightmapUV", ty = V2F}),("d146",Parameter {name = "color", ty = V4F}),("z145",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z145 ;\nin vec3 a146 ;\nin vec2 b146 ;\nin vec2 c146 ;\nin vec4 d146 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = c146;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z145 ).x,( z145 ).y,( z145 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2432583247",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("n150",Parameter {name = "position", ty = V3F}),("o150",Parameter {name = "normal", ty = V3F}),("p150",Parameter {name = "diffuseUV", ty = V2F}),("q150",Parameter {name = "lightmapUV", ty = V2F}),("r150",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2432583247",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n150 ;\nin vec3 o150 ;\nin vec2 p150 ;\nin vec2 q150 ;\nin vec4 r150 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = p150;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n150 ).x,( n150 ).y,( n150 ).z,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 sampler2D Tex_2432583247 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2432583247,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("j155",Parameter {name = "position", ty = V3F}),("k155",Parameter {name = "normal", ty = V3F}),("l155",Parameter {name = "diffuseUV", ty = V2F}),("m155",Parameter {name = "lightmapUV", ty = V2F}),("n155",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j155 ;\nin vec3 k155 ;\nin vec2 l155 ;\nin vec2 m155 ;\nin vec4 n155 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = m155;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j155 ).x,( j155 ).y,( j155 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1002517541",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a160",Parameter {name = "lightmapUV", ty = V2F}),("b160",Parameter {name = "color", ty = V4F}),("x159",Parameter {name = "position", ty = V3F}),("y159",Parameter {name = "normal", ty = V3F}),("z159",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("Tex_1002517541",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x159 ;\nin vec3 y159 ;\nin vec2 z159 ;\nin vec2 a160 ;\nin vec4 b160 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = z159;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x159 ).x,( x159 ).y,( x159 ).z,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 sampler2D Tex_1002517541 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1002517541,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("t164",Parameter {name = "position", ty = V3F}),("u164",Parameter {name = "normal", ty = V3F}),("v164",Parameter {name = "diffuseUV", ty = V2F}),("w164",Parameter {name = "lightmapUV", ty = V2F}),("x164",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 t164 ;\nin vec3 u164 ;\nin vec2 v164 ;\nin vec2 w164 ;\nin vec4 x164 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = w164;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( t164 ).x,( t164 ).y,( t164 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2639119078",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("h169",Parameter {name = "position", ty = V3F}),("i169",Parameter {name = "normal", ty = V3F}),("j169",Parameter {name = "diffuseUV", ty = V2F}),("k169",Parameter {name = "lightmapUV", ty = V2F}),("l169",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2639119078",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h169 ;\nin vec3 i169 ;\nin vec2 j169 ;\nin vec2 k169 ;\nin vec4 l169 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = j169;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h169 ).x,( h169 ).y,( h169 ).z,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 sampler2D Tex_2639119078 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2639119078,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d174",Parameter {name = "position", ty = V3F}),("e174",Parameter {name = "normal", ty = V3F}),("f174",Parameter {name = "diffuseUV", ty = V2F}),("g174",Parameter {name = "lightmapUV", ty = V2F}),("h174",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d174 ;\nin vec3 e174 ;\nin vec2 f174 ;\nin vec2 g174 ;\nin vec4 h174 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = g174;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d174 ).x,( d174 ).y,( d174 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3479185666",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("r178",Parameter {name = "position", ty = V3F}),("s178",Parameter {name = "normal", ty = V3F}),("t178",Parameter {name = "diffuseUV", ty = V2F}),("u178",Parameter {name = "lightmapUV", ty = V2F}),("v178",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3479185666",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r178 ;\nin vec3 s178 ;\nin vec2 t178 ;\nin vec2 u178 ;\nin vec4 v178 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = t178;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r178 ).x,( r178 ).y,( r178 ).z,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 sampler2D Tex_3479185666 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3479185666,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("n183",Parameter {name = "position", ty = V3F}),("o183",Parameter {name = "normal", ty = V3F}),("p183",Parameter {name = "diffuseUV", ty = V2F}),("q183",Parameter {name = "lightmapUV", ty = V2F}),("r183",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n183 ;\nin vec3 o183 ;\nin vec2 p183 ;\nin vec2 q183 ;\nin vec4 r183 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q183;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n183 ).x,( n183 ).y,( n183 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3448884269",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b188",Parameter {name = "position", ty = V3F}),("c188",Parameter {name = "normal", ty = V3F}),("d188",Parameter {name = "diffuseUV", ty = V2F}),("e188",Parameter {name = "lightmapUV", ty = V2F}),("f188",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3448884269",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b188 ;\nin vec3 c188 ;\nin vec2 d188 ;\nin vec2 e188 ;\nin vec4 f188 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = d188;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b188 ).x,( b188 ).y,( b188 ).z,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 sampler2D Tex_3448884269 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3448884269,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a193",Parameter {name = "lightmapUV", ty = V2F}),("b193",Parameter {name = "color", ty = V4F}),("x192",Parameter {name = "position", ty = V3F}),("y192",Parameter {name = "normal", ty = V3F}),("z192",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x192 ;\nin vec3 y192 ;\nin vec2 z192 ;\nin vec2 a193 ;\nin vec4 b193 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a193;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x192 ).x,( x192 ).y,( x192 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1201212243",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("l197",Parameter {name = "position", ty = V3F}),("m197",Parameter {name = "normal", ty = V3F}),("n197",Parameter {name = "diffuseUV", ty = V2F}),("o197",Parameter {name = "lightmapUV", ty = V2F}),("p197",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1201212243",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l197 ;\nin vec3 m197 ;\nin vec2 n197 ;\nin vec2 o197 ;\nin vec4 p197 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = n197;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l197 ).x,( l197 ).y,( l197 ).z,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 sampler2D Tex_1201212243 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1201212243,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("h202",Parameter {name = "position", ty = V3F}),("i202",Parameter {name = "normal", ty = V3F}),("j202",Parameter {name = "diffuseUV", ty = V2F}),("k202",Parameter {name = "lightmapUV", ty = V2F}),("l202",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h202 ;\nin vec3 i202 ;\nin vec2 j202 ;\nin vec2 k202 ;\nin vec4 l202 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = k202;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h202 ).x,( h202 ).y,( h202 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3389727963",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("v206",Parameter {name = "position", ty = V3F}),("w206",Parameter {name = "normal", ty = V3F}),("x206",Parameter {name = "diffuseUV", ty = V2F}),("y206",Parameter {name = "lightmapUV", ty = V2F}),("z206",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3389727963",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v206 ;\nin vec3 w206 ;\nin vec2 x206 ;\nin vec2 y206 ;\nin vec4 z206 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = x206;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v206 ).x,( v206 ).y,( v206 ).z,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 sampler2D Tex_3389727963 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3389727963,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("r211",Parameter {name = "position", ty = V3F}),("s211",Parameter {name = "normal", ty = V3F}),("t211",Parameter {name = "diffuseUV", ty = V2F}),("u211",Parameter {name = "lightmapUV", ty = V2F}),("v211",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r211 ;\nin vec3 s211 ;\nin vec2 t211 ;\nin vec2 u211 ;\nin vec4 v211 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = u211;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r211 ).x,( r211 ).y,( r211 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3836020895",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f216",Parameter {name = "position", ty = V3F}),("g216",Parameter {name = "normal", ty = V3F}),("h216",Parameter {name = "diffuseUV", ty = V2F}),("i216",Parameter {name = "lightmapUV", ty = V2F}),("j216",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3836020895",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f216 ;\nin vec3 g216 ;\nin vec2 h216 ;\nin vec2 i216 ;\nin vec4 j216 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = h216;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f216 ).x,( f216 ).y,( f216 ).z,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 sampler2D Tex_3836020895 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3836020895,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b221",Parameter {name = "position", ty = V3F}),("c221",Parameter {name = "normal", ty = V3F}),("d221",Parameter {name = "diffuseUV", ty = V2F}),("e221",Parameter {name = "lightmapUV", ty = V2F}),("f221",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b221 ;\nin vec3 c221 ;\nin vec2 d221 ;\nin vec2 e221 ;\nin vec4 f221 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = e221;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b221 ).x,( b221 ).y,( b221 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_209322640",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("p225",Parameter {name = "position", ty = V3F}),("q225",Parameter {name = "normal", ty = V3F}),("r225",Parameter {name = "diffuseUV", ty = V2F}),("s225",Parameter {name = "lightmapUV", ty = V2F}),("t225",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_209322640",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p225 ;\nin vec3 q225 ;\nin vec2 r225 ;\nin vec2 s225 ;\nin vec4 t225 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = r225;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p225 ).x,( p225 ).y,( p225 ).z,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 sampler2D Tex_209322640 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_209322640,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("l230",Parameter {name = "position", ty = V3F}),("m230",Parameter {name = "normal", ty = V3F}),("n230",Parameter {name = "diffuseUV", ty = V2F}),("o230",Parameter {name = "lightmapUV", ty = V2F}),("p230",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l230 ;\nin vec3 m230 ;\nin vec2 n230 ;\nin vec2 o230 ;\nin vec4 p230 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = o230;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l230 ).x,( l230 ).y,( l230 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2893650486",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a235",Parameter {name = "normal", ty = V3F}),("b235",Parameter {name = "diffuseUV", ty = V2F}),("c235",Parameter {name = "lightmapUV", ty = V2F}),("d235",Parameter {name = "color", ty = V4F}),("z234",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("Tex_2893650486",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z234 ;\nin vec3 a235 ;\nin vec2 b235 ;\nin vec2 c235 ;\nin vec4 d235 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = b235;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z234 ).x,( z234 ).y,( z234 ).z,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 sampler2D Tex_2893650486 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2893650486,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("v239",Parameter {name = "position", ty = V3F}),("w239",Parameter {name = "normal", ty = V3F}),("x239",Parameter {name = "diffuseUV", ty = V2F}),("y239",Parameter {name = "lightmapUV", ty = V2F}),("z239",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v239 ;\nin vec3 w239 ;\nin vec2 x239 ;\nin vec2 y239 ;\nin vec4 z239 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = y239;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v239 ).x,( v239 ).y,( v239 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3814342582",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("j244",Parameter {name = "position", ty = V3F}),("k244",Parameter {name = "normal", ty = V3F}),("l244",Parameter {name = "diffuseUV", ty = V2F}),("m244",Parameter {name = "lightmapUV", ty = V2F}),("n244",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3814342582",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j244 ;\nin vec3 k244 ;\nin vec2 l244 ;\nin vec2 m244 ;\nin vec4 n244 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = l244;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j244 ).x,( j244 ).y,( j244 ).z,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 sampler2D Tex_3814342582 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3814342582,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f249",Parameter {name = "position", ty = V3F}),("g249",Parameter {name = "normal", ty = V3F}),("h249",Parameter {name = "diffuseUV", ty = V2F}),("i249",Parameter {name = "lightmapUV", ty = V2F}),("j249",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f249 ;\nin vec3 g249 ;\nin vec2 h249 ;\nin vec2 i249 ;\nin vec4 j249 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = i249;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f249 ).x,( f249 ).y,( f249 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4189195777",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("t253",Parameter {name = "position", ty = V3F}),("u253",Parameter {name = "normal", ty = V3F}),("v253",Parameter {name = "diffuseUV", ty = V2F}),("w253",Parameter {name = "lightmapUV", ty = V2F}),("x253",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_4189195777",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 t253 ;\nin vec3 u253 ;\nin vec2 v253 ;\nin vec2 w253 ;\nin vec4 x253 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = v253;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( t253 ).x,( t253 ).y,( t253 ).z,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 sampler2D Tex_4189195777 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4189195777,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("p258",Parameter {name = "position", ty = V3F}),("q258",Parameter {name = "normal", ty = V3F}),("r258",Parameter {name = "diffuseUV", ty = V2F}),("s258",Parameter {name = "lightmapUV", ty = V2F}),("t258",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p258 ;\nin vec3 q258 ;\nin vec2 r258 ;\nin vec2 s258 ;\nin vec4 t258 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = s258;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p258 ).x,( p258 ).y,( p258 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2239853403",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d263",Parameter {name = "position", ty = V3F}),("e263",Parameter {name = "normal", ty = V3F}),("f263",Parameter {name = "diffuseUV", ty = V2F}),("g263",Parameter {name = "lightmapUV", ty = V2F}),("h263",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2239853403",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d263 ;\nin vec3 e263 ;\nin vec2 f263 ;\nin vec2 g263 ;\nin vec4 h263 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = f263;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d263 ).x,( d263 ).y,( d263 ).z,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 sampler2D Tex_2239853403 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2239853403,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a268",Parameter {name = "normal", ty = V3F}),("b268",Parameter {name = "diffuseUV", ty = V2F}),("c268",Parameter {name = "lightmapUV", ty = V2F}),("d268",Parameter {name = "color", ty = V4F}),("z267",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z267 ;\nin vec3 a268 ;\nin vec2 b268 ;\nin vec2 c268 ;\nin vec4 d268 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = c268;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z267 ).x,( z267 ).y,( z267 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2367525081",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("n272",Parameter {name = "position", ty = V3F}),("o272",Parameter {name = "normal", ty = V3F}),("p272",Parameter {name = "diffuseUV", ty = V2F}),("q272",Parameter {name = "lightmapUV", ty = V2F}),("r272",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2367525081",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n272 ;\nin vec3 o272 ;\nin vec2 p272 ;\nin vec2 q272 ;\nin vec4 r272 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = p272;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n272 ).x,( n272 ).y,( n272 ).z,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 sampler2D Tex_2367525081 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2367525081,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("j277",Parameter {name = "position", ty = V3F}),("k277",Parameter {name = "normal", ty = V3F}),("l277",Parameter {name = "diffuseUV", ty = V2F}),("m277",Parameter {name = "lightmapUV", ty = V2F}),("n277",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j277 ;\nin vec3 k277 ;\nin vec2 l277 ;\nin vec2 m277 ;\nin vec4 n277 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = m277;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j277 ).x,( j277 ).y,( j277 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2523116863",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a282",Parameter {name = "lightmapUV", ty = V2F}),("b282",Parameter {name = "color", ty = V4F}),("x281",Parameter {name = "position", ty = V3F}),("y281",Parameter {name = "normal", ty = V3F}),("z281",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("Tex_2523116863",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x281 ;\nin vec3 y281 ;\nin vec2 z281 ;\nin vec2 a282 ;\nin vec4 b282 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = z281;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x281 ).x,( x281 ).y,( x281 ).z,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 sampler2D Tex_2523116863 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2523116863,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("t286",Parameter {name = "position", ty = V3F}),("u286",Parameter {name = "normal", ty = V3F}),("v286",Parameter {name = "diffuseUV", ty = V2F}),("w286",Parameter {name = "lightmapUV", ty = V2F}),("x286",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 t286 ;\nin vec3 u286 ;\nin vec2 v286 ;\nin vec2 w286 ;\nin vec4 x286 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = w286;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( t286 ).x,( t286 ).y,( t286 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2512757607",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("h291",Parameter {name = "position", ty = V3F}),("i291",Parameter {name = "normal", ty = V3F}),("j291",Parameter {name = "diffuseUV", ty = V2F}),("k291",Parameter {name = "lightmapUV", ty = V2F}),("l291",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2512757607",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h291 ;\nin vec3 i291 ;\nin vec2 j291 ;\nin vec2 k291 ;\nin vec4 l291 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = j291;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h291 ).x,( h291 ).y,( h291 ).z,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 sampler2D Tex_2512757607 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2512757607,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d296",Parameter {name = "position", ty = V3F}),("e296",Parameter {name = "normal", ty = V3F}),("f296",Parameter {name = "diffuseUV", ty = V2F}),("g296",Parameter {name = "lightmapUV", ty = V2F}),("h296",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d296 ;\nin vec3 e296 ;\nin vec2 f296 ;\nin vec2 g296 ;\nin vec4 h296 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = g296;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d296 ).x,( d296 ).y,( d296 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4289279309",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("r300",Parameter {name = "position", ty = V3F}),("s300",Parameter {name = "normal", ty = V3F}),("t300",Parameter {name = "diffuseUV", ty = V2F}),("u300",Parameter {name = "lightmapUV", ty = V2F}),("v300",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_4289279309",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r300 ;\nin vec3 s300 ;\nin vec2 t300 ;\nin vec2 u300 ;\nin vec4 v300 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = t300;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r300 ).x,( r300 ).y,( r300 ).z,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 sampler2D Tex_4289279309 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4289279309,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("n305",Parameter {name = "position", ty = V3F}),("o305",Parameter {name = "normal", ty = V3F}),("p305",Parameter {name = "diffuseUV", ty = V2F}),("q305",Parameter {name = "lightmapUV", ty = V2F}),("r305",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n305 ;\nin vec3 o305 ;\nin vec2 p305 ;\nin vec2 q305 ;\nin vec4 r305 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q305;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n305 ).x,( n305 ).y,( n305 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2525124732",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b310",Parameter {name = "position", ty = V3F}),("c310",Parameter {name = "normal", ty = V3F}),("d310",Parameter {name = "diffuseUV", ty = V2F}),("e310",Parameter {name = "lightmapUV", ty = V2F}),("f310",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2525124732",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b310 ;\nin vec3 c310 ;\nin vec2 d310 ;\nin vec2 e310 ;\nin vec4 f310 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = d310;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b310 ).x,( b310 ).y,( b310 ).z,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 sampler2D Tex_2525124732 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2525124732,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a315",Parameter {name = "lightmapUV", ty = V2F}),("b315",Parameter {name = "color", ty = V4F}),("x314",Parameter {name = "position", ty = V3F}),("y314",Parameter {name = "normal", ty = V3F}),("z314",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x314 ;\nin vec3 y314 ;\nin vec2 z314 ;\nin vec2 a315 ;\nin vec4 b315 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a315;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x314 ).x,( x314 ).y,( x314 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3071107621",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("l319",Parameter {name = "position", ty = V3F}),("m319",Parameter {name = "normal", ty = V3F}),("n319",Parameter {name = "diffuseUV", ty = V2F}),("o319",Parameter {name = "lightmapUV", ty = V2F}),("p319",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3071107621",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l319 ;\nin vec3 m319 ;\nin vec2 n319 ;\nin vec2 o319 ;\nin vec4 p319 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = n319;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l319 ).x,( l319 ).y,( l319 ).z,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 sampler2D Tex_3071107621 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3071107621,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("h324",Parameter {name = "position", ty = V3F}),("i324",Parameter {name = "normal", ty = V3F}),("j324",Parameter {name = "diffuseUV", ty = V2F}),("k324",Parameter {name = "lightmapUV", ty = V2F}),("l324",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h324 ;\nin vec3 i324 ;\nin vec2 j324 ;\nin vec2 k324 ;\nin vec4 l324 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = k324;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h324 ).x,( h324 ).y,( h324 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3921745736",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("v328",Parameter {name = "position", ty = V3F}),("w328",Parameter {name = "normal", ty = V3F}),("x328",Parameter {name = "diffuseUV", ty = V2F}),("y328",Parameter {name = "lightmapUV", ty = V2F}),("z328",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3921745736",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v328 ;\nin vec3 w328 ;\nin vec2 x328 ;\nin vec2 y328 ;\nin vec4 z328 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = x328;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v328 ).x,( v328 ).y,( v328 ).z,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 sampler2D Tex_3921745736 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3921745736,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("r333",Parameter {name = "position", ty = V3F}),("s333",Parameter {name = "normal", ty = V3F}),("t333",Parameter {name = "diffuseUV", ty = V2F}),("u333",Parameter {name = "lightmapUV", ty = V2F}),("v333",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r333 ;\nin vec3 s333 ;\nin vec2 t333 ;\nin vec2 u333 ;\nin vec4 v333 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = u333;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r333 ).x,( r333 ).y,( r333 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3647563961",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f338",Parameter {name = "position", ty = V3F}),("g338",Parameter {name = "normal", ty = V3F}),("h338",Parameter {name = "diffuseUV", ty = V2F}),("i338",Parameter {name = "lightmapUV", ty = V2F}),("j338",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3647563961",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f338 ;\nin vec3 g338 ;\nin vec2 h338 ;\nin vec2 i338 ;\nin vec4 j338 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = h338;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f338 ).x,( f338 ).y,( f338 ).z,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 sampler2D Tex_3647563961 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3647563961,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b343",Parameter {name = "position", ty = V3F}),("c343",Parameter {name = "normal", ty = V3F}),("d343",Parameter {name = "diffuseUV", ty = V2F}),("e343",Parameter {name = "lightmapUV", ty = V2F}),("f343",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b343 ;\nin vec3 c343 ;\nin vec2 d343 ;\nin vec2 e343 ;\nin vec4 f343 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = e343;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b343 ).x,( b343 ).y,( b343 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3593923076",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("p347",Parameter {name = "position", ty = V3F}),("q347",Parameter {name = "normal", ty = V3F}),("r347",Parameter {name = "diffuseUV", ty = V2F}),("s347",Parameter {name = "lightmapUV", ty = V2F}),("t347",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3593923076",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p347 ;\nin vec3 q347 ;\nin vec2 r347 ;\nin vec2 s347 ;\nin vec4 t347 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = r347;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p347 ).x,( p347 ).y,( p347 ).z,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 sampler2D Tex_3593923076 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3593923076,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("l352",Parameter {name = "position", ty = V3F}),("m352",Parameter {name = "normal", ty = V3F}),("n352",Parameter {name = "diffuseUV", ty = V2F}),("o352",Parameter {name = "lightmapUV", ty = V2F}),("p352",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l352 ;\nin vec3 m352 ;\nin vec2 n352 ;\nin vec2 o352 ;\nin vec4 p352 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = o352;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l352 ).x,( l352 ).y,( l352 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1435187472",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a357",Parameter {name = "normal", ty = V3F}),("b357",Parameter {name = "diffuseUV", ty = V2F}),("c357",Parameter {name = "lightmapUV", ty = V2F}),("d357",Parameter {name = "color", ty = V4F}),("z356",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("Tex_1435187472",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z356 ;\nin vec3 a357 ;\nin vec2 b357 ;\nin vec2 c357 ;\nin vec4 d357 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = b357;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z356 ).x,( z356 ).y,( z356 ).z,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 sampler2D Tex_1435187472 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1435187472,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("v361",Parameter {name = "position", ty = V3F}),("w361",Parameter {name = "normal", ty = V3F}),("x361",Parameter {name = "diffuseUV", ty = V2F}),("y361",Parameter {name = "lightmapUV", ty = V2F}),("z361",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v361 ;\nin vec3 w361 ;\nin vec2 x361 ;\nin vec2 y361 ;\nin vec4 z361 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = y361;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v361 ).x,( v361 ).y,( v361 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1318715778",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("j366",Parameter {name = "position", ty = V3F}),("k366",Parameter {name = "normal", ty = V3F}),("l366",Parameter {name = "diffuseUV", ty = V2F}),("m366",Parameter {name = "lightmapUV", ty = V2F}),("n366",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1318715778",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j366 ;\nin vec3 k366 ;\nin vec2 l366 ;\nin vec2 m366 ;\nin vec4 n366 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = l366;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j366 ).x,( j366 ).y,( j366 ).z,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 sampler2D Tex_1318715778 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1318715778,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f371",Parameter {name = "position", ty = V3F}),("g371",Parameter {name = "normal", ty = V3F}),("h371",Parameter {name = "diffuseUV", ty = V2F}),("i371",Parameter {name = "lightmapUV", ty = V2F}),("j371",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f371 ;\nin vec3 g371 ;\nin vec2 h371 ;\nin vec2 i371 ;\nin vec4 j371 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = i371;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f371 ).x,( f371 ).y,( f371 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_442868841",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("t375",Parameter {name = "position", ty = V3F}),("u375",Parameter {name = "normal", ty = V3F}),("v375",Parameter {name = "diffuseUV", ty = V2F}),("w375",Parameter {name = "lightmapUV", ty = V2F}),("x375",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_442868841",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 t375 ;\nin vec3 u375 ;\nin vec2 v375 ;\nin vec2 w375 ;\nin vec4 x375 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = v375;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( t375 ).x,( t375 ).y,( t375 ).z,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 sampler2D Tex_442868841 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_442868841,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("p380",Parameter {name = "position", ty = V3F}),("q380",Parameter {name = "normal", ty = V3F}),("r380",Parameter {name = "diffuseUV", ty = V2F}),("s380",Parameter {name = "lightmapUV", ty = V2F}),("t380",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p380 ;\nin vec3 q380 ;\nin vec2 r380 ;\nin vec2 s380 ;\nin vec4 t380 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = s380;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p380 ).x,( p380 ).y,( p380 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2289735512",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d385",Parameter {name = "position", ty = V3F}),("e385",Parameter {name = "normal", ty = V3F}),("f385",Parameter {name = "diffuseUV", ty = V2F}),("g385",Parameter {name = "lightmapUV", ty = V2F}),("h385",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2289735512",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d385 ;\nin vec3 e385 ;\nin vec2 f385 ;\nin vec2 g385 ;\nin vec4 h385 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = f385;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d385 ).x,( d385 ).y,( d385 ).z,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 sampler2D Tex_2289735512 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2289735512,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a390",Parameter {name = "normal", ty = V3F}),("b390",Parameter {name = "diffuseUV", ty = V2F}),("c390",Parameter {name = "lightmapUV", ty = V2F}),("d390",Parameter {name = "color", ty = V4F}),("z389",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z389 ;\nin vec3 a390 ;\nin vec2 b390 ;\nin vec2 c390 ;\nin vec4 d390 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = c390;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z389 ).x,( z389 ).y,( z389 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3939430064",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("n394",Parameter {name = "position", ty = V3F}),("o394",Parameter {name = "normal", ty = V3F}),("p394",Parameter {name = "diffuseUV", ty = V2F}),("q394",Parameter {name = "lightmapUV", ty = V2F}),("r394",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3939430064",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n394 ;\nin vec3 o394 ;\nin vec2 p394 ;\nin vec2 q394 ;\nin vec4 r394 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = p394;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n394 ).x,( n394 ).y,( n394 ).z,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 sampler2D Tex_3939430064 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3939430064,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("j399",Parameter {name = "position", ty = V3F}),("k399",Parameter {name = "normal", ty = V3F}),("l399",Parameter {name = "diffuseUV", ty = V2F}),("m399",Parameter {name = "lightmapUV", ty = V2F}),("n399",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j399 ;\nin vec3 k399 ;\nin vec2 l399 ;\nin vec2 m399 ;\nin vec4 n399 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = m399;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j399 ).x,( j399 ).y,( j399 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3012001075",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a404",Parameter {name = "lightmapUV", ty = V2F}),("b404",Parameter {name = "color", ty = V4F}),("x403",Parameter {name = "position", ty = V3F}),("y403",Parameter {name = "normal", ty = V3F}),("z403",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("Tex_3012001075",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x403 ;\nin vec3 y403 ;\nin vec2 z403 ;\nin vec2 a404 ;\nin vec4 b404 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = z403;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x403 ).x,( x403 ).y,( x403 ).z,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 sampler2D Tex_3012001075 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3012001075,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("t408",Parameter {name = "position", ty = V3F}),("u408",Parameter {name = "normal", ty = V3F}),("v408",Parameter {name = "diffuseUV", ty = V2F}),("w408",Parameter {name = "lightmapUV", ty = V2F}),("x408",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 t408 ;\nin vec3 u408 ;\nin vec2 v408 ;\nin vec2 w408 ;\nin vec4 x408 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = w408;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( t408 ).x,( t408 ).y,( t408 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3768122504",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("h413",Parameter {name = "position", ty = V3F}),("i413",Parameter {name = "normal", ty = V3F}),("j413",Parameter {name = "diffuseUV", ty = V2F}),("k413",Parameter {name = "lightmapUV", ty = V2F}),("l413",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3768122504",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h413 ;\nin vec3 i413 ;\nin vec2 j413 ;\nin vec2 k413 ;\nin vec4 l413 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = j413;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h413 ).x,( h413 ).y,( h413 ).z,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 sampler2D Tex_3768122504 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3768122504,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d418",Parameter {name = "position", ty = V3F}),("e418",Parameter {name = "normal", ty = V3F}),("f418",Parameter {name = "diffuseUV", ty = V2F}),("g418",Parameter {name = "lightmapUV", ty = V2F}),("h418",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d418 ;\nin vec3 e418 ;\nin vec2 f418 ;\nin vec2 g418 ;\nin vec4 h418 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = g418;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d418 ).x,( d418 ).y,( d418 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2634868983",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("r422",Parameter {name = "position", ty = V3F}),("s422",Parameter {name = "normal", ty = V3F}),("t422",Parameter {name = "diffuseUV", ty = V2F}),("u422",Parameter {name = "lightmapUV", ty = V2F}),("v422",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2634868983",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r422 ;\nin vec3 s422 ;\nin vec2 t422 ;\nin vec2 u422 ;\nin vec4 v422 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = t422;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r422 ).x,( r422 ).y,( r422 ).z,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 sampler2D Tex_2634868983 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2634868983,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("n427",Parameter {name = "position", ty = V3F}),("o427",Parameter {name = "normal", ty = V3F}),("p427",Parameter {name = "diffuseUV", ty = V2F}),("q427",Parameter {name = "lightmapUV", ty = V2F}),("r427",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n427 ;\nin vec3 o427 ;\nin vec2 p427 ;\nin vec2 q427 ;\nin vec4 r427 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q427;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n427 ).x,( n427 ).y,( n427 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3269743316",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b432",Parameter {name = "position", ty = V3F}),("c432",Parameter {name = "normal", ty = V3F}),("d432",Parameter {name = "diffuseUV", ty = V2F}),("e432",Parameter {name = "lightmapUV", ty = V2F}),("f432",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3269743316",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b432 ;\nin vec3 c432 ;\nin vec2 d432 ;\nin vec2 e432 ;\nin vec4 f432 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = d432;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b432 ).x,( b432 ).y,( b432 ).z,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 sampler2D Tex_3269743316 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3269743316,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a437",Parameter {name = "lightmapUV", ty = V2F}),("b437",Parameter {name = "color", ty = V4F}),("x436",Parameter {name = "position", ty = V3F}),("y436",Parameter {name = "normal", ty = V3F}),("z436",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x436 ;\nin vec3 y436 ;\nin vec2 z436 ;\nin vec2 a437 ;\nin vec4 b437 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a437;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x436 ).x,( x436 ).y,( x436 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3617993418",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("l441",Parameter {name = "position", ty = V3F}),("m441",Parameter {name = "normal", ty = V3F}),("n441",Parameter {name = "diffuseUV", ty = V2F}),("o441",Parameter {name = "lightmapUV", ty = V2F}),("p441",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3617993418",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l441 ;\nin vec3 m441 ;\nin vec2 n441 ;\nin vec2 o441 ;\nin vec4 p441 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = n441;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l441 ).x,( l441 ).y,( l441 ).z,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 sampler2D Tex_3617993418 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3617993418,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("h446",Parameter {name = "position", ty = V3F}),("i446",Parameter {name = "normal", ty = V3F}),("j446",Parameter {name = "diffuseUV", ty = V2F}),("k446",Parameter {name = "lightmapUV", ty = V2F}),("l446",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h446 ;\nin vec3 i446 ;\nin vec2 j446 ;\nin vec2 k446 ;\nin vec4 l446 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = k446;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h446 ).x,( h446 ).y,( h446 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1243894392",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("v450",Parameter {name = "position", ty = V3F}),("w450",Parameter {name = "normal", ty = V3F}),("x450",Parameter {name = "diffuseUV", ty = V2F}),("y450",Parameter {name = "lightmapUV", ty = V2F}),("z450",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1243894392",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v450 ;\nin vec3 w450 ;\nin vec2 x450 ;\nin vec2 y450 ;\nin vec4 z450 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = x450;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v450 ).x,( v450 ).y,( v450 ).z,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 sampler2D Tex_1243894392 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1243894392,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("r455",Parameter {name = "position", ty = V3F}),("s455",Parameter {name = "normal", ty = V3F}),("t455",Parameter {name = "diffuseUV", ty = V2F}),("u455",Parameter {name = "lightmapUV", ty = V2F}),("v455",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r455 ;\nin vec3 s455 ;\nin vec2 t455 ;\nin vec2 u455 ;\nin vec4 v455 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = u455;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r455 ).x,( r455 ).y,( r455 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2966885788",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f460",Parameter {name = "position", ty = V3F}),("g460",Parameter {name = "normal", ty = V3F}),("h460",Parameter {name = "diffuseUV", ty = V2F}),("i460",Parameter {name = "lightmapUV", ty = V2F}),("j460",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2966885788",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f460 ;\nin vec3 g460 ;\nin vec2 h460 ;\nin vec2 i460 ;\nin vec4 j460 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = h460;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f460 ).x,( f460 ).y,( f460 ).z,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 sampler2D Tex_2966885788 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2966885788,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b465",Parameter {name = "position", ty = V3F}),("c465",Parameter {name = "normal", ty = V3F}),("d465",Parameter {name = "diffuseUV", ty = V2F}),("e465",Parameter {name = "lightmapUV", ty = V2F}),("f465",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b465 ;\nin vec3 c465 ;\nin vec2 d465 ;\nin vec2 e465 ;\nin vec4 f465 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = e465;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b465 ).x,( b465 ).y,( b465 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1250438154",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("p469",Parameter {name = "position", ty = V3F}),("q469",Parameter {name = "normal", ty = V3F}),("r469",Parameter {name = "diffuseUV", ty = V2F}),("s469",Parameter {name = "lightmapUV", ty = V2F}),("t469",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1250438154",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p469 ;\nin vec3 q469 ;\nin vec2 r469 ;\nin vec2 s469 ;\nin vec4 t469 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = r469;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p469 ).x,( p469 ).y,( p469 ).z,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 sampler2D Tex_1250438154 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1250438154,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("l474",Parameter {name = "position", ty = V3F}),("m474",Parameter {name = "normal", ty = V3F}),("n474",Parameter {name = "diffuseUV", ty = V2F}),("o474",Parameter {name = "lightmapUV", ty = V2F}),("p474",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l474 ;\nin vec3 m474 ;\nin vec2 n474 ;\nin vec2 o474 ;\nin vec4 p474 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = o474;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l474 ).x,( l474 ).y,( l474 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2490648334",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a479",Parameter {name = "normal", ty = V3F}),("b479",Parameter {name = "diffuseUV", ty = V2F}),("c479",Parameter {name = "lightmapUV", ty = V2F}),("d479",Parameter {name = "color", ty = V4F}),("z478",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("Tex_2490648334",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z478 ;\nin vec3 a479 ;\nin vec2 b479 ;\nin vec2 c479 ;\nin vec4 d479 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = b479;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z478 ).x,( z478 ).y,( z478 ).z,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 sampler2D Tex_2490648334 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2490648334,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("v483",Parameter {name = "position", ty = V3F}),("w483",Parameter {name = "normal", ty = V3F}),("x483",Parameter {name = "diffuseUV", ty = V2F}),("y483",Parameter {name = "lightmapUV", ty = V2F}),("z483",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v483 ;\nin vec3 w483 ;\nin vec2 x483 ;\nin vec2 y483 ;\nin vec4 z483 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = y483;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v483 ).x,( v483 ).y,( v483 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3694494180",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("j488",Parameter {name = "position", ty = V3F}),("k488",Parameter {name = "normal", ty = V3F}),("l488",Parameter {name = "diffuseUV", ty = V2F}),("m488",Parameter {name = "lightmapUV", ty = V2F}),("n488",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3694494180",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j488 ;\nin vec3 k488 ;\nin vec2 l488 ;\nin vec2 m488 ;\nin vec4 n488 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = l488;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j488 ).x,( j488 ).y,( j488 ).z,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 sampler2D Tex_3694494180 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3694494180,vv0 ) );\n}\n"}], slots = [Slot {slotName = "missing shader", slotStreams = fromList [("color",V4F),("position",V3F)], slotUniforms = fromList [("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [0,1]},Slot {slotName = "textures/gothic_block/demon_block15fx", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3562558025",FTexture2D),("Tex_47037129",FTexture2D),("time",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [2,3,4]},Slot {slotName = "textures/gothic_trim/pitted_rust2_trans", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_1910997598",FTexture2D),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [5,6]},Slot {slotName = "textures/gothic_door/skullarch_b", slotStreams = fromList 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0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 48,SetProgram 97,SetSamplerUniform "Tex_2966885788" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 47,SetProgram 96,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 47,SetProgram 95,SetSamplerUniform "Tex_1243894392" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 46,SetProgram 94,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 46,SetProgram 93,SetSamplerUniform "Tex_3617993418" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 45,SetProgram 92,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 45,SetProgram 91,SetSamplerUniform "Tex_3269743316" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 44,SetProgram 90,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 44,SetProgram 89,SetSamplerUniform "Tex_2634868983" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 43,SetProgram 88,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 43,SetProgram 87,SetSamplerUniform "Tex_3768122504" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 42,SetProgram 86,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 42,SetProgram 85,SetSamplerUniform "Tex_3012001075" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 41,SetProgram 84,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 41,SetProgram 83,SetSamplerUniform "Tex_3939430064" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 40,SetProgram 82,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 40,SetProgram 81,SetSamplerUniform "Tex_2289735512" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 39,SetProgram 80,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 39,SetProgram 79,SetSamplerUniform "Tex_442868841" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 38,SetProgram 78,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 38,SetProgram 77,SetSamplerUniform "Tex_1318715778" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 37,SetProgram 76,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 37,SetProgram 75,SetSamplerUniform "Tex_1435187472" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 36,SetProgram 74,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 36,SetProgram 73,SetSamplerUniform "Tex_3593923076" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 35,SetProgram 72,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 35,SetProgram 71,SetSamplerUniform "Tex_3647563961" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 34,SetProgram 70,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 34,SetProgram 69,SetSamplerUniform "Tex_3921745736" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 33,SetProgram 68,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 33,SetProgram 67,SetSamplerUniform "Tex_3071107621" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 32,SetProgram 66,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 32,SetProgram 65,SetSamplerUniform "Tex_2525124732" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 31,SetProgram 64,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 31,SetProgram 63,SetSamplerUniform "Tex_4289279309" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 30,SetProgram 62,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 30,SetProgram 61,SetSamplerUniform "Tex_2512757607" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 29,SetProgram 60,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 29,SetProgram 59,SetSamplerUniform "Tex_2523116863" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 28,SetProgram 58,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 28,SetProgram 57,SetSamplerUniform "Tex_2367525081" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 27,SetProgram 56,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 27,SetProgram 55,SetSamplerUniform "Tex_2239853403" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 26,SetProgram 54,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 26,SetProgram 53,SetSamplerUniform "Tex_4189195777" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 25,SetProgram 52,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 25,SetProgram 51,SetSamplerUniform "Tex_3814342582" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 24,SetProgram 50,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 24,SetProgram 49,SetSamplerUniform "Tex_2893650486" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 23,SetProgram 48,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 23,SetProgram 47,SetSamplerUniform "Tex_209322640" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 22,SetProgram 46,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 22,SetProgram 45,SetSamplerUniform "Tex_3836020895" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 21,SetProgram 44,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 21,SetProgram 43,SetSamplerUniform "Tex_3389727963" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 20,SetProgram 42,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 20,SetProgram 41,SetSamplerUniform "Tex_1201212243" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 19,SetProgram 40,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 19,SetProgram 39,SetSamplerUniform "Tex_3448884269" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 18,SetProgram 38,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 18,SetProgram 37,SetSamplerUniform "Tex_3479185666" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 17,SetProgram 36,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 17,SetProgram 35,SetSamplerUniform "Tex_2639119078" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 16,SetProgram 34,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 16,SetProgram 33,SetSamplerUniform "Tex_1002517541" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 15,SetProgram 32,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 15,SetProgram 31,SetSamplerUniform "Tex_2432583247" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 14,SetProgram 30,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 14,SetProgram 29,SetSamplerUniform "Tex_1284708166" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 13,SetProgram 28,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 13,SetProgram 27,SetSamplerUniform "Tex_2024854890" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 12,SetProgram 26,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 12,SetProgram 25,SetSamplerUniform "Tex_1062467595" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 11,SetProgram 24,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 11,SetProgram 23,SetSamplerUniform "Tex_1581337759" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 10,SetProgram 22,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 10,SetProgram 21,SetSamplerUniform "Tex_2099456856" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 9,SetProgram 20,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 9,SetProgram 19,SetSamplerUniform "Tex_2073154888" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 8,SetProgram 18,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 8,SetProgram 17,SetSamplerUniform "Tex_564811775" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 7,SetProgram 16,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 7,SetProgram 15,SetSamplerUniform "Tex_4255130505" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 6,SetProgram 14,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 6,SetProgram 13,SetSamplerUniform "Tex_3202786139" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 5,SetProgram 12,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 5,SetProgram 11,SetSamplerUniform "Tex_4288602201" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 4,SetProgram 10,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 4,SetProgram 9,SetSamplerUniform "Tex_3416962274" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 3,SetProgram 8,SetSamplerUniform "Tex_4077187607" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 3,SetProgram 7,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 3,SetProgram 6,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 2,SetProgram 5,SetSamplerUniform "Tex_1910997598" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 2,SetProgram 4,SetSamplerUniform "Tex_47037129" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 3,SetSamplerUniform "Tex_3562558025" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 2,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = OneMinusDstAlpha, alphaFSrc = DstColor, alphaFDst = OneMinusDstAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = Min, colorFSrc = One, colorFDst = One, alphaFSrc = One, alphaFDst = One, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 0,SetRasterContext (TriangleCtx CullNone (PolygonLine 1.0) NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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 [("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b26",Parameter {name = "position", ty = V3F}),("h26",Parameter {name = "color", 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 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b26 ;\nin vec4 h26 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = h26;\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b26 ).x,( b26 ).y,( b26 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( ( 1.0 ) - ( ( vv0 ).x ),( 1.0 ) - ( ( vv0 ).y ),( 1.0 ) - ( ( vv0 ).z ),1.0 );\n}\n"},Program {programUniforms = fromList [("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("m57",Parameter {name = "position", ty = V3F}),("s57",Parameter {name = "color", 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 viewProj ;\nuniform mat4 worldMat ;\nin vec3 m57 ;\nin vec4 s57 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( s57 ).x,( s57 ).y,( s57 ).z,0.5 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( m57 ).x,( m57 ).y,( m57 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a104",Parameter {name = "lightmapUV", ty = V2F}),("f104",Parameter {name = "color", ty = V4F}),("j103",Parameter {name = "position", ty = V3F}),("p103",Parameter {name = "normal", ty = V3F}),("v103",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j103 ;\nin vec3 p103 ;\nin vec2 v103 ;\nin vec2 a104 ;\nin vec4 f104 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a104;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j103 ).x,( j103 ).y,( j103 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3562558025",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a152",Parameter {name = "color", ty = V4F}),("e151",Parameter {name = "position", ty = V3F}),("k151",Parameter {name = "normal", ty = V3F}),("q151",Parameter {name = "diffuseUV", ty = V2F}),("v151",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("Tex_3562558025",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 e151 ;\nin vec3 k151 ;\nin vec2 q151 ;\nin vec2 v151 ;\nin vec4 a152 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q151;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( e151 ).x,( e151 ).y,( e151 ).z,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 sampler2D Tex_3562558025 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3562558025,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_47037129",FTexture2D),("time",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c197",Parameter {name = "normal", ty = V3F}),("i197",Parameter {name = "diffuseUV", ty = V2F}),("n197",Parameter {name = "lightmapUV", ty = V2F}),("s197",Parameter {name = "color", ty = V4F}),("w196",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("Tex_47037129",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float time ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 w196 ;\nin vec3 c197 ;\nin vec2 i197 ;\nin vec2 n197 ;\nin vec4 s197 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = ( ( ( i197 ) + ( ( vec2 ( 0.0,1.0 ) ) * ( time ) ) ) + ( ( sin ( vec2 ( ( 6.28 ) * ( ( ( ( ( w196 ).x ) + ( ( w196 ).z ) ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 1.6 ) ) ) ),( 6.28 ) * ( ( ( ( w196 ).y ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 1.6 ) ) ) ) ) ) ) * ( 0.25 ) ) ) * ( vec2 ( 4.0,4.0 ) );\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( w196 ).x,( w196 ).y,( w196 ).z,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 sampler2D Tex_47037129 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_47037129,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1910997598",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d255",Parameter {name = "color", ty = V4F}),("h254",Parameter {name = "position", ty = V3F}),("n254",Parameter {name = "normal", ty = V3F}),("t254",Parameter {name = "diffuseUV", ty = V2F}),("y254",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("Tex_1910997598",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h254 ;\nin vec3 n254 ;\nin vec2 t254 ;\nin vec2 y254 ;\nin vec4 d255 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = t254;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h254 ).x,( h254 ).y,( h254 ).z,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 sampler2D Tex_1910997598 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1910997598,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f300",Parameter {name = "normal", ty = V3F}),("l300",Parameter {name = "diffuseUV", ty = V2F}),("q300",Parameter {name = "lightmapUV", ty = V2F}),("v300",Parameter {name = "color", ty = V4F}),("z299",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z299 ;\nin vec3 f300 ;\nin vec2 l300 ;\nin vec2 q300 ;\nin vec4 v300 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q300;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z299 ).x,( z299 ).y,( z299 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a348",Parameter {name = "normal", ty = V3F}),("g348",Parameter {name = "diffuseUV", ty = V2F}),("l348",Parameter {name = "lightmapUV", ty = V2F}),("q348",Parameter {name = "color", ty = V4F}),("u347",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 u347 ;\nin vec3 a348 ;\nin vec2 g348 ;\nin vec2 l348 ;\nin vec4 q348 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = l348;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( u347 ).x,( u347 ).y,( u347 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4077187607",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b396",Parameter {name = "diffuseUV", ty = V2F}),("g396",Parameter {name = "lightmapUV", ty = V2F}),("l396",Parameter {name = "color", ty = V4F}),("p395",Parameter {name = "position", ty = V3F}),("v395",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("Tex_4077187607",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p395 ;\nin vec3 v395 ;\nin vec2 b396 ;\nin vec2 g396 ;\nin vec4 l396 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = b396;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p395 ).x,( p395 ).y,( p395 ).z,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 sampler2D Tex_4077187607 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4077187607,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3416962274",FTexture2D),("time",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d442",Parameter {name = "color", ty = V4F}),("h441",Parameter {name = "position", ty = V3F}),("n441",Parameter {name = "normal", ty = V3F}),("t441",Parameter {name = "diffuseUV", ty = V2F}),("y441",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("Tex_3416962274",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float time ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h441 ;\nin vec3 n441 ;\nin vec2 t441 ;\nin vec2 y441 ;\nin vec4 d442 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = ( ( ( t441 ) + ( ( vec2 ( 0.0,1.0 ) ) * ( time ) ) ) + ( ( sin ( vec2 ( ( 6.28 ) * ( ( ( ( ( h441 ).x ) + ( ( h441 ).z ) ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 5.6 ) ) ) ),( 6.28 ) * ( ( ( ( h441 ).y ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 5.6 ) ) ) ) ) ) ) * ( 0.25 ) ) ) * ( vec2 ( 1.5,1.5 ) );\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h441 ).x,( h441 ).y,( h441 ).z,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 sampler2D Tex_3416962274 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3416962274,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e499",Parameter {name = "diffuseUV", ty = V2F}),("j499",Parameter {name = "lightmapUV", ty = V2F}),("o499",Parameter {name = "color", ty = V4F}),("s498",Parameter {name = "position", ty = V3F}),("y498",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 s498 ;\nin vec3 y498 ;\nin vec2 e499 ;\nin vec2 j499 ;\nin vec4 o499 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = j499;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( s498 ).x,( s498 ).y,( s498 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4288602201",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c545",Parameter {name = "diffuseUV", ty = V2F}),("h545",Parameter {name = "lightmapUV", ty = V2F}),("m545",Parameter {name = "color", ty = V4F}),("q544",Parameter {name = "position", ty = V3F}),("w544",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("Tex_4288602201",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 q544 ;\nin vec3 w544 ;\nin vec2 c545 ;\nin vec2 h545 ;\nin vec4 m545 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = c545;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( q544 ).x,( q544 ).y,( q544 ).z,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 sampler2D Tex_4288602201 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4288602201,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d593",Parameter {name = "diffuseUV", ty = V2F}),("i593",Parameter {name = "lightmapUV", ty = V2F}),("n593",Parameter {name = "color", ty = V4F}),("r592",Parameter {name = "position", ty = V3F}),("x592",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r592 ;\nin vec3 x592 ;\nin vec2 d593 ;\nin vec2 i593 ;\nin vec4 n593 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = i593;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r592 ).x,( r592 ).y,( r592 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3202786139",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b639",Parameter {name = "diffuseUV", ty = V2F}),("g639",Parameter {name = "lightmapUV", ty = V2F}),("l639",Parameter {name = "color", ty = V4F}),("p638",Parameter {name = "position", ty = V3F}),("v638",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("Tex_3202786139",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p638 ;\nin vec3 v638 ;\nin vec2 b639 ;\nin vec2 g639 ;\nin vec4 l639 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = b639;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p638 ).x,( p638 ).y,( p638 ).z,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 sampler2D Tex_3202786139 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3202786139,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c687",Parameter {name = "diffuseUV", ty = V2F}),("h687",Parameter {name = "lightmapUV", ty = V2F}),("m687",Parameter {name = "color", ty = V4F}),("q686",Parameter {name = "position", ty = V3F}),("w686",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 q686 ;\nin vec3 w686 ;\nin vec2 c687 ;\nin vec2 h687 ;\nin vec4 m687 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = h687;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( q686 ).x,( q686 ).y,( q686 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4255130505",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a733",Parameter {name = "diffuseUV", ty = V2F}),("f733",Parameter {name = "lightmapUV", ty = V2F}),("k733",Parameter {name = "color", ty = V4F}),("o732",Parameter {name = "position", ty = V3F}),("u732",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("Tex_4255130505",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 o732 ;\nin vec3 u732 ;\nin vec2 a733 ;\nin vec2 f733 ;\nin vec4 k733 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a733;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( o732 ).x,( o732 ).y,( o732 ).z,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 sampler2D Tex_4255130505 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4255130505,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b781",Parameter {name = "diffuseUV", ty = V2F}),("g781",Parameter {name = "lightmapUV", ty = V2F}),("l781",Parameter {name = "color", ty = V4F}),("p780",Parameter {name = "position", ty = V3F}),("v780",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p780 ;\nin vec3 v780 ;\nin vec2 b781 ;\nin vec2 g781 ;\nin vec4 l781 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = g781;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p780 ).x,( p780 ).y,( p780 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_564811775",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e827",Parameter {name = "lightmapUV", ty = V2F}),("j827",Parameter {name = "color", ty = V4F}),("n826",Parameter {name = "position", ty = V3F}),("t826",Parameter {name = "normal", ty = V3F}),("z826",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("Tex_564811775",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n826 ;\nin vec3 t826 ;\nin vec2 z826 ;\nin vec2 e827 ;\nin vec4 j827 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = z826;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n826 ).x,( n826 ).y,( n826 ).z,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 sampler2D Tex_564811775 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_564811775,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a875",Parameter {name = "diffuseUV", ty = V2F}),("f875",Parameter {name = "lightmapUV", ty = V2F}),("k875",Parameter {name = "color", ty = V4F}),("o874",Parameter {name = "position", ty = V3F}),("u874",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 o874 ;\nin vec3 u874 ;\nin vec2 a875 ;\nin vec2 f875 ;\nin vec4 k875 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = f875;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( o874 ).x,( o874 ).y,( o874 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2073154888",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d921",Parameter {name = "lightmapUV", ty = V2F}),("i921",Parameter {name = "color", ty = V4F}),("m920",Parameter {name = "position", ty = V3F}),("s920",Parameter {name = "normal", ty = V3F}),("y920",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("Tex_2073154888",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 m920 ;\nin vec3 s920 ;\nin vec2 y920 ;\nin vec2 d921 ;\nin vec4 i921 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = y920;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( m920 ).x,( m920 ).y,( m920 ).z,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 sampler2D Tex_2073154888 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2073154888,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e969",Parameter {name = "lightmapUV", ty = V2F}),("j969",Parameter {name = "color", ty = V4F}),("n968",Parameter {name = "position", ty = V3F}),("t968",Parameter {name = "normal", ty = V3F}),("z968",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n968 ;\nin vec3 t968 ;\nin vec2 z968 ;\nin vec2 e969 ;\nin vec4 j969 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = e969;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n968 ).x,( n968 ).y,( n968 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2099456856",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c1015",Parameter {name = "lightmapUV", ty = V2F}),("h1015",Parameter {name = "color", ty = V4F}),("l1014",Parameter {name = "position", ty = V3F}),("r1014",Parameter {name = "normal", ty = V3F}),("x1014",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("Tex_2099456856",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l1014 ;\nin vec3 r1014 ;\nin vec2 x1014 ;\nin vec2 c1015 ;\nin vec4 h1015 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = x1014;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l1014 ).x,( l1014 ).y,( l1014 ).z,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 sampler2D Tex_2099456856 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2099456856,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d1063",Parameter {name = "lightmapUV", ty = V2F}),("i1063",Parameter {name = "color", ty = V4F}),("m1062",Parameter {name = "position", ty = V3F}),("s1062",Parameter {name = "normal", ty = V3F}),("y1062",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 m1062 ;\nin vec3 s1062 ;\nin vec2 y1062 ;\nin vec2 d1063 ;\nin vec4 i1063 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = d1063;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( m1062 ).x,( m1062 ).y,( m1062 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1581337759",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b1109",Parameter {name = "lightmapUV", ty = V2F}),("g1109",Parameter {name = "color", ty = V4F}),("k1108",Parameter {name = "position", ty = V3F}),("q1108",Parameter {name = "normal", ty = V3F}),("w1108",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("Tex_1581337759",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 k1108 ;\nin vec3 q1108 ;\nin vec2 w1108 ;\nin vec2 b1109 ;\nin vec4 g1109 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = w1108;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( k1108 ).x,( k1108 ).y,( k1108 ).z,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 sampler2D Tex_1581337759 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1581337759,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c1157",Parameter {name = "lightmapUV", ty = V2F}),("h1157",Parameter {name = "color", ty = V4F}),("l1156",Parameter {name = "position", ty = V3F}),("r1156",Parameter {name = "normal", ty = V3F}),("x1156",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l1156 ;\nin vec3 r1156 ;\nin vec2 x1156 ;\nin vec2 c1157 ;\nin vec4 h1157 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = c1157;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l1156 ).x,( l1156 ).y,( l1156 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1062467595",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a1203",Parameter {name = "lightmapUV", ty = V2F}),("f1203",Parameter {name = "color", ty = V4F}),("j1202",Parameter {name = "position", ty = V3F}),("p1202",Parameter {name = "normal", ty = V3F}),("v1202",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("Tex_1062467595",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j1202 ;\nin vec3 p1202 ;\nin vec2 v1202 ;\nin vec2 a1203 ;\nin vec4 f1203 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = v1202;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j1202 ).x,( j1202 ).y,( j1202 ).z,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 sampler2D Tex_1062467595 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1062467595,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b1251",Parameter {name = "lightmapUV", ty = V2F}),("g1251",Parameter {name = "color", ty = V4F}),("k1250",Parameter {name = "position", ty = V3F}),("q1250",Parameter {name = "normal", ty = V3F}),("w1250",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 k1250 ;\nin vec3 q1250 ;\nin vec2 w1250 ;\nin vec2 b1251 ;\nin vec4 g1251 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = b1251;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( k1250 ).x,( k1250 ).y,( k1250 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2024854890",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e1297",Parameter {name = "color", ty = V4F}),("i1296",Parameter {name = "position", ty = V3F}),("o1296",Parameter {name = "normal", ty = V3F}),("u1296",Parameter {name = "diffuseUV", ty = V2F}),("z1296",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("Tex_2024854890",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 i1296 ;\nin vec3 o1296 ;\nin vec2 u1296 ;\nin vec2 z1296 ;\nin vec4 e1297 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = u1296;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( i1296 ).x,( i1296 ).y,( i1296 ).z,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 sampler2D Tex_2024854890 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2024854890,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a1345",Parameter {name = "lightmapUV", ty = V2F}),("f1345",Parameter {name = "color", ty = V4F}),("j1344",Parameter {name = "position", ty = V3F}),("p1344",Parameter {name = "normal", ty = V3F}),("v1344",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j1344 ;\nin vec3 p1344 ;\nin vec2 v1344 ;\nin vec2 a1345 ;\nin vec4 f1345 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a1345;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j1344 ).x,( j1344 ).y,( j1344 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1284708166",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d1391",Parameter {name = "color", ty = V4F}),("h1390",Parameter {name = "position", ty = V3F}),("n1390",Parameter {name = "normal", ty = V3F}),("t1390",Parameter {name = "diffuseUV", ty = V2F}),("y1390",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("Tex_1284708166",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h1390 ;\nin vec3 n1390 ;\nin vec2 t1390 ;\nin vec2 y1390 ;\nin vec4 d1391 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = t1390;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h1390 ).x,( h1390 ).y,( h1390 ).z,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 sampler2D Tex_1284708166 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1284708166,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e1439",Parameter {name = "color", ty = V4F}),("i1438",Parameter {name = "position", ty = V3F}),("o1438",Parameter {name = "normal", ty = V3F}),("u1438",Parameter {name = "diffuseUV", ty = V2F}),("z1438",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 i1438 ;\nin vec3 o1438 ;\nin vec2 u1438 ;\nin vec2 z1438 ;\nin vec4 e1439 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = z1438;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( i1438 ).x,( i1438 ).y,( i1438 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2432583247",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c1485",Parameter {name = "color", ty = V4F}),("g1484",Parameter {name = "position", ty = V3F}),("m1484",Parameter {name = "normal", ty = V3F}),("s1484",Parameter {name = "diffuseUV", ty = V2F}),("x1484",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("Tex_2432583247",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 g1484 ;\nin vec3 m1484 ;\nin vec2 s1484 ;\nin vec2 x1484 ;\nin vec4 c1485 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = s1484;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( g1484 ).x,( g1484 ).y,( g1484 ).z,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 sampler2D Tex_2432583247 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2432583247,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d1533",Parameter {name = "color", ty = V4F}),("h1532",Parameter {name = "position", ty = V3F}),("n1532",Parameter {name = "normal", ty = V3F}),("t1532",Parameter {name = "diffuseUV", ty = V2F}),("y1532",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h1532 ;\nin vec3 n1532 ;\nin vec2 t1532 ;\nin vec2 y1532 ;\nin vec4 d1533 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = y1532;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h1532 ).x,( h1532 ).y,( h1532 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1002517541",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b1579",Parameter {name = "color", ty = V4F}),("f1578",Parameter {name = "position", ty = V3F}),("l1578",Parameter {name = "normal", ty = V3F}),("r1578",Parameter {name = "diffuseUV", ty = V2F}),("w1578",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("Tex_1002517541",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f1578 ;\nin vec3 l1578 ;\nin vec2 r1578 ;\nin vec2 w1578 ;\nin vec4 b1579 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = r1578;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f1578 ).x,( f1578 ).y,( f1578 ).z,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 sampler2D Tex_1002517541 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1002517541,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c1627",Parameter {name = "color", ty = V4F}),("g1626",Parameter {name = "position", ty = V3F}),("m1626",Parameter {name = "normal", ty = V3F}),("s1626",Parameter {name = "diffuseUV", ty = V2F}),("x1626",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 g1626 ;\nin vec3 m1626 ;\nin vec2 s1626 ;\nin vec2 x1626 ;\nin vec4 c1627 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = x1626;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( g1626 ).x,( g1626 ).y,( g1626 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2639119078",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a1673",Parameter {name = "color", ty = V4F}),("e1672",Parameter {name = "position", ty = V3F}),("k1672",Parameter {name = "normal", ty = V3F}),("q1672",Parameter {name = "diffuseUV", ty = V2F}),("v1672",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("Tex_2639119078",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 e1672 ;\nin vec3 k1672 ;\nin vec2 q1672 ;\nin vec2 v1672 ;\nin vec4 a1673 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q1672;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( e1672 ).x,( e1672 ).y,( e1672 ).z,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 sampler2D Tex_2639119078 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2639119078,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b1721",Parameter {name = "color", ty = V4F}),("f1720",Parameter {name = "position", ty = V3F}),("l1720",Parameter {name = "normal", ty = V3F}),("r1720",Parameter {name = "diffuseUV", ty = V2F}),("w1720",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f1720 ;\nin vec3 l1720 ;\nin vec2 r1720 ;\nin vec2 w1720 ;\nin vec4 b1721 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = w1720;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f1720 ).x,( f1720 ).y,( f1720 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3479185666",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d1766",Parameter {name = "position", ty = V3F}),("j1766",Parameter {name = "normal", ty = V3F}),("p1766",Parameter {name = "diffuseUV", ty = V2F}),("u1766",Parameter {name = "lightmapUV", ty = V2F}),("z1766",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3479185666",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d1766 ;\nin vec3 j1766 ;\nin vec2 p1766 ;\nin vec2 u1766 ;\nin vec4 z1766 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = p1766;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d1766 ).x,( d1766 ).y,( d1766 ).z,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 sampler2D Tex_3479185666 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3479185666,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a1815",Parameter {name = "color", ty = V4F}),("e1814",Parameter {name = "position", ty = V3F}),("k1814",Parameter {name = "normal", ty = V3F}),("q1814",Parameter {name = "diffuseUV", ty = V2F}),("v1814",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 e1814 ;\nin vec3 k1814 ;\nin vec2 q1814 ;\nin vec2 v1814 ;\nin vec4 a1815 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = v1814;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( e1814 ).x,( e1814 ).y,( e1814 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3448884269",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c1860",Parameter {name = "position", ty = V3F}),("i1860",Parameter {name = "normal", ty = V3F}),("o1860",Parameter {name = "diffuseUV", ty = V2F}),("t1860",Parameter {name = "lightmapUV", ty = V2F}),("y1860",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3448884269",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 c1860 ;\nin vec3 i1860 ;\nin vec2 o1860 ;\nin vec2 t1860 ;\nin vec4 y1860 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = o1860;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( c1860 ).x,( c1860 ).y,( c1860 ).z,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 sampler2D Tex_3448884269 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3448884269,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d1908",Parameter {name = "position", ty = V3F}),("j1908",Parameter {name = "normal", ty = V3F}),("p1908",Parameter {name = "diffuseUV", ty = V2F}),("u1908",Parameter {name = "lightmapUV", ty = V2F}),("z1908",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d1908 ;\nin vec3 j1908 ;\nin vec2 p1908 ;\nin vec2 u1908 ;\nin vec4 z1908 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = u1908;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d1908 ).x,( d1908 ).y,( d1908 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1201212243",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b1954",Parameter {name = "position", ty = V3F}),("h1954",Parameter {name = "normal", ty = V3F}),("n1954",Parameter {name = "diffuseUV", ty = V2F}),("s1954",Parameter {name = "lightmapUV", ty = V2F}),("x1954",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1201212243",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b1954 ;\nin vec3 h1954 ;\nin vec2 n1954 ;\nin vec2 s1954 ;\nin vec4 x1954 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = n1954;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b1954 ).x,( b1954 ).y,( b1954 ).z,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 sampler2D Tex_1201212243 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1201212243,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c2002",Parameter {name = "position", ty = V3F}),("i2002",Parameter {name = "normal", ty = V3F}),("o2002",Parameter {name = "diffuseUV", ty = V2F}),("t2002",Parameter {name = "lightmapUV", ty = V2F}),("y2002",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 c2002 ;\nin vec3 i2002 ;\nin vec2 o2002 ;\nin vec2 t2002 ;\nin vec4 y2002 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = t2002;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( c2002 ).x,( c2002 ).y,( c2002 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3389727963",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a2048",Parameter {name = "position", ty = V3F}),("g2048",Parameter {name = "normal", ty = V3F}),("m2048",Parameter {name = "diffuseUV", ty = V2F}),("r2048",Parameter {name = "lightmapUV", ty = V2F}),("w2048",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3389727963",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 a2048 ;\nin vec3 g2048 ;\nin vec2 m2048 ;\nin vec2 r2048 ;\nin vec4 w2048 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = m2048;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( a2048 ).x,( a2048 ).y,( a2048 ).z,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 sampler2D Tex_3389727963 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3389727963,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b2096",Parameter {name = "position", ty = V3F}),("h2096",Parameter {name = "normal", ty = V3F}),("n2096",Parameter {name = "diffuseUV", ty = V2F}),("s2096",Parameter {name = "lightmapUV", ty = V2F}),("x2096",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b2096 ;\nin vec3 h2096 ;\nin vec2 n2096 ;\nin vec2 s2096 ;\nin vec4 x2096 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = s2096;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b2096 ).x,( b2096 ).y,( b2096 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3836020895",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f2142",Parameter {name = "normal", ty = V3F}),("l2142",Parameter {name = "diffuseUV", ty = V2F}),("q2142",Parameter {name = "lightmapUV", ty = V2F}),("v2142",Parameter {name = "color", ty = V4F}),("z2141",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("Tex_3836020895",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z2141 ;\nin vec3 f2142 ;\nin vec2 l2142 ;\nin vec2 q2142 ;\nin vec4 v2142 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = l2142;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z2141 ).x,( z2141 ).y,( z2141 ).z,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 sampler2D Tex_3836020895 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3836020895,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a2190",Parameter {name = "position", ty = V3F}),("g2190",Parameter {name = "normal", ty = V3F}),("m2190",Parameter {name = "diffuseUV", ty = V2F}),("r2190",Parameter {name = "lightmapUV", ty = V2F}),("w2190",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 a2190 ;\nin vec3 g2190 ;\nin vec2 m2190 ;\nin vec2 r2190 ;\nin vec4 w2190 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = r2190;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( a2190 ).x,( a2190 ).y,( a2190 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_209322640",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e2236",Parameter {name = "normal", ty = V3F}),("k2236",Parameter {name = "diffuseUV", ty = V2F}),("p2236",Parameter {name = "lightmapUV", ty = V2F}),("u2236",Parameter {name = "color", ty = V4F}),("y2235",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("Tex_209322640",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 y2235 ;\nin vec3 e2236 ;\nin vec2 k2236 ;\nin vec2 p2236 ;\nin vec4 u2236 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = k2236;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( y2235 ).x,( y2235 ).y,( y2235 ).z,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 sampler2D Tex_209322640 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_209322640,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f2284",Parameter {name = "normal", ty = V3F}),("l2284",Parameter {name = "diffuseUV", ty = V2F}),("q2284",Parameter {name = "lightmapUV", ty = V2F}),("v2284",Parameter {name = "color", ty = V4F}),("z2283",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z2283 ;\nin vec3 f2284 ;\nin vec2 l2284 ;\nin vec2 q2284 ;\nin vec4 v2284 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q2284;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z2283 ).x,( z2283 ).y,( z2283 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2893650486",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d2330",Parameter {name = "normal", ty = V3F}),("j2330",Parameter {name = "diffuseUV", ty = V2F}),("o2330",Parameter {name = "lightmapUV", ty = V2F}),("t2330",Parameter {name = "color", ty = V4F}),("x2329",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("Tex_2893650486",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x2329 ;\nin vec3 d2330 ;\nin vec2 j2330 ;\nin vec2 o2330 ;\nin vec4 t2330 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = j2330;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x2329 ).x,( x2329 ).y,( x2329 ).z,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 sampler2D Tex_2893650486 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2893650486,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e2378",Parameter {name = "normal", ty = V3F}),("k2378",Parameter {name = "diffuseUV", ty = V2F}),("p2378",Parameter {name = "lightmapUV", ty = V2F}),("u2378",Parameter {name = "color", ty = V4F}),("y2377",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 y2377 ;\nin vec3 e2378 ;\nin vec2 k2378 ;\nin vec2 p2378 ;\nin vec4 u2378 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = p2378;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( y2377 ).x,( y2377 ).y,( y2377 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3814342582",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c2424",Parameter {name = "normal", ty = V3F}),("i2424",Parameter {name = "diffuseUV", ty = V2F}),("n2424",Parameter {name = "lightmapUV", ty = V2F}),("s2424",Parameter {name = "color", ty = V4F}),("w2423",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("Tex_3814342582",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 w2423 ;\nin vec3 c2424 ;\nin vec2 i2424 ;\nin vec2 n2424 ;\nin vec4 s2424 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = i2424;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( w2423 ).x,( w2423 ).y,( w2423 ).z,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 sampler2D Tex_3814342582 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3814342582,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d2472",Parameter {name = "normal", ty = V3F}),("j2472",Parameter {name = "diffuseUV", ty = V2F}),("o2472",Parameter {name = "lightmapUV", ty = V2F}),("t2472",Parameter {name = "color", ty = V4F}),("x2471",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x2471 ;\nin vec3 d2472 ;\nin vec2 j2472 ;\nin vec2 o2472 ;\nin vec4 t2472 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = o2472;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x2471 ).x,( x2471 ).y,( x2471 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4189195777",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b2518",Parameter {name = "normal", ty = V3F}),("h2518",Parameter {name = "diffuseUV", ty = V2F}),("m2518",Parameter {name = "lightmapUV", ty = V2F}),("r2518",Parameter {name = "color", ty = V4F}),("v2517",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("Tex_4189195777",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v2517 ;\nin vec3 b2518 ;\nin vec2 h2518 ;\nin vec2 m2518 ;\nin vec4 r2518 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = h2518;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v2517 ).x,( v2517 ).y,( v2517 ).z,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 sampler2D Tex_4189195777 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4189195777,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c2566",Parameter {name = "normal", ty = V3F}),("i2566",Parameter {name = "diffuseUV", ty = V2F}),("n2566",Parameter {name = "lightmapUV", ty = V2F}),("s2566",Parameter {name = "color", ty = V4F}),("w2565",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 w2565 ;\nin vec3 c2566 ;\nin vec2 i2566 ;\nin vec2 n2566 ;\nin vec4 s2566 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = n2566;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( w2565 ).x,( w2565 ).y,( w2565 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2239853403",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a2612",Parameter {name = "normal", ty = V3F}),("g2612",Parameter {name = "diffuseUV", ty = V2F}),("l2612",Parameter {name = "lightmapUV", ty = V2F}),("q2612",Parameter {name = "color", ty = V4F}),("u2611",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("Tex_2239853403",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 u2611 ;\nin vec3 a2612 ;\nin vec2 g2612 ;\nin vec2 l2612 ;\nin vec4 q2612 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = g2612;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( u2611 ).x,( u2611 ).y,( u2611 ).z,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 sampler2D Tex_2239853403 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2239853403,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b2660",Parameter {name = "normal", ty = V3F}),("h2660",Parameter {name = "diffuseUV", ty = V2F}),("m2660",Parameter {name = "lightmapUV", ty = V2F}),("r2660",Parameter {name = "color", ty = V4F}),("v2659",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v2659 ;\nin vec3 b2660 ;\nin vec2 h2660 ;\nin vec2 m2660 ;\nin vec4 r2660 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = m2660;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v2659 ).x,( v2659 ).y,( v2659 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2367525081",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f2706",Parameter {name = "diffuseUV", ty = V2F}),("k2706",Parameter {name = "lightmapUV", ty = V2F}),("p2706",Parameter {name = "color", ty = V4F}),("t2705",Parameter {name = "position", ty = V3F}),("z2705",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("Tex_2367525081",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 t2705 ;\nin vec3 z2705 ;\nin vec2 f2706 ;\nin vec2 k2706 ;\nin vec4 p2706 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = f2706;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( t2705 ).x,( t2705 ).y,( t2705 ).z,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 sampler2D Tex_2367525081 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2367525081,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a2754",Parameter {name = "normal", ty = V3F}),("g2754",Parameter {name = "diffuseUV", ty = V2F}),("l2754",Parameter {name = "lightmapUV", ty = V2F}),("q2754",Parameter {name = "color", ty = V4F}),("u2753",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 u2753 ;\nin vec3 a2754 ;\nin vec2 g2754 ;\nin vec2 l2754 ;\nin vec4 q2754 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = l2754;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( u2753 ).x,( u2753 ).y,( u2753 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2523116863",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e2800",Parameter {name = "diffuseUV", ty = V2F}),("j2800",Parameter {name = "lightmapUV", ty = V2F}),("o2800",Parameter {name = "color", ty = V4F}),("s2799",Parameter {name = "position", ty = V3F}),("y2799",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("Tex_2523116863",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 s2799 ;\nin vec3 y2799 ;\nin vec2 e2800 ;\nin vec2 j2800 ;\nin vec4 o2800 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = e2800;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( s2799 ).x,( s2799 ).y,( s2799 ).z,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 sampler2D Tex_2523116863 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2523116863,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f2848",Parameter {name = "diffuseUV", ty = V2F}),("k2848",Parameter {name = "lightmapUV", ty = V2F}),("p2848",Parameter {name = "color", ty = V4F}),("t2847",Parameter {name = "position", ty = V3F}),("z2847",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 t2847 ;\nin vec3 z2847 ;\nin vec2 f2848 ;\nin vec2 k2848 ;\nin vec4 p2848 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = k2848;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( t2847 ).x,( t2847 ).y,( t2847 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2512757607",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d2894",Parameter {name = "diffuseUV", ty = V2F}),("i2894",Parameter {name = "lightmapUV", ty = V2F}),("n2894",Parameter {name = "color", ty = V4F}),("r2893",Parameter {name = "position", ty = V3F}),("x2893",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("Tex_2512757607",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r2893 ;\nin vec3 x2893 ;\nin vec2 d2894 ;\nin vec2 i2894 ;\nin vec4 n2894 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = d2894;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r2893 ).x,( r2893 ).y,( r2893 ).z,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 sampler2D Tex_2512757607 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2512757607,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e2942",Parameter {name = "diffuseUV", ty = V2F}),("j2942",Parameter {name = "lightmapUV", ty = V2F}),("o2942",Parameter {name = "color", ty = V4F}),("s2941",Parameter {name = "position", ty = V3F}),("y2941",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 s2941 ;\nin vec3 y2941 ;\nin vec2 e2942 ;\nin vec2 j2942 ;\nin vec4 o2942 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = j2942;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( s2941 ).x,( s2941 ).y,( s2941 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4289279309",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c2988",Parameter {name = "diffuseUV", ty = V2F}),("h2988",Parameter {name = "lightmapUV", ty = V2F}),("m2988",Parameter {name = "color", ty = V4F}),("q2987",Parameter {name = "position", ty = V3F}),("w2987",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("Tex_4289279309",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 q2987 ;\nin vec3 w2987 ;\nin vec2 c2988 ;\nin vec2 h2988 ;\nin vec4 m2988 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = c2988;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( q2987 ).x,( q2987 ).y,( q2987 ).z,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 sampler2D Tex_4289279309 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4289279309,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d3036",Parameter {name = "diffuseUV", ty = V2F}),("i3036",Parameter {name = "lightmapUV", ty = V2F}),("n3036",Parameter {name = "color", ty = V4F}),("r3035",Parameter {name = "position", ty = V3F}),("x3035",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r3035 ;\nin vec3 x3035 ;\nin vec2 d3036 ;\nin vec2 i3036 ;\nin vec4 n3036 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = i3036;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r3035 ).x,( r3035 ).y,( r3035 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2525124732",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b3082",Parameter {name = "diffuseUV", ty = V2F}),("g3082",Parameter {name = "lightmapUV", ty = V2F}),("l3082",Parameter {name = "color", ty = V4F}),("p3081",Parameter {name = "position", ty = V3F}),("v3081",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("Tex_2525124732",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p3081 ;\nin vec3 v3081 ;\nin vec2 b3082 ;\nin vec2 g3082 ;\nin vec4 l3082 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = b3082;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p3081 ).x,( p3081 ).y,( p3081 ).z,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 sampler2D Tex_2525124732 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2525124732,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c3130",Parameter {name = "diffuseUV", ty = V2F}),("h3130",Parameter {name = "lightmapUV", ty = V2F}),("m3130",Parameter {name = "color", ty = V4F}),("q3129",Parameter {name = "position", ty = V3F}),("w3129",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 q3129 ;\nin vec3 w3129 ;\nin vec2 c3130 ;\nin vec2 h3130 ;\nin vec4 m3130 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = h3130;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( q3129 ).x,( q3129 ).y,( q3129 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3071107621",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a3176",Parameter {name = "diffuseUV", ty = V2F}),("f3176",Parameter {name = "lightmapUV", ty = V2F}),("k3176",Parameter {name = "color", ty = V4F}),("o3175",Parameter {name = "position", ty = V3F}),("u3175",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("Tex_3071107621",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 o3175 ;\nin vec3 u3175 ;\nin vec2 a3176 ;\nin vec2 f3176 ;\nin vec4 k3176 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a3176;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( o3175 ).x,( o3175 ).y,( o3175 ).z,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 sampler2D Tex_3071107621 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3071107621,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b3224",Parameter {name = "diffuseUV", ty = V2F}),("g3224",Parameter {name = "lightmapUV", ty = V2F}),("l3224",Parameter {name = "color", ty = V4F}),("p3223",Parameter {name = "position", ty = V3F}),("v3223",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p3223 ;\nin vec3 v3223 ;\nin vec2 b3224 ;\nin vec2 g3224 ;\nin vec4 l3224 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = g3224;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p3223 ).x,( p3223 ).y,( p3223 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3921745736",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e3270",Parameter {name = "lightmapUV", ty = V2F}),("j3270",Parameter {name = "color", ty = V4F}),("n3269",Parameter {name = "position", ty = V3F}),("t3269",Parameter {name = "normal", ty = V3F}),("z3269",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("Tex_3921745736",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n3269 ;\nin vec3 t3269 ;\nin vec2 z3269 ;\nin vec2 e3270 ;\nin vec4 j3270 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = z3269;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n3269 ).x,( n3269 ).y,( n3269 ).z,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 sampler2D Tex_3921745736 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3921745736,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a3318",Parameter {name = "diffuseUV", ty = V2F}),("f3318",Parameter {name = "lightmapUV", ty = V2F}),("k3318",Parameter {name = "color", ty = V4F}),("o3317",Parameter {name = "position", ty = V3F}),("u3317",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 o3317 ;\nin vec3 u3317 ;\nin vec2 a3318 ;\nin vec2 f3318 ;\nin vec4 k3318 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = f3318;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( o3317 ).x,( o3317 ).y,( o3317 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3647563961",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d3364",Parameter {name = "lightmapUV", ty = V2F}),("i3364",Parameter {name = "color", ty = V4F}),("m3363",Parameter {name = "position", ty = V3F}),("s3363",Parameter {name = "normal", ty = V3F}),("y3363",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("Tex_3647563961",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 m3363 ;\nin vec3 s3363 ;\nin vec2 y3363 ;\nin vec2 d3364 ;\nin vec4 i3364 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = y3363;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( m3363 ).x,( m3363 ).y,( m3363 ).z,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 sampler2D Tex_3647563961 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3647563961,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e3412",Parameter {name = "lightmapUV", ty = V2F}),("j3412",Parameter {name = "color", ty = V4F}),("n3411",Parameter {name = "position", ty = V3F}),("t3411",Parameter {name = "normal", ty = V3F}),("z3411",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n3411 ;\nin vec3 t3411 ;\nin vec2 z3411 ;\nin vec2 e3412 ;\nin vec4 j3412 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = e3412;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n3411 ).x,( n3411 ).y,( n3411 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3593923076",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c3458",Parameter {name = "lightmapUV", ty = V2F}),("h3458",Parameter {name = "color", ty = V4F}),("l3457",Parameter {name = "position", ty = V3F}),("r3457",Parameter {name = "normal", ty = V3F}),("x3457",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("Tex_3593923076",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l3457 ;\nin vec3 r3457 ;\nin vec2 x3457 ;\nin vec2 c3458 ;\nin vec4 h3458 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = x3457;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l3457 ).x,( l3457 ).y,( l3457 ).z,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 sampler2D Tex_3593923076 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3593923076,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d3506",Parameter {name = "lightmapUV", ty = V2F}),("i3506",Parameter {name = "color", ty = V4F}),("m3505",Parameter {name = "position", ty = V3F}),("s3505",Parameter {name = "normal", ty = V3F}),("y3505",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 m3505 ;\nin vec3 s3505 ;\nin vec2 y3505 ;\nin vec2 d3506 ;\nin vec4 i3506 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = d3506;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( m3505 ).x,( m3505 ).y,( m3505 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1435187472",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b3552",Parameter {name = "lightmapUV", ty = V2F}),("g3552",Parameter {name = "color", ty = V4F}),("k3551",Parameter {name = "position", ty = V3F}),("q3551",Parameter {name = "normal", ty = V3F}),("w3551",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("Tex_1435187472",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 k3551 ;\nin vec3 q3551 ;\nin vec2 w3551 ;\nin vec2 b3552 ;\nin vec4 g3552 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = w3551;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( k3551 ).x,( k3551 ).y,( k3551 ).z,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 sampler2D Tex_1435187472 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1435187472,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c3600",Parameter {name = "lightmapUV", ty = V2F}),("h3600",Parameter {name = "color", ty = V4F}),("l3599",Parameter {name = "position", ty = V3F}),("r3599",Parameter {name = "normal", ty = V3F}),("x3599",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l3599 ;\nin vec3 r3599 ;\nin vec2 x3599 ;\nin vec2 c3600 ;\nin vec4 h3600 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = c3600;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l3599 ).x,( l3599 ).y,( l3599 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1318715778",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a3646",Parameter {name = "lightmapUV", ty = V2F}),("f3646",Parameter {name = "color", ty = V4F}),("j3645",Parameter {name = "position", ty = V3F}),("p3645",Parameter {name = "normal", ty = V3F}),("v3645",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("Tex_1318715778",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j3645 ;\nin vec3 p3645 ;\nin vec2 v3645 ;\nin vec2 a3646 ;\nin vec4 f3646 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = v3645;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j3645 ).x,( j3645 ).y,( j3645 ).z,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 sampler2D Tex_1318715778 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1318715778,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b3694",Parameter {name = "lightmapUV", ty = V2F}),("g3694",Parameter {name = "color", ty = V4F}),("k3693",Parameter {name = "position", ty = V3F}),("q3693",Parameter {name = "normal", ty = V3F}),("w3693",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 k3693 ;\nin vec3 q3693 ;\nin vec2 w3693 ;\nin vec2 b3694 ;\nin vec4 g3694 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = b3694;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( k3693 ).x,( k3693 ).y,( k3693 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_442868841",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e3740",Parameter {name = "color", ty = V4F}),("i3739",Parameter {name = "position", ty = V3F}),("o3739",Parameter {name = "normal", ty = V3F}),("u3739",Parameter {name = "diffuseUV", ty = V2F}),("z3739",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("Tex_442868841",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 i3739 ;\nin vec3 o3739 ;\nin vec2 u3739 ;\nin vec2 z3739 ;\nin vec4 e3740 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = u3739;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( i3739 ).x,( i3739 ).y,( i3739 ).z,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 sampler2D Tex_442868841 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_442868841,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a3788",Parameter {name = "lightmapUV", ty = V2F}),("f3788",Parameter {name = "color", ty = V4F}),("j3787",Parameter {name = "position", ty = V3F}),("p3787",Parameter {name = "normal", ty = V3F}),("v3787",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j3787 ;\nin vec3 p3787 ;\nin vec2 v3787 ;\nin vec2 a3788 ;\nin vec4 f3788 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a3788;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j3787 ).x,( j3787 ).y,( j3787 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2289735512",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d3834",Parameter {name = "color", ty = V4F}),("h3833",Parameter {name = "position", ty = V3F}),("n3833",Parameter {name = "normal", ty = V3F}),("t3833",Parameter {name = "diffuseUV", ty = V2F}),("y3833",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("Tex_2289735512",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h3833 ;\nin vec3 n3833 ;\nin vec2 t3833 ;\nin vec2 y3833 ;\nin vec4 d3834 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = t3833;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h3833 ).x,( h3833 ).y,( h3833 ).z,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 sampler2D Tex_2289735512 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2289735512,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e3882",Parameter {name = "color", ty = V4F}),("i3881",Parameter {name = "position", ty = V3F}),("o3881",Parameter {name = "normal", ty = V3F}),("u3881",Parameter {name = "diffuseUV", ty = V2F}),("z3881",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 i3881 ;\nin vec3 o3881 ;\nin vec2 u3881 ;\nin vec2 z3881 ;\nin vec4 e3882 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = z3881;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( i3881 ).x,( i3881 ).y,( i3881 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3939430064",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c3928",Parameter {name = "color", ty = V4F}),("g3927",Parameter {name = "position", ty = V3F}),("m3927",Parameter {name = "normal", ty = V3F}),("s3927",Parameter {name = "diffuseUV", ty = V2F}),("x3927",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("Tex_3939430064",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 g3927 ;\nin vec3 m3927 ;\nin vec2 s3927 ;\nin vec2 x3927 ;\nin vec4 c3928 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = s3927;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( g3927 ).x,( g3927 ).y,( g3927 ).z,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 sampler2D Tex_3939430064 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3939430064,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d3976",Parameter {name = "color", ty = V4F}),("h3975",Parameter {name = "position", ty = V3F}),("n3975",Parameter {name = "normal", ty = V3F}),("t3975",Parameter {name = "diffuseUV", ty = V2F}),("y3975",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h3975 ;\nin vec3 n3975 ;\nin vec2 t3975 ;\nin vec2 y3975 ;\nin vec4 d3976 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = y3975;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h3975 ).x,( h3975 ).y,( h3975 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3012001075",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b4022",Parameter {name = "color", ty = V4F}),("f4021",Parameter {name = "position", ty = V3F}),("l4021",Parameter {name = "normal", ty = V3F}),("r4021",Parameter {name = "diffuseUV", ty = V2F}),("w4021",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("Tex_3012001075",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f4021 ;\nin vec3 l4021 ;\nin vec2 r4021 ;\nin vec2 w4021 ;\nin vec4 b4022 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = r4021;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f4021 ).x,( f4021 ).y,( f4021 ).z,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 sampler2D Tex_3012001075 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3012001075,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c4070",Parameter {name = "color", ty = V4F}),("g4069",Parameter {name = "position", ty = V3F}),("m4069",Parameter {name = "normal", ty = V3F}),("s4069",Parameter {name = "diffuseUV", ty = V2F}),("x4069",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 g4069 ;\nin vec3 m4069 ;\nin vec2 s4069 ;\nin vec2 x4069 ;\nin vec4 c4070 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = x4069;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( g4069 ).x,( g4069 ).y,( g4069 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3768122504",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a4116",Parameter {name = "color", ty = V4F}),("e4115",Parameter {name = "position", ty = V3F}),("k4115",Parameter {name = "normal", ty = V3F}),("q4115",Parameter {name = "diffuseUV", ty = V2F}),("v4115",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("Tex_3768122504",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 e4115 ;\nin vec3 k4115 ;\nin vec2 q4115 ;\nin vec2 v4115 ;\nin vec4 a4116 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q4115;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( e4115 ).x,( e4115 ).y,( e4115 ).z,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 sampler2D Tex_3768122504 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3768122504,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b4164",Parameter {name = "color", ty = V4F}),("f4163",Parameter {name = "position", ty = V3F}),("l4163",Parameter {name = "normal", ty = V3F}),("r4163",Parameter {name = "diffuseUV", ty = V2F}),("w4163",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f4163 ;\nin vec3 l4163 ;\nin vec2 r4163 ;\nin vec2 w4163 ;\nin vec4 b4164 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = w4163;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f4163 ).x,( f4163 ).y,( f4163 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2634868983",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d4209",Parameter {name = "position", ty = V3F}),("j4209",Parameter {name = "normal", ty = V3F}),("p4209",Parameter {name = "diffuseUV", ty = V2F}),("u4209",Parameter {name = "lightmapUV", ty = V2F}),("z4209",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2634868983",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d4209 ;\nin vec3 j4209 ;\nin vec2 p4209 ;\nin vec2 u4209 ;\nin vec4 z4209 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = p4209;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d4209 ).x,( d4209 ).y,( d4209 ).z,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 sampler2D Tex_2634868983 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2634868983,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a4258",Parameter {name = "color", ty = V4F}),("e4257",Parameter {name = "position", ty = V3F}),("k4257",Parameter {name = "normal", ty = V3F}),("q4257",Parameter {name = "diffuseUV", ty = V2F}),("v4257",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 e4257 ;\nin vec3 k4257 ;\nin vec2 q4257 ;\nin vec2 v4257 ;\nin vec4 a4258 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = v4257;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( e4257 ).x,( e4257 ).y,( e4257 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3269743316",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c4303",Parameter {name = "position", ty = V3F}),("i4303",Parameter {name = "normal", ty = V3F}),("o4303",Parameter {name = "diffuseUV", ty = V2F}),("t4303",Parameter {name = "lightmapUV", ty = V2F}),("y4303",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3269743316",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 c4303 ;\nin vec3 i4303 ;\nin vec2 o4303 ;\nin vec2 t4303 ;\nin vec4 y4303 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = o4303;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( c4303 ).x,( c4303 ).y,( c4303 ).z,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 sampler2D Tex_3269743316 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3269743316,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d4351",Parameter {name = "position", ty = V3F}),("j4351",Parameter {name = "normal", ty = V3F}),("p4351",Parameter {name = "diffuseUV", ty = V2F}),("u4351",Parameter {name = "lightmapUV", ty = V2F}),("z4351",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d4351 ;\nin vec3 j4351 ;\nin vec2 p4351 ;\nin vec2 u4351 ;\nin vec4 z4351 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = u4351;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d4351 ).x,( d4351 ).y,( d4351 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3617993418",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b4397",Parameter {name = "position", ty = V3F}),("h4397",Parameter {name = "normal", ty = V3F}),("n4397",Parameter {name = "diffuseUV", ty = V2F}),("s4397",Parameter {name = "lightmapUV", ty = V2F}),("x4397",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3617993418",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b4397 ;\nin vec3 h4397 ;\nin vec2 n4397 ;\nin vec2 s4397 ;\nin vec4 x4397 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = n4397;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b4397 ).x,( b4397 ).y,( b4397 ).z,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 sampler2D Tex_3617993418 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3617993418,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c4445",Parameter {name = "position", ty = V3F}),("i4445",Parameter {name = "normal", ty = V3F}),("o4445",Parameter {name = "diffuseUV", ty = V2F}),("t4445",Parameter {name = "lightmapUV", ty = V2F}),("y4445",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 c4445 ;\nin vec3 i4445 ;\nin vec2 o4445 ;\nin vec2 t4445 ;\nin vec4 y4445 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = t4445;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( c4445 ).x,( c4445 ).y,( c4445 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1243894392",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a4491",Parameter {name = "position", ty = V3F}),("g4491",Parameter {name = "normal", ty = V3F}),("m4491",Parameter {name = "diffuseUV", ty = V2F}),("r4491",Parameter {name = "lightmapUV", ty = V2F}),("w4491",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1243894392",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 a4491 ;\nin vec3 g4491 ;\nin vec2 m4491 ;\nin vec2 r4491 ;\nin vec4 w4491 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = m4491;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( a4491 ).x,( a4491 ).y,( a4491 ).z,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 sampler2D Tex_1243894392 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1243894392,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b4539",Parameter {name = "position", ty = V3F}),("h4539",Parameter {name = "normal", ty = V3F}),("n4539",Parameter {name = "diffuseUV", ty = V2F}),("s4539",Parameter {name = "lightmapUV", ty = V2F}),("x4539",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b4539 ;\nin vec3 h4539 ;\nin vec2 n4539 ;\nin vec2 s4539 ;\nin vec4 x4539 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = s4539;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b4539 ).x,( b4539 ).y,( b4539 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2966885788",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f4585",Parameter {name = "normal", ty = V3F}),("l4585",Parameter {name = "diffuseUV", ty = V2F}),("q4585",Parameter {name = "lightmapUV", ty = V2F}),("v4585",Parameter {name = "color", ty = V4F}),("z4584",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("Tex_2966885788",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z4584 ;\nin vec3 f4585 ;\nin vec2 l4585 ;\nin vec2 q4585 ;\nin vec4 v4585 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = l4585;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z4584 ).x,( z4584 ).y,( z4584 ).z,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 sampler2D Tex_2966885788 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2966885788,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a4633",Parameter {name = "position", ty = V3F}),("g4633",Parameter {name = "normal", ty = V3F}),("m4633",Parameter {name = "diffuseUV", ty = V2F}),("r4633",Parameter {name = "lightmapUV", ty = V2F}),("w4633",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 a4633 ;\nin vec3 g4633 ;\nin vec2 m4633 ;\nin vec2 r4633 ;\nin vec4 w4633 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = r4633;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( a4633 ).x,( a4633 ).y,( a4633 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1250438154",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e4679",Parameter {name = "normal", ty = V3F}),("k4679",Parameter {name = "diffuseUV", ty = V2F}),("p4679",Parameter {name = "lightmapUV", ty = V2F}),("u4679",Parameter {name = "color", ty = V4F}),("y4678",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("Tex_1250438154",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 y4678 ;\nin vec3 e4679 ;\nin vec2 k4679 ;\nin vec2 p4679 ;\nin vec4 u4679 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = k4679;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( y4678 ).x,( y4678 ).y,( y4678 ).z,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 sampler2D Tex_1250438154 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1250438154,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f4727",Parameter {name = "normal", ty = V3F}),("l4727",Parameter {name = "diffuseUV", ty = V2F}),("q4727",Parameter {name = "lightmapUV", ty = V2F}),("v4727",Parameter {name = "color", ty = V4F}),("z4726",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z4726 ;\nin vec3 f4727 ;\nin vec2 l4727 ;\nin vec2 q4727 ;\nin vec4 v4727 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q4727;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z4726 ).x,( z4726 ).y,( z4726 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2490648334",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d4773",Parameter {name = "normal", ty = V3F}),("j4773",Parameter {name = "diffuseUV", ty = V2F}),("o4773",Parameter {name = "lightmapUV", ty = V2F}),("t4773",Parameter {name = "color", ty = V4F}),("x4772",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("Tex_2490648334",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x4772 ;\nin vec3 d4773 ;\nin vec2 j4773 ;\nin vec2 o4773 ;\nin vec4 t4773 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = j4773;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x4772 ).x,( x4772 ).y,( x4772 ).z,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 sampler2D Tex_2490648334 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2490648334,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e4821",Parameter {name = "normal", ty = V3F}),("k4821",Parameter {name = "diffuseUV", ty = V2F}),("p4821",Parameter {name = "lightmapUV", ty = V2F}),("u4821",Parameter {name = "color", ty = V4F}),("y4820",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 y4820 ;\nin vec3 e4821 ;\nin vec2 k4821 ;\nin vec2 p4821 ;\nin vec4 u4821 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = p4821;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( y4820 ).x,( y4820 ).y,( y4820 ).z,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 sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3694494180",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c4867",Parameter {name = "normal", ty = V3F}),("i4867",Parameter {name = "diffuseUV", ty = V2F}),("n4867",Parameter {name = "lightmapUV", ty = V2F}),("s4867",Parameter {name = "color", ty = V4F}),("w4866",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("Tex_3694494180",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj 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accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 49,SetProgram 99,SetSamplerUniform "Tex_1250438154" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 48,SetProgram 98,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True 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NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 41,SetProgram 83,SetSamplerUniform "Tex_3939430064" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 40,SetProgram 82,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = 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0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 37,SetProgram 75,SetSamplerUniform "Tex_1435187472" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 36,SetProgram 74,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = 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(TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 34,SetProgram 70,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 34,SetProgram 69,SetSamplerUniform "Tex_3921745736" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 33,SetProgram 68,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 33,SetProgram 67,SetSamplerUniform "Tex_3071107621" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 32,SetProgram 66,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal 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63,SetSamplerUniform "Tex_4289279309" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 30,SetProgram 62,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 30,SetProgram 61,SetSamplerUniform "Tex_2512757607" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp 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{accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 28,SetProgram 57,SetSamplerUniform "Tex_2367525081" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 27,SetProgram 56,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B 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alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 23,SetProgram 47,SetSamplerUniform "Tex_209322640" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 22,SetProgram 46,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 22,SetProgram 45,SetSamplerUniform "Tex_3836020895" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset 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0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 20,SetProgram 41,SetSamplerUniform "Tex_1201212243" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 19,SetProgram 40,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 19,SetProgram 39,SetSamplerUniform "Tex_3448884269" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 18,SetProgram 38,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 18,SetProgram 37,SetSamplerUniform "Tex_3479185666" 0,SetRasterContext 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16,SetProgram 34,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 16,SetProgram 33,SetSamplerUniform "Tex_1002517541" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 15,SetProgram 32,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 15,SetProgram 31,SetSamplerUniform "Tex_2432583247" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 14,SetProgram 30,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 14,SetProgram 29,SetSamplerUniform "Tex_1284708166" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 13,SetProgram 28,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 13,SetProgram 27,SetSamplerUniform "Tex_2024854890" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 12,SetProgram 26,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 12,SetProgram 25,SetSamplerUniform "Tex_1062467595" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 11,SetProgram 24,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 11,SetProgram 23,SetSamplerUniform "Tex_1581337759" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 10,SetProgram 22,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 10,SetProgram 21,SetSamplerUniform "Tex_2099456856" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 9,SetProgram 20,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 9,SetProgram 19,SetSamplerUniform "Tex_2073154888" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 8,SetProgram 18,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 8,SetProgram 17,SetSamplerUniform "Tex_564811775" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 7,SetProgram 16,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 7,SetProgram 15,SetSamplerUniform "Tex_4255130505" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 6,SetProgram 14,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 6,SetProgram 13,SetSamplerUniform "Tex_3202786139" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 5,SetProgram 12,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 5,SetProgram 11,SetSamplerUniform "Tex_4288602201" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 4,SetProgram 10,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 4,SetProgram 9,SetSamplerUniform "Tex_3416962274" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 3,SetProgram 8,SetSamplerUniform "Tex_4077187607" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 3,SetProgram 7,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 3,SetProgram 6,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 2,SetProgram 5,SetSamplerUniform "Tex_1910997598" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 2,SetProgram 4,SetSamplerUniform "Tex_47037129" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 3,SetSamplerUniform "Tex_3562558025" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 2,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = OneMinusDstAlpha, alphaFSrc = DstColor, alphaFDst = OneMinusDstAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = Min, colorFSrc = One, colorFDst = One, alphaFSrc = One, alphaFDst = One, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 0,SetRasterContext (TriangleCtx CullNone (PolygonLine 1.0) NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file
diff --git a/testdata/HyperbolicParaboloic.out b/testdata/HyperbolicParaboloic.out
index 7f5e8a5b..c4ebfcee 100644
--- a/testdata/HyperbolicParaboloic.out
+++ b/testdata/HyperbolicParaboloic.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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),("Mouse",V2F)], programStreams = fromList [("w1",Parameter {name = "attribute_0", ty = V3F})], 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 ;\nuniform vec2 Mouse ;\nin vec3 w1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( w1 ).x,( w1 ).y,( w1 ).z,1.0 );\ngl_Position = ( ( MVP ) * ( vec4 ( ( ( Mouse ).y ) * ( ( w1 ).x ),( ( ( 0.5 ) * ( ( Mouse ).x ) ) * ( ( w1 ).x ) ) * ( ( w1 ).y ),( ( Mouse ).y ) * ( ( w1 ).y ),1.0 ) ) ) * ( vec4 ( 0.1,0.1,0.1,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [], streams = [StreamData {streamData = fromList [("attribute_0",VFloatArray [-3.0,-3.0,0.0,-3.0,3.0,0.0,-2.0,-3.0,0.0,-2.0,3.0,0.0,-1.0,-3.0,0.0,-1.0,3.0,0.0,0.0,-3.0,0.0,0.0,3.0,0.0,1.0,-3.0,0.0,1.0,3.0,0.0,2.0,-3.0,0.0,2.0,3.0,0.0,3.0,-3.0,0.0,3.0,3.0,0.0,-3.0,-3.0,0.0,3.0,-3.0,0.0,-3.0,-2.0,0.0,3.0,-2.0,0.0,-3.0,-1.0,0.0,3.0,-1.0,0.0,-3.0,0.0,0.0,3.0,0.0,0.0,-3.0,1.0,0.0,3.0,1.0,0.0,-3.0,2.0,0.0,3.0,2.0,0.0,-3.0,3.0,0.0,3.0,3.0,0.0])], streamType = fromList [("attribute_0",V3F)], streamPrimitive = Lines, streamPrograms = [0]}], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 1.0 1.0 1.0)}],SetProgram 0,SetRasterContext (LineCtx 1.0 LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderStream 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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),("Mouse",V2F)], programStreams = fromList [("u18",Parameter {name = "attribute_0", ty = V3F})], 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 ;\nuniform vec2 Mouse ;\nin vec3 u18 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( u18 ).x,( u18 ).y,( u18 ).z,1.0 );\ngl_Position = ( ( MVP ) * ( vec4 ( ( ( Mouse ).y ) * ( ( u18 ).x ),( ( ( 0.5 ) * ( ( Mouse ).x ) ) * ( ( u18 ).x ) ) * ( ( u18 ).y ),( ( Mouse ).y ) * ( ( u18 ).y ),1.0 ) ) ) * ( vec4 ( 0.1,0.1,0.1,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [], streams = [StreamData {streamData = fromList [("attribute_0",VFloatArray [-3.0,-3.0,0.0,-3.0,3.0,0.0,-2.0,-3.0,0.0,-2.0,3.0,0.0,-1.0,-3.0,0.0,-1.0,3.0,0.0,0.0,-3.0,0.0,0.0,3.0,0.0,1.0,-3.0,0.0,1.0,3.0,0.0,2.0,-3.0,0.0,2.0,3.0,0.0,3.0,-3.0,0.0,3.0,3.0,0.0,-3.0,-3.0,0.0,3.0,-3.0,0.0,-3.0,-2.0,0.0,3.0,-2.0,0.0,-3.0,-1.0,0.0,3.0,-1.0,0.0,-3.0,0.0,0.0,3.0,0.0,0.0,-3.0,1.0,0.0,3.0,1.0,0.0,-3.0,2.0,0.0,3.0,2.0,0.0,-3.0,3.0,0.0,3.0,3.0,0.0])], streamType = fromList [("attribute_0",V3F)], streamPrimitive = Lines, streamPrograms = [0]}], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 1.0 1.0 1.0)}],SetProgram 0,SetRasterContext (LineCtx 1.0 LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderStream 0]} \ No newline at end of file
diff --git a/testdata/Hyperboloid.out b/testdata/Hyperboloid.out
index 29210b10..17c3a87e 100644
--- a/testdata/Hyperboloid.out
+++ b/testdata/Hyperboloid.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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),("Mouse",V2F)], programStreams = fromList [("w1",Parameter {name = "attribute_0", ty = V3F})], 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 ;\nuniform vec2 Mouse ;\nin vec3 w1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( w1 ).x,( w1 ).y,( w1 ).z,1.0 );\ngl_Position = ( ( MVP ) * ( vec4 ( ( ( 2.0 ) * ( ( Mouse ).y ) ) * ( sin ( ( ( 0.7 ) * ( ( w1 ).x ) ) + ( ( ( Mouse ).x ) * ( ( w1 ).y ) ) ) ),( w1 ).y,( ( 2.0 ) * ( ( Mouse ).y ) ) * ( cos ( ( ( 0.7 ) * ( ( w1 ).x ) ) + ( ( ( Mouse ).x ) * ( ( w1 ).y ) ) ) ),1.0 ) ) ) * ( vec4 ( 0.1,0.1,0.1,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [], streams = [StreamData {streamData = fromList [("attribute_0",VFloatArray [-5.0,-3.0,0.0,-5.0,3.0,0.0,-4.0,-3.0,0.0,-4.0,3.0,0.0,-3.0,-3.0,0.0,-3.0,3.0,0.0,-2.0,-3.0,0.0,-2.0,3.0,0.0,-1.0,-3.0,0.0,-1.0,3.0,0.0,0.0,-3.0,0.0,0.0,3.0,0.0,1.0,-3.0,0.0,1.0,3.0,0.0,2.0,-3.0,0.0,2.0,3.0,0.0,3.0,-3.0,0.0,3.0,3.0,0.0,4.0,-3.0,0.0,4.0,3.0,0.0,5.0,-3.0,0.0,5.0,3.0,0.0])], streamType = fromList [("attribute_0",V3F)], streamPrimitive = Lines, streamPrograms = [0]}], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 1.0 1.0 1.0)}],SetProgram 0,SetRasterContext (LineCtx 1.0 LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderStream 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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),("Mouse",V2F)], programStreams = fromList [("u18",Parameter {name = "attribute_0", ty = V3F})], 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 ;\nuniform vec2 Mouse ;\nin vec3 u18 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( u18 ).x,( u18 ).y,( u18 ).z,1.0 );\ngl_Position = ( ( MVP ) * ( vec4 ( ( ( 2.0 ) * ( ( Mouse ).y ) ) * ( sin ( ( ( 0.7 ) * ( ( u18 ).x ) ) + ( ( ( Mouse ).x ) * ( ( u18 ).y ) ) ) ),( u18 ).y,( ( 2.0 ) * ( ( Mouse ).y ) ) * ( cos ( ( ( 0.7 ) * ( ( u18 ).x ) ) + ( ( ( Mouse ).x ) * ( ( u18 ).y ) ) ) ),1.0 ) ) ) * ( vec4 ( 0.1,0.1,0.1,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [], streams = [StreamData {streamData = fromList [("attribute_0",VFloatArray [-5.0,-3.0,0.0,-5.0,3.0,0.0,-4.0,-3.0,0.0,-4.0,3.0,0.0,-3.0,-3.0,0.0,-3.0,3.0,0.0,-2.0,-3.0,0.0,-2.0,3.0,0.0,-1.0,-3.0,0.0,-1.0,3.0,0.0,0.0,-3.0,0.0,0.0,3.0,0.0,1.0,-3.0,0.0,1.0,3.0,0.0,2.0,-3.0,0.0,2.0,3.0,0.0,3.0,-3.0,0.0,3.0,3.0,0.0,4.0,-3.0,0.0,4.0,3.0,0.0,5.0,-3.0,0.0,5.0,3.0,0.0])], streamType = fromList [("attribute_0",V3F)], streamPrimitive = Lines, streamPrograms = [0]}], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 1.0 1.0 1.0)}],SetProgram 0,SetRasterContext (LineCtx 1.0 LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderStream 0]} \ No newline at end of file
diff --git a/testdata/NewStyle.out b/testdata/NewStyle.out
index cbf2df53..f663b8c5 100644
--- a/testdata/NewStyle.out
+++ b/testdata/NewStyle.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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)], programStreams = fromList [("x1",Parameter {name = "position4", 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 x1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = x1;\ngl_Position = ( ( MVP ) * ( x1 ) ) * ( 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);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.1 0.0 0.2 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))]}),RenderSlot 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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)], programStreams = fromList [("q19",Parameter {name = "position4", 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 q19 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = q19;\ngl_Position = ( ( MVP ) * ( q19 ) ) * ( 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);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.1 0.0 0.2 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))]}),RenderSlot 0]} \ No newline at end of file
diff --git a/testdata/PrimReduce.out b/testdata/PrimReduce.out
index 3e325a2e..7161b54e 100644
--- a/testdata/PrimReduce.out
+++ b/testdata/PrimReduce.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [], programStreams = fromList [("t1",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 t1 ;\nvoid main() {\ngl_Position = ( ( mat4 ( vec4 ( cos ( 3.0 ),( 0.0 ) - ( sin ( 3.0 ) ),0.0,0.0 ),vec4 ( sin ( 3.0 ),cos ( 3.0 ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( t1 ) ) * ( vec4 ( 0.1,0.1,0.1,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( 0.0,0.0,1.0,1.0 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [], programStreams = fromList [("s13",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 s13 ;\nvoid main() {\ngl_Position = ( ( mat4 ( vec4 ( cos ( 3.0 ),( 0.0 ) - ( sin ( 3.0 ) ),0.0,0.0 ),vec4 ( sin ( 3.0 ),cos ( 3.0 ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( s13 ) ) * ( vec4 ( 0.1,0.1,0.1,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( 0.0,0.0,1.0,1.0 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file
diff --git a/testdata/Spiral.out b/testdata/Spiral.out
index 1ad1122e..eb53c1d9 100644
--- a/testdata/Spiral.out
+++ b/testdata/Spiral.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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),("Mouse",V2F)], programStreams = fromList [("w1",Parameter {name = "attribute_0", ty = V3F})], 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 ;\nuniform vec2 Mouse ;\nin vec3 w1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( w1 ).x,( w1 ).y,( w1 ).z,1.0 );\ngl_Position = ( ( MVP ) * ( vec4 ( ( exp ( ( ( ( Mouse ).x ) - ( 0.5 ) ) * ( ( w1 ).x ) ) ) * ( sin ( ( 0.9 ) * ( ( w1 ).x ) ) ),( exp ( ( ( ( Mouse ).x ) - ( 0.5 ) ) * ( ( w1 ).x ) ) ) * ( cos ( ( 0.9 ) * ( ( w1 ).x ) ) ),( ( Mouse ).y ) * ( ( 0.9 ) * ( ( w1 ).x ) ),1.0 ) ) ) * ( 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);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [], streams = [StreamData {streamData = fromList [("attribute_0",VFloatArray [-5.0,0.0,0.0,-4.0,0.0,0.0,-4.0,0.0,0.0,-3.0,0.0,0.0,-3.0,0.0,0.0,-2.0,0.0,0.0,-2.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,2.0,0.0,0.0,2.0,0.0,0.0,3.0,0.0,0.0,3.0,0.0,0.0,4.0,0.0,0.0,4.0,0.0,0.0,5.0,0.0,0.0])], streamType = fromList [("attribute_0",V3F)], streamPrimitive = Lines, streamPrograms = [0]}], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 1.0 1.0 1.0)}],SetProgram 0,SetRasterContext (LineCtx 1.0 LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderStream 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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),("Mouse",V2F)], programStreams = fromList [("u18",Parameter {name = "attribute_0", ty = V3F})], 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 ;\nuniform vec2 Mouse ;\nin vec3 u18 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( u18 ).x,( u18 ).y,( u18 ).z,1.0 );\ngl_Position = ( ( MVP ) * ( vec4 ( ( exp ( ( ( ( Mouse ).x ) - ( 0.5 ) ) * ( ( u18 ).x ) ) ) * ( sin ( ( 0.9 ) * ( ( u18 ).x ) ) ),( exp ( ( ( ( Mouse ).x ) - ( 0.5 ) ) * ( ( u18 ).x ) ) ) * ( cos ( ( 0.9 ) * ( ( u18 ).x ) ) ),( ( Mouse ).y ) * ( ( 0.9 ) * ( ( u18 ).x ) ),1.0 ) ) ) * ( 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);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [], streams = [StreamData {streamData = fromList [("attribute_0",VFloatArray [-5.0,0.0,0.0,-4.0,0.0,0.0,-4.0,0.0,0.0,-3.0,0.0,0.0,-3.0,0.0,0.0,-2.0,0.0,0.0,-2.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,2.0,0.0,0.0,2.0,0.0,0.0,3.0,0.0,0.0,3.0,0.0,0.0,4.0,0.0,0.0,4.0,0.0,0.0,5.0,0.0,0.0])], streamType = fromList [("attribute_0",V3F)], streamPrimitive = Lines, streamPrograms = [0]}], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 1.0 1.0 1.0)}],SetProgram 0,SetRasterContext (LineCtx 1.0 LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderStream 0]} \ No newline at end of file
diff --git a/testdata/editor-examples/Cube.out b/testdata/editor-examples/Cube.out
index 67ee4277..1c51be0e 100644
--- a/testdata/editor-examples/Cube.out
+++ b/testdata/editor-examples/Cube.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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)], programStreams = fromList [("q1",Parameter {name = "position4", 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 q1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = q1;\ngl_Position = ( ( MVP ) * ( q1 ) ) * ( 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);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], 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))]}),RenderSlot 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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)], programStreams = fromList [("t16",Parameter {name = "position4", 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 t16 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = t16;\ngl_Position = ( ( MVP ) * ( t16 ) ) * ( 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);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], 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))]}),RenderSlot 0]} \ No newline at end of file
diff --git a/testdata/editor-examples/Heartbeat.out b/testdata/editor-examples/Heartbeat.out
index c139ad30..a23e7030 100644
--- a/testdata/editor-examples/Heartbeat.out
+++ b/testdata/editor-examples/Heartbeat.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 128 128), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 128 128), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0}], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 0 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 1 0 Nothing)}]}], programs = [Program {programUniforms = fromList [("Time",Float)], programStreams = fromList [("j9",Parameter {name = "position4", ty = V4F}),("k9",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 j9 ;\nin vec2 k9 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = k9;\ngl_Position = ( j9 ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\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 vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).x ) - ( 0.85 ) ) * ( ( ( vv0 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vv0 ).y ) - ( 0.85 ) ) * ( ( ( vv0 ).y ) - ( 0.85 ) ) ) ) + ( ( 5.0e-4 ) * ( sin ( ( ( 3.0 ) * ( atan ( ( ( vv0 ).x ) - ( 0.85 ),( ( vv0 ).y ) - ( 0.85 ) ) ) ) + ( ( 15.0 ) * ( Time ) ) ) ) ) ) < ( ( 5.0e-3 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 0.0,0.0,0.5,1.0 ) : ( ( ( ( ( ( vv0 ).x ) - ( 0.85 ) ) * ( ( ( vv0 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vv0 ).y ) - ( 0.85 ) ) * ( ( ( vv0 ).y ) - ( 0.85 ) ) ) ) + ( ( 2.0e-3 ) * ( sin ( ( ( 5.0 ) * ( atan ( ( ( vv0 ).x ) - ( 0.85 ),( ( vv0 ).y ) - ( 0.85 ) ) ) ) - ( ( 5.0 ) * ( Time ) ) ) ) ) ) < ( ( 2.0e-2 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 0.0,0.0,1.0,1.0 ) : ( ( ( ( ( ( vv0 ).x ) - ( 0.85 ) ) * ( ( ( vv0 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vv0 ).y ) - ( 0.85 ) ) * ( ( ( vv0 ).y ) - ( 0.85 ) ) ) ) + ( ( 2.0e-3 ) * ( sin ( ( ( 7.0 ) * ( atan ( ( ( vv0 ).x ) - ( 0.85 ),( ( vv0 ).y ) - ( 0.85 ) ) ) ) + ( ( 3.0 ) * ( Time ) ) ) ) ) ) < ( ( 5.0e-2 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 1.0,1.0,1.0,1.0 ) : vec4 ( 1.0,1.0,0.0,1.0 );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("r11",Parameter {name = "position4", ty = V4F}),("s11",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("b1",FTexture2D)], 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 r11 ;\nin vec2 s11 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = s11;\ngl_Position = ( ( MVP ) * ( r11 ) ) * ( 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 sampler2D b1 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = texture2D ( b1,vv0 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F),("Time",Float)], slotPrimitive = Triangles, slotPrograms = [0,1]}], streams = [], commands = [SetRenderTarget 1,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 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))]}),RenderSlot 0,SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 1.0)}],SetProgram 1,SetTexture 0 1,SetSamplerUniform "b1" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 128 128), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 128 128), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0}], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 0 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 1 0 Nothing)}]}], programs = [Program {programUniforms = fromList [("Time",Float)], programStreams = fromList [("i59",Parameter {name = "position4", ty = V4F}),("p59",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 i59 ;\nin vec2 p59 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = p59;\ngl_Position = ( i59 ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\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 vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).x ) - ( 0.85 ) ) * ( ( ( vv0 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vv0 ).y ) - ( 0.85 ) ) * ( ( ( vv0 ).y ) - ( 0.85 ) ) ) ) + ( ( 5.0e-4 ) * ( sin ( ( ( 3.0 ) * ( atan ( ( ( vv0 ).x ) - ( 0.85 ),( ( vv0 ).y ) - ( 0.85 ) ) ) ) + ( ( 15.0 ) * ( Time ) ) ) ) ) ) < ( ( 5.0e-3 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 0.0,0.0,0.5,1.0 ) : ( ( ( ( ( ( vv0 ).x ) - ( 0.85 ) ) * ( ( ( vv0 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vv0 ).y ) - ( 0.85 ) ) * ( ( ( vv0 ).y ) - ( 0.85 ) ) ) ) + ( ( 2.0e-3 ) * ( sin ( ( ( 5.0 ) * ( atan ( ( ( vv0 ).x ) - ( 0.85 ),( ( vv0 ).y ) - ( 0.85 ) ) ) ) - ( ( 5.0 ) * ( Time ) ) ) ) ) ) < ( ( 2.0e-2 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 0.0,0.0,1.0,1.0 ) : ( ( ( ( ( ( vv0 ).x ) - ( 0.85 ) ) * ( ( ( vv0 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vv0 ).y ) - ( 0.85 ) ) * ( ( ( vv0 ).y ) - ( 0.85 ) ) ) ) + ( ( 2.0e-3 ) * ( sin ( ( ( 7.0 ) * ( atan ( ( ( vv0 ).x ) - ( 0.85 ),( ( vv0 ).y ) - ( 0.85 ) ) ) ) + ( ( 3.0 ) * ( Time ) ) ) ) ) ) < ( ( 5.0e-2 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 1.0,1.0,1.0,1.0 ) : vec4 ( 1.0,1.0,0.0,1.0 );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("e81",Parameter {name = "position4", ty = V4F}),("l81",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("n8",FTexture2D)], 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 e81 ;\nin vec2 l81 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = l81;\ngl_Position = ( ( MVP ) * ( e81 ) ) * ( 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 sampler2D n8 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = texture2D ( n8,vv0 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F),("Time",Float)], slotPrimitive = Triangles, slotPrograms = [0,1]}], streams = [], commands = [SetRenderTarget 1,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 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))]}),RenderSlot 0,SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 1.0)}],SetProgram 1,SetTexture 0 1,SetSamplerUniform "n8" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file
diff --git a/testdata/editor-examples/LambdaCube.out b/testdata/editor-examples/LambdaCube.out
index 014a752e..99bf0408 100644
--- a/testdata/editor-examples/LambdaCube.out
+++ b/testdata/editor-examples/LambdaCube.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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 [("Time",Float)], programStreams = fromList [("j13",Parameter {name = "position4", 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 float Time ;\nin vec4 j13 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = j13;\ngl_Position = ( ( mat4 ( vec4 ( cos ( ( 4.1 ) + ( ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) * ( 6.28318530718 ) ) ),0.0,( 0.0 ) - ( sin ( ( 4.1 ) + ( ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) * ( 6.28318530718 ) ) ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( ( 4.1 ) + ( ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) * ( 6.28318530718 ) ) ),0.0,cos ( ( 4.1 ) + ( ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) * ( 6.28318530718 ) ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( 2.35619449017 ),sin ( 2.35619449017 ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( 2.35619449017 ) ),cos ( 2.35619449017 ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( j13 ) ) ) * ( vec4 ( ( 0.2 ) + ( ( abs ( ( 0.5 ) - ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) ) ) * ( 0.6 ) ),( 0.2 ) + ( ( abs ( ( 0.5 ) - ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) ) ) * ( 0.6 ) ),( 0.2 ) + ( ( abs ( ( 0.5 ) - ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) ) ) * ( 0.6 ) ),1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( abs ( ( vv0 ).x ) ) > ( 0.99999 ) ? vec4 ( ( ( ( ( ( ( vv0 ).yz ) * ( sign ( ( vv0 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).x ) * ( ( ( ( ( ( vv0 ).yz ) * ( sign ( ( vv0 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).x ),1.0,( ( 1.0 ) - ( ( ( ( ( ( vv0 ).yz ) * ( sign ( ( vv0 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).x ) ) * ( ( 1.0 ) - ( ( ( ( ( ( vv0 ).yz ) * ( sign ( ( vv0 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).x ) ),( ( ( ( ( ( vv0 ).yz ) * ( sign ( ( vv0 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).y ) > ( 0.75 ) ? 0.0 : 1.0 ) : ( abs ( ( vv0 ).y ) ) > ( 0.99999 ) ? vec4 ( ( dot ( ( ( ( ( vv0 ).zx ) * ( sign ( ( vv0 ).y ) ) ) * ( 0.5 ) ) + ( 0.5 ),vec2 ( -0.5,0.5 ) ) ) + ( 0.4 ),1.0,0.0,( ( dot ( ( ( ( ( vv0 ).zx ) * ( sign ( ( vv0 ).y ) ) ) * ( 0.5 ) ) + ( 0.5 ),vec2 ( 1.0,-1.0 ) ) ) > ( -0.25 ) ) && ( ( dot ( ( ( ( ( vv0 ).zx ) * ( sign ( ( vv0 ).y ) ) ) * ( 0.5 ) ) + ( 0.5 ),vec2 ( 1.0,-1.0 ) ) ) < ( 0.0 ) ) ? 0.0 : 1.0 ) : ( abs ( ( vv0 ).z ) ) > ( 0.99999 ) ? vec4 ( 0.0,1.0,( dot ( ( ( ( ( vv0 ).xy ) * ( sign ( ( vv0 ).z ) ) ) * ( 0.5 ) ) + ( 0.5 ),vec2 ( 0.5,-0.5 ) ) ) + ( 0.4 ),( ( ( ( ( ( vv0 ).xy ) * ( sign ( ( vv0 ).z ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).y ) > ( 0.75 ) ? 0.0 : 1.0 ) : vec4 ( 0.0,0.0,0.0,1.0 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("Time",Float)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], 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))]}),RenderSlot 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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 [("Time",Float)], programStreams = fromList [("w73",Parameter {name = "position4", 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 float Time ;\nin vec4 w73 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = w73;\ngl_Position = ( ( mat4 ( vec4 ( cos ( ( 4.1 ) + ( ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) * ( 6.28318530718 ) ) ),0.0,( 0.0 ) - ( sin ( ( 4.1 ) + ( ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) * ( 6.28318530718 ) ) ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( ( 4.1 ) + ( ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) * ( 6.28318530718 ) ) ),0.0,cos ( ( 4.1 ) + ( ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) * ( 6.28318530718 ) ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( 2.35619449017 ),sin ( 2.35619449017 ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( 2.35619449017 ) ),cos ( 2.35619449017 ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( w73 ) ) ) * ( vec4 ( ( 0.2 ) + ( ( abs ( ( 0.5 ) - ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) ) ) * ( 0.6 ) ),( 0.2 ) + ( ( abs ( ( 0.5 ) - ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) ) ) * ( 0.6 ) ),( 0.2 ) + ( ( abs ( ( 0.5 ) - ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) ) ) * ( 0.6 ) ),1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( abs ( ( vv0 ).x ) ) > ( 0.99999 ) ? vec4 ( ( ( ( ( ( ( vv0 ).yz ) * ( sign ( ( vv0 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).x ) * ( ( ( ( ( ( vv0 ).yz ) * ( sign ( ( vv0 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).x ),1.0,( ( 1.0 ) - ( ( ( ( ( ( vv0 ).yz ) * ( sign ( ( vv0 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).x ) ) * ( ( 1.0 ) - ( ( ( ( ( ( vv0 ).yz ) * ( sign ( ( vv0 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).x ) ),( ( ( ( ( ( vv0 ).yz ) * ( sign ( ( vv0 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).y ) > ( 0.75 ) ? 0.0 : 1.0 ) : ( abs ( ( vv0 ).y ) ) > ( 0.99999 ) ? vec4 ( ( dot ( ( ( ( ( vv0 ).zx ) * ( sign ( ( vv0 ).y ) ) ) * ( 0.5 ) ) + ( 0.5 ),vec2 ( -0.5,0.5 ) ) ) + ( 0.4 ),1.0,0.0,( ( dot ( ( ( ( ( vv0 ).zx ) * ( sign ( ( vv0 ).y ) ) ) * ( 0.5 ) ) + ( 0.5 ),vec2 ( 1.0,-1.0 ) ) ) > ( -0.25 ) ) && ( ( dot ( ( ( ( ( vv0 ).zx ) * ( sign ( ( vv0 ).y ) ) ) * ( 0.5 ) ) + ( 0.5 ),vec2 ( 1.0,-1.0 ) ) ) < ( 0.0 ) ) ? 0.0 : 1.0 ) : ( abs ( ( vv0 ).z ) ) > ( 0.99999 ) ? vec4 ( 0.0,1.0,( dot ( ( ( ( ( vv0 ).xy ) * ( sign ( ( vv0 ).z ) ) ) * ( 0.5 ) ) + ( 0.5 ),vec2 ( 0.5,-0.5 ) ) ) + ( 0.4 ),( ( ( ( ( ( vv0 ).xy ) * ( sign ( ( vv0 ).z ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).y ) > ( 0.75 ) ? 0.0 : 1.0 ) : vec4 ( 0.0,0.0,0.0,1.0 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("Time",Float)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], 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))]}),RenderSlot 0]} \ No newline at end of file
diff --git a/testdata/editor-examples/LambdaCube2.out b/testdata/editor-examples/LambdaCube2.out
index c89b14b0..de4a126f 100644
--- a/testdata/editor-examples/LambdaCube2.out
+++ b/testdata/editor-examples/LambdaCube2.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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 [("p9",Parameter {name = "position4", 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 p9 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = p9;\ngl_Position = ( ( MVP ) * ( p9 ) ) * ( 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 (!(( ( ( ( ( ( vv0 ).y ) + ( ( vv0 ).x ) ) + ( ( vv0 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vv0 ).y ) - ( ( vv0 ).x ) ) + ( ( vv0 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( ( vv0 ).y ) + ( ( vv0 ).x ) ) - ( ( vv0 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vv0 ).y ) + ( ( vv0 ).x ) ) + ( ( vv0 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( ( vv0 ).y ) - ( ( vv0 ).x ) ) - ( ( vv0 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vv0 ).y ) + ( ( vv0 ).x ) ) - ( ( vv0 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( ( vv0 ).y ) - ( ( vv0 ).x ) ) + ( ( vv0 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vv0 ).y ) - ( ( vv0 ).x ) ) - ( ( vv0 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).x ) * ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).x ) ) + ( ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).y ) * ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).y ) ) ) + ( ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).z ) * ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).z ) ) ) > ( abs ( ( 3.0 ) * ( sin ( ( 1.0 ) * ( Time ) ) ) ) ) ) ) ) ))) discard;\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F),("Time",Float)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], 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))]}),RenderSlot 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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 [("h56",Parameter {name = "position4", 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 h56 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = h56;\ngl_Position = ( ( MVP ) * ( h56 ) ) * ( 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 (!(( ( ( ( ( ( vv0 ).y ) + ( ( vv0 ).x ) ) + ( ( vv0 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vv0 ).y ) - ( ( vv0 ).x ) ) + ( ( vv0 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( ( vv0 ).y ) + ( ( vv0 ).x ) ) - ( ( vv0 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vv0 ).y ) + ( ( vv0 ).x ) ) + ( ( vv0 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( ( vv0 ).y ) - ( ( vv0 ).x ) ) - ( ( vv0 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vv0 ).y ) + ( ( vv0 ).x ) ) - ( ( vv0 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( ( vv0 ).y ) - ( ( vv0 ).x ) ) + ( ( vv0 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vv0 ).y ) - ( ( vv0 ).x ) ) - ( ( vv0 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).x ) * ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).x ) ) + ( ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).y ) * ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).y ) ) ) + ( ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).z ) * ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).z ) ) ) > ( abs ( ( 3.0 ) * ( sin ( ( 1.0 ) * ( Time ) ) ) ) ) ) ) ) ))) discard;\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F),("Time",Float)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], 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))]}),RenderSlot 0]} \ No newline at end of file
diff --git a/testdata/editor-examples/MagicCube.out b/testdata/editor-examples/MagicCube.out
index 20db1153..124b646b 100644
--- a/testdata/editor-examples/MagicCube.out
+++ b/testdata/editor-examples/MagicCube.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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 [("q53",Parameter {name = "position4", 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 q53 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = q53;\ngl_Position = ( ( MVP ) * ( q53 ) ) * ( 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 (!(( ( ( ( ( vv0 ).y ) * ( ( vv0 ).y ) ) + ( ( ( vv0 ).x ) * ( ( vv0 ).x ) ) ) + ( ( ( vv0 ).z ) * ( ( vv0 ).z ) ) ) > ( 1.5 ))) discard;\nf0 = ( vec4 ( ( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( 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 ) ) ) * ( ( vec4 ( ( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),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 ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).x,( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),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 ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).y,( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),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 ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).z,( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),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 ) ) ).w ) ) * ( ( 1.0 ) + ( ( 0.5 ) * ( sin ( Time ) ) ) ) ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).x,( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( 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 ) ) ) * ( ( vec4 ( ( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),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 ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).x,( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),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 ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).y,( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),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 ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).z,( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),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 ) ) ).w ) ) * ( ( 1.0 ) + ( ( 0.5 ) * ( sin ( Time ) ) ) ) ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).y,( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( 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 ) ) ) * ( ( vec4 ( ( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),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 ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).x,( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),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 ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).y,( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),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 ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).z,( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),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 ) ) ).w ) ) * ( ( 1.0 ) + ( ( 0.5 ) * ( sin ( Time ) ) ) ) ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).z,( ( 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 ) - 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diff --git a/testdata/editor-examples/RecLC.out b/testdata/editor-examples/RecLC.out
index b673550e..f36013fb 100644
--- a/testdata/editor-examples/RecLC.out
+++ b/testdata/editor-examples/RecLC.out
@@ -1 +1 @@
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{\nvv0 = r12;\ngl_Position = ( ( MVP ) * ( r12 ) ) * ( 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 (!(( ( ( ( ( ( vv0 ).y ) + ( ( vv0 ).x ) ) + ( ( vv0 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vv0 ).y ) - ( ( vv0 ).x ) ) + ( ( vv0 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( ( vv0 ).y ) + ( ( vv0 ).x ) ) - ( ( vv0 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vv0 ).y ) + ( ( vv0 ).x ) ) + ( ( vv0 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( ( vv0 ).y ) - ( ( vv0 ).x ) ) - ( ( vv0 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vv0 ).y ) + ( ( vv0 ).x ) ) - ( ( vv0 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( ( vv0 ).y ) - ( ( vv0 ).x ) ) + ( ( vv0 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vv0 ).y ) - ( ( vv0 ).x ) ) - ( ( vv0 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).x ) * ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).x ) ) + ( ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).y ) * ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).y ) ) ) + ( ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).z ) * ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).z ) ) ) > ( abs ( ( 3.0 ) * ( sin ( ( 1.0 ) * ( Time ) ) ) ) ) ) ) ) ))) discard;\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("b15",Parameter {name = "position4", ty = V4F}),("c15",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("c3",FTexture2D)], 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 b15 ;\nin vec2 c15 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = c15;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.0 ),sin ( 0.0 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.0 ) ),cos ( 0.0 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( b15 ) ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D c3 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).yyyx ) * ( 0.5 ) ) + ( texture2D ( c3,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("j18",Parameter {name = "position4", ty = V4F}),("k18",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("o1",FTexture2D)], 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 j18 ;\nin vec2 k18 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = k18;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.1 ),sin ( 0.1 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.1 ) ),cos ( 0.1 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( j18 ) ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D o1 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).yyyx ) * ( 0.5 ) ) + ( texture2D ( o1,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F),("Time",Float)], slotPrimitive = Triangles, slotPrograms = [0,1,2]}], streams = [], commands = [SetRenderTarget 2,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 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(AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 512 512), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 512 512), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 512 512), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 512 512), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0}], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 0 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 1 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 2 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 3 0 Nothing)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("l83",Parameter {name = "position4", 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 l83 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = l83;\ngl_Position = ( ( MVP ) * ( l83 ) ) * ( 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 (!(( ( ( ( ( ( vv0 ).y ) + ( ( vv0 ).x ) ) + ( ( vv0 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vv0 ).y ) - ( ( vv0 ).x ) ) + ( ( vv0 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( ( vv0 ).y ) + ( ( vv0 ).x ) ) - ( ( vv0 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vv0 ).y ) + ( ( vv0 ).x ) ) + ( ( vv0 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( ( vv0 ).y ) - ( ( vv0 ).x ) ) - ( ( vv0 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vv0 ).y ) + ( ( vv0 ).x ) ) - ( ( vv0 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( ( vv0 ).y ) - ( ( vv0 ).x ) ) + ( ( vv0 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vv0 ).y ) - ( ( vv0 ).x ) ) - ( ( vv0 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).x ) * ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).x ) ) + ( ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).y ) * ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).y ) ) ) + ( ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).z ) * ( ( sin ( ( vv0 ) * ( 20.0 ) ) ).z ) ) ) > ( abs ( ( 3.0 ) * ( sin ( ( 1.0 ) * ( Time ) ) ) ) ) ) ) ) ))) discard;\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("f106",Parameter {name = "position4", ty = V4F}),("m106",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("w25",FTexture2D)], 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 f106 ;\nin vec2 m106 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = m106;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.0 ),sin ( 0.0 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.0 ) ),cos ( 0.0 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( f106 ) ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D w25 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).yyyx ) * ( 0.5 ) ) + ( texture2D ( w25,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("e136",Parameter {name = "vertexUV", ty = V2F}),("x135",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [("h12",FTexture2D)], 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 x135 ;\nin vec2 e136 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = e136;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.1 ),sin ( 0.1 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.1 ) ),cos ( 0.1 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( x135 ) ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D h12 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).yyyx ) * ( 0.5 ) ) + ( texture2D ( h12,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F),("Time",Float)], slotPrimitive = Triangles, slotPrograms = [0,1,2]}], streams = [], commands = [SetRenderTarget 2,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))]}),RenderSlot 0,SetRenderTarget 1,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.5 0.5 1.0)}],SetProgram 1,SetTexture 0 3,SetSamplerUniform "w25" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.5 0.5 1.0)}],SetProgram 2,SetTexture 0 1,SetSamplerUniform "h12" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file
diff --git a/testdata/editor-examples/RecursiveTexture.out b/testdata/editor-examples/RecursiveTexture.out
index 58abbb20..c1dd12fa 100644
--- a/testdata/editor-examples/RecursiveTexture.out
+++ b/testdata/editor-examples/RecursiveTexture.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 256 256), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 256 256), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 256 256), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 256 256), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 256 256), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 256 256), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT 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Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 256 256), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 256 256), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 256 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(TextureImage 24 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 25 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 26 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 27 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 28 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 29 0 Nothing)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("f25",Parameter {name = "position4", ty = V4F}),("g25",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("c23",FTexture2D)], 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 f25 ;\nin vec2 g25 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = g25;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.0 ),sin ( 0.0 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.0 ) ),cos ( 0.0 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( f25 ) ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D c23 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).yyyx ) * ( 0.5 ) ) + ( texture2D ( c23,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("n28",Parameter {name = "position4", ty = V4F}),("o28",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("o21",FTexture2D)], 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 n28 ;\nin vec2 o28 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = o28;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.1 ),sin ( 0.1 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.1 ) ),cos ( 0.1 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( n28 ) ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D o21 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).yyyx ) * ( 0.5 ) ) + ( texture2D ( o21,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("v31",Parameter {name = "position4", ty = V4F}),("w31",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("a20",FTexture2D)], 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 v31 ;\nin vec2 w31 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = w31;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.2 ),sin ( 0.2 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.2 ) ),cos ( 0.2 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( v31 ) ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D a20 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).yyyx ) * ( 0.5 ) ) + ( texture2D ( a20,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("d35",Parameter {name = "position4", ty = V4F}),("e35",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("m18",FTexture2D)], 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 d35 ;\nin vec2 e35 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = e35;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.3 ),sin ( 0.3 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.3 ) ),cos ( 0.3 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( d35 ) ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D m18 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).yyyx ) * ( 0.5 ) ) + ( texture2D ( m18,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("l38",Parameter {name = "position4", ty = V4F}),("m38",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("y16",FTexture2D)], 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 l38 ;\nin vec2 m38 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = m38;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.4 ),sin ( 0.4 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.4 ) ),cos ( 0.4 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( l38 ) ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D y16 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).yyyx ) * ( 0.5 ) ) + ( texture2D ( y16,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("t41",Parameter {name = "position4", ty = V4F}),("u41",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("k15",FTexture2D)], 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 t41 ;\nin vec2 u41 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = u41;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.5 ),sin ( 0.5 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.5 ) ),cos ( 0.5 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( t41 ) ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D k15 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).yyyx ) * ( 0.5 ) ) + ( texture2D ( k15,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("b45",Parameter {name = "position4", ty = V4F}),("c45",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("w13",FTexture2D)], 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 b45 ;\nin vec2 c45 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = c45;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.6 ),sin ( 0.6 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.6 ) ),cos ( 0.6 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( b45 ) ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D w13 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).yyyx ) * ( 0.5 ) ) + ( texture2D ( w13,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("j48",Parameter {name = "position4", ty = V4F}),("k48",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("i12",FTexture2D)], 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 j48 ;\nin vec2 k48 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = k48;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.7 ),sin ( 0.7 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.7 ) ),cos ( 0.7 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( j48 ) ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D i12 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).yyyx ) * ( 0.5 ) ) + ( texture2D ( i12,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("r51",Parameter {name = "position4", ty = V4F}),("s51",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("u10",FTexture2D)], 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 r51 ;\nin vec2 s51 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = s51;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.8 ),sin ( 0.8 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.8 ) ),cos ( 0.8 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( r51 ) ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D u10 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).yyyx ) * ( 0.5 ) ) + ( texture2D ( u10,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("a55",Parameter {name = "vertexUV", ty = V2F}),("z54",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [("g9",FTexture2D)], 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 z54 ;\nin vec2 a55 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = a55;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.9 ),sin ( 0.9 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.9 ) ),cos ( 0.9 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( z54 ) ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D g9 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).yyyx ) * ( 0.5 ) ) + ( texture2D ( g9,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("h58",Parameter {name = "position4", ty = V4F}),("i58",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("s7",FTexture2D)], 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 h58 ;\nin vec2 i58 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = i58;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 1.0 ),sin ( 1.0 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 1.0 ) ),cos ( 1.0 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( h58 ) ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D s7 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).yyyx ) * ( 0.5 ) ) + ( texture2D ( s7,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("p61",Parameter {name = "position4", ty = V4F}),("q61",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("e6",FTexture2D)], 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 p61 ;\nin vec2 q61 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = q61;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 1.1 ),sin ( 1.1 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 1.1 ) ),cos ( 1.1 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( p61 ) ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D e6 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).yyyx ) * ( 0.5 ) ) + ( texture2D ( e6,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("x64",Parameter {name = "position4", ty = V4F}),("y64",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("q4",FTexture2D)], 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 x64 ;\nin vec2 y64 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = y64;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 1.2 ),sin ( 1.2 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 1.2 ) ),cos ( 1.2 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( x64 ) ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D q4 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).yyyx ) * ( 0.5 ) ) + ( texture2D ( q4,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("f68",Parameter {name = "position4", ty = V4F}),("g68",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("c3",FTexture2D)], 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 f68 ;\nin vec2 g68 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = g68;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 1.3 ),sin ( 1.3 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 1.3 ) ),cos ( 1.3 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( f68 ) ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D c3 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).yyyx ) * ( 0.5 ) ) + ( texture2D ( c3,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("n71",Parameter {name = "position4", ty = V4F}),("o71",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("o1",FTexture2D)], 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 n71 ;\nin vec2 o71 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = o71;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 1.4 ),sin ( 1.4 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 1.4 ) ),cos ( 1.4 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( n71 ) ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D o1 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).yyyx ) * ( 0.5 ) ) + ( texture2D ( o1,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0,1,2,3,4,5,6,7,8,9,10,11,12,13,14]}], streams = [], commands = [SetRenderTarget 15,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.5 0.5 1.0)}],SetRenderTarget 14,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.5 0.5 1.0)}],SetProgram 0,SetTexture 0 29,SetSamplerUniform "c23" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 13,ClearRenderTarget [ClearImage {imageSemantic = Depth, 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uv){return texture(s,uv);}\nuniform sampler2D j202 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).yyyx ) * ( 0.5 ) ) + ( texture2D ( j202,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("g253",Parameter {name = "position4", ty = V4F}),("n253",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("u188",FTexture2D)], 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 g253 ;\nin vec2 n253 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = n253;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.1 ),sin ( 0.1 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.1 ) ),cos ( 0.1 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( g253 ) ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D u188 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).yyyx ) * ( 0.5 ) ) + ( texture2D ( u188,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("f283",Parameter {name = "vertexUV", ty = V2F}),("y282",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [("f175",FTexture2D)], 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 y282 ;\nin vec2 f283 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = f283;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.2 ),sin ( 0.2 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.2 ) ),cos ( 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( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.3 ),sin ( 0.3 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.3 ) ),cos ( 0.3 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( q312 ) ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D q161 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).yyyx ) * ( 0.5 ) ) + ( texture2D ( q161,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("i342",Parameter {name = "position4", ty = V4F}),("p342",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("b148",FTexture2D)], 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 i342 ;\nin vec2 p342 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = p342;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.4 ),sin ( 0.4 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.4 ) ),cos ( 0.4 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( i342 ) ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D b148 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).yyyx ) * ( 0.5 ) ) + ( texture2D ( b148,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("a372",Parameter {name = "position4", ty = V4F}),("h372",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("m134",FTexture2D)], 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 a372 ;\nin vec2 h372 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = h372;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.5 ),sin ( 0.5 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.5 ) ),cos ( 0.5 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( a372 ) ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D m134 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).yyyx ) * ( 0.5 ) ) + ( texture2D ( m134,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("s401",Parameter {name = "position4", ty = V4F}),("z401",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("x120",FTexture2D)], 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 s401 ;\nin vec2 z401 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = z401;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.6 ),sin ( 0.6 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.6 ) ),cos ( 0.6 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( s401 ) ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D x120 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).yyyx ) * ( 0.5 ) ) + ( texture2D ( x120,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("k431",Parameter {name = "position4", ty = V4F}),("r431",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("i107",FTexture2D)], 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 k431 ;\nin vec2 r431 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = r431;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.7 ),sin ( 0.7 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.7 ) ),cos ( 0.7 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( k431 ) ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D i107 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).yyyx ) * ( 0.5 ) ) + ( texture2D ( i107,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("c461",Parameter {name = "position4", ty = V4F}),("j461",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("t93",FTexture2D)], 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 c461 ;\nin vec2 j461 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = j461;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.8 ),sin ( 0.8 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.8 ) ),cos ( 0.8 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( c461 ) ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D t93 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).yyyx ) * ( 0.5 ) ) + ( texture2D ( t93,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("b491",Parameter {name = "vertexUV", ty = V2F}),("u490",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [("e80",FTexture2D)], 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 u490 ;\nin vec2 b491 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = b491;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.9 ),sin ( 0.9 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.9 ) ),cos ( 0.9 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( u490 ) ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D e80 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).yyyx ) * ( 0.5 ) ) + ( texture2D ( e80,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("m520",Parameter {name = "position4", ty = V4F}),("t520",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("p66",FTexture2D)], 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 m520 ;\nin vec2 t520 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = t520;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 1.0 ),sin ( 1.0 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 1.0 ) ),cos ( 1.0 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( m520 ) ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D p66 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).yyyx ) * ( 0.5 ) ) + ( texture2D ( p66,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("e550",Parameter {name = "position4", ty = V4F}),("l550",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("a53",FTexture2D)], 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 e550 ;\nin vec2 l550 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = l550;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 1.1 ),sin ( 1.1 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 1.1 ) ),cos ( 1.1 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( e550 ) ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D a53 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).yyyx ) * ( 0.5 ) ) + ( texture2D ( a53,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("d580",Parameter {name = "vertexUV", ty = V2F}),("w579",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [("l39",FTexture2D)], 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 w579 ;\nin vec2 d580 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = d580;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 1.2 ),sin ( 1.2 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 1.2 ) ),cos ( 1.2 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( w579 ) ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D l39 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).yyyx ) * ( 0.5 ) ) + ( texture2D ( l39,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("o609",Parameter {name = "position4", ty = V4F}),("v609",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("w25",FTexture2D)], 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 o609 ;\nin vec2 v609 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = v609;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 1.3 ),sin ( 1.3 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 1.3 ) ),cos ( 1.3 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( o609 ) ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D w25 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).yyyx ) * ( 0.5 ) ) + ( texture2D ( w25,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("g639",Parameter {name = "position4", ty = V4F}),("n639",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("h12",FTexture2D)], 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 g639 ;\nin vec2 n639 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = n639;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 1.4 ),sin ( 1.4 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 1.4 ) ),cos ( 1.4 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( g639 ) ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D h12 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).yyyx ) * ( 0.5 ) ) + ( texture2D ( h12,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0,1,2,3,4,5,6,7,8,9,10,11,12,13,14]}], streams = [], commands = [SetRenderTarget 15,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.5 0.5 1.0)}],SetRenderTarget 14,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.5 0.5 1.0)}],SetProgram 0,SetTexture 0 29,SetSamplerUniform "j202" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 13,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.5 0.5 1.0)}],SetProgram 1,SetTexture 0 27,SetSamplerUniform "u188" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 12,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.5 0.5 1.0)}],SetProgram 2,SetTexture 0 25,SetSamplerUniform "f175" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 11,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.5 0.5 1.0)}],SetProgram 3,SetTexture 0 23,SetSamplerUniform "q161" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 10,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.5 0.5 1.0)}],SetProgram 4,SetTexture 0 21,SetSamplerUniform "b148" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 9,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.5 0.5 1.0)}],SetProgram 5,SetTexture 0 19,SetSamplerUniform "m134" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 8,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.5 0.5 1.0)}],SetProgram 6,SetTexture 0 17,SetSamplerUniform "x120" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 7,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.5 0.5 1.0)}],SetProgram 7,SetTexture 0 15,SetSamplerUniform "i107" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 6,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.5 0.5 1.0)}],SetProgram 8,SetTexture 0 13,SetSamplerUniform "t93" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 5,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.5 0.5 1.0)}],SetProgram 9,SetTexture 0 11,SetSamplerUniform "e80" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 4,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.5 0.5 1.0)}],SetProgram 10,SetTexture 0 9,SetSamplerUniform "p66" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 3,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.5 0.5 1.0)}],SetProgram 11,SetTexture 0 7,SetSamplerUniform "a53" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 2,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.5 0.5 1.0)}],SetProgram 12,SetTexture 0 5,SetSamplerUniform "l39" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 1,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.5 0.5 1.0)}],SetProgram 13,SetTexture 0 3,SetSamplerUniform "w25" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.5 0.5 1.0)}],SetProgram 14,SetTexture 0 1,SetSamplerUniform "h12" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file
diff --git a/testdata/editor-examples/Stripes.out b/testdata/editor-examples/Stripes.out
index a5759b16..1ecc8364 100644
--- a/testdata/editor-examples/Stripes.out
+++ b/testdata/editor-examples/Stripes.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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 [("Time",Float)], programStreams = fromList [("q4",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 q4 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = q4;\ngl_Position = ( q4 ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\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 (!(( sin ( ( 10.0 ) * ( ( ( 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 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 1.0 ) ),sin ( ( Time ) * ( 1.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 1.0 ) ) ),cos ( ( Time ) * ( 1.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vv0 ) ) ).x ) ) ) > ( 0.5 ))) discard;\nf0 = vec4 ( 0.0,0.0,0.0,1.0 );\n}\n"},Program {programUniforms = fromList [("Time",Float)], programStreams = fromList [("j9",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 j9 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = j9;\ngl_Position = ( j9 ) * ( vec4 ( 0.9,0.9,0.9,1.0 ) );\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 (!(( sin ( ( 10.0 ) * ( ( ( 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 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.9 ) ),sin ( ( Time ) * ( 0.9 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.9 ) ) ),cos ( ( Time ) * ( 0.9 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vv0 ) ) ).x ) ) ) > ( 0.5 ))) discard;\nf0 = vec4 ( 9.999999999999998e-2,9.999999999999998e-2,9.999999999999998e-2,1.0 );\n}\n"},Program {programUniforms = fromList [("Time",Float)], programStreams = fromList [("c14",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 c14 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = c14;\ngl_Position = ( c14 ) * ( vec4 ( 0.8,0.8,0.8,1.0 ) );\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 (!(( sin ( ( 10.0 ) * ( ( ( 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 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.8 ) ),sin ( ( Time ) * ( 0.8 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.8 ) ) ),cos ( ( Time ) * ( 0.8 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vv0 ) ) ).x ) ) ) > ( 0.5 ))) discard;\nf0 = vec4 ( 0.19999999999999996,0.19999999999999996,0.19999999999999996,1.0 );\n}\n"},Program {programUniforms = fromList [("Time",Float)], programStreams = fromList [("v18",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 v18 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = v18;\ngl_Position = ( v18 ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\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 (!(( sin ( ( 10.0 ) * ( ( ( 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 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.7 ) ),sin ( ( Time ) * ( 0.7 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.7 ) ) ),cos ( ( Time ) * ( 0.7 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vv0 ) ) ).x ) ) ) > ( 0.5 ))) discard;\nf0 = vec4 ( 0.30000000000000004,0.30000000000000004,0.30000000000000004,1.0 );\n}\n"},Program {programUniforms = fromList [("Time",Float)], programStreams = fromList [("o23",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 o23 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = o23;\ngl_Position = ( o23 ) * ( vec4 ( 0.6,0.6,0.6,1.0 ) );\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 (!(( sin ( ( 10.0 ) * ( ( ( 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 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.6 ) ),sin ( ( Time ) * ( 0.6 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.6 ) ) ),cos ( ( Time ) * ( 0.6 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vv0 ) ) ).x ) ) ) > ( 0.5 ))) discard;\nf0 = vec4 ( 0.4,0.4,0.4,1.0 );\n}\n"},Program {programUniforms = fromList [("Time",Float)], programStreams = fromList [("h28",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 h28 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = h28;\ngl_Position = ( h28 ) * ( 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 (!(( sin ( ( 10.0 ) * ( ( ( 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 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.5 ) ),sin ( ( Time ) * ( 0.5 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.5 ) ) ),cos ( ( Time ) * ( 0.5 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vv0 ) ) ).x ) ) ) > ( 0.5 ))) discard;\nf0 = vec4 ( 0.5,0.5,0.5,1.0 );\n}\n"},Program {programUniforms = fromList [("Time",Float)], programStreams = fromList [("a33",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 a33 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = a33;\ngl_Position = ( a33 ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) );\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 (!(( sin ( ( 10.0 ) * ( ( ( 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 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.4 ) ),sin ( ( Time ) * ( 0.4 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.4 ) ) ),cos ( ( Time ) * ( 0.4 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vv0 ) ) ).x ) ) ) > ( 0.5 ))) discard;\nf0 = vec4 ( 0.6,0.6,0.6,1.0 );\n}\n"},Program {programUniforms = fromList [("Time",Float)], programStreams = fromList [("t37",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 t37 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = t37;\ngl_Position = ( t37 ) * ( vec4 ( 0.3,0.3,0.3,1.0 ) );\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 (!(( sin ( ( 10.0 ) * ( ( ( 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 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.3 ) ),sin ( ( Time ) * ( 0.3 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.3 ) ) ),cos ( ( Time ) * ( 0.3 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vv0 ) ) ).x ) ) ) > ( 0.5 ))) discard;\nf0 = vec4 ( 0.7,0.7,0.7,1.0 );\n}\n"},Program {programUniforms = fromList [("Time",Float)], programStreams = fromList [("m42",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 m42 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = m42;\ngl_Position = ( m42 ) * ( vec4 ( 0.2,0.2,0.2,1.0 ) );\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 (!(( sin ( ( 10.0 ) * ( ( ( 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 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.2 ) ),sin ( ( Time ) * ( 0.2 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.2 ) ) ),cos ( ( Time ) * ( 0.2 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vv0 ) ) ).x ) ) ) > ( 0.5 ))) discard;\nf0 = vec4 ( 0.8,0.8,0.8,1.0 );\n}\n"},Program {programUniforms = fromList [("Time",Float)], programStreams = fromList [("f47",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 f47 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = f47;\ngl_Position = ( f47 ) * ( vec4 ( 0.1,0.1,0.1,1.0 ) );\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 (!(( sin ( ( 10.0 ) * ( ( ( 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 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.1 ) ),sin ( ( Time ) * ( 0.1 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.1 ) ) ),cos ( ( Time ) * ( 0.1 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vv0 ) ) ).x ) ) ) > ( 0.5 ))) discard;\nf0 = vec4 ( 0.9,0.9,0.9,1.0 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("Time",Float)], slotPrimitive = Triangles, slotPrograms = [0,1,2,3,4,5,6,7,8,9]}], streams = [], 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 9,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 8,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 7,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 6,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 5,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 4,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 3,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 2,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 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))]}),RenderSlot 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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 [("Time",Float)], programStreams = fromList [("m37",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 m37 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = m37;\ngl_Position = ( m37 ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\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 (!(( sin ( ( 10.0 ) * ( ( ( 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 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 1.0 ) ),sin ( ( Time ) * ( 1.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 1.0 ) ) ),cos ( ( Time ) * ( 1.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vv0 ) ) ).x ) ) ) > ( 0.5 ))) discard;\nf0 = vec4 ( 0.0,0.0,0.0,1.0 );\n}\n"},Program {programUniforms = fromList [("Time",Float)], programStreams = fromList [("o76",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 o76 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = o76;\ngl_Position = ( o76 ) * ( vec4 ( 0.9,0.9,0.9,1.0 ) );\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 (!(( sin ( ( 10.0 ) * ( ( ( 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 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.9 ) ),sin ( ( Time ) * ( 0.9 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.9 ) ) ),cos ( ( Time ) * ( 0.9 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vv0 ) ) ).x ) ) ) > ( 0.5 ))) discard;\nf0 = vec4 ( 9.999999999999998e-2,9.999999999999998e-2,9.999999999999998e-2,1.0 );\n}\n"},Program {programUniforms = fromList [("Time",Float)], programStreams = fromList [("q115",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 q115 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = q115;\ngl_Position = ( q115 ) * ( vec4 ( 0.8,0.8,0.8,1.0 ) );\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 (!(( sin ( ( 10.0 ) * ( ( ( 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 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.8 ) ),sin ( ( Time ) * ( 0.8 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.8 ) ) ),cos ( ( Time ) * ( 0.8 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vv0 ) ) ).x ) ) ) > ( 0.5 ))) discard;\nf0 = vec4 ( 0.19999999999999996,0.19999999999999996,0.19999999999999996,1.0 );\n}\n"},Program {programUniforms = fromList [("Time",Float)], programStreams = fromList [("s154",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 s154 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = s154;\ngl_Position = ( s154 ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\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 (!(( sin ( ( 10.0 ) * ( ( ( 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 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.7 ) ),sin ( ( Time ) * ( 0.7 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.7 ) ) ),cos ( ( Time ) * ( 0.7 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vv0 ) ) ).x ) ) ) > ( 0.5 ))) discard;\nf0 = vec4 ( 0.30000000000000004,0.30000000000000004,0.30000000000000004,1.0 );\n}\n"},Program {programUniforms = fromList [("Time",Float)], programStreams = fromList [("u193",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 u193 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = u193;\ngl_Position = ( u193 ) * ( vec4 ( 0.6,0.6,0.6,1.0 ) );\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 (!(( sin ( ( 10.0 ) * ( ( ( 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 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.6 ) ),sin ( ( Time ) * ( 0.6 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.6 ) ) ),cos ( ( Time ) * ( 0.6 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vv0 ) ) ).x ) ) ) > ( 0.5 ))) discard;\nf0 = vec4 ( 0.4,0.4,0.4,1.0 );\n}\n"},Program {programUniforms = fromList [("Time",Float)], programStreams = fromList [("w232",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 w232 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = w232;\ngl_Position = ( w232 ) * ( 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 (!(( sin ( ( 10.0 ) * ( ( ( 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 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.5 ) ),sin ( ( Time ) * ( 0.5 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.5 ) ) ),cos ( ( Time ) * ( 0.5 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vv0 ) ) ).x ) ) ) > ( 0.5 ))) discard;\nf0 = vec4 ( 0.5,0.5,0.5,1.0 );\n}\n"},Program {programUniforms = fromList [("Time",Float)], programStreams = fromList [("y271",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 y271 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = y271;\ngl_Position = ( y271 ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) );\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 (!(( sin ( ( 10.0 ) * ( ( ( 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 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.4 ) ),sin ( ( Time ) * ( 0.4 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.4 ) ) ),cos ( ( Time ) * ( 0.4 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vv0 ) ) ).x ) ) ) > ( 0.5 ))) discard;\nf0 = vec4 ( 0.6,0.6,0.6,1.0 );\n}\n"},Program {programUniforms = fromList [("Time",Float)], programStreams = fromList [("a311",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 a311 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = a311;\ngl_Position = ( a311 ) * ( vec4 ( 0.3,0.3,0.3,1.0 ) );\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 (!(( sin ( ( 10.0 ) * ( ( ( 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 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.3 ) ),sin ( ( Time ) * ( 0.3 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.3 ) ) ),cos ( ( Time ) * ( 0.3 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vv0 ) ) ).x ) ) ) > ( 0.5 ))) discard;\nf0 = vec4 ( 0.7,0.7,0.7,1.0 );\n}\n"},Program {programUniforms = fromList [("Time",Float)], programStreams = fromList [("c350",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 c350 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = c350;\ngl_Position = ( c350 ) * ( vec4 ( 0.2,0.2,0.2,1.0 ) );\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 (!(( sin ( ( 10.0 ) * ( ( ( 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 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.2 ) ),sin ( ( Time ) * ( 0.2 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.2 ) ) ),cos ( ( Time ) * ( 0.2 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vv0 ) ) ).x ) ) ) > ( 0.5 ))) discard;\nf0 = vec4 ( 0.8,0.8,0.8,1.0 );\n}\n"},Program {programUniforms = fromList [("Time",Float)], programStreams = fromList [("e389",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 e389 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = e389;\ngl_Position = ( e389 ) * ( vec4 ( 0.1,0.1,0.1,1.0 ) );\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 (!(( sin ( ( 10.0 ) * ( ( ( 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 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.1 ) ),sin ( ( Time ) * ( 0.1 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.1 ) ) ),cos ( ( Time ) * ( 0.1 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vv0 ) ) ).x ) ) ) > ( 0.5 ))) discard;\nf0 = vec4 ( 0.9,0.9,0.9,1.0 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("Time",Float)], slotPrimitive = Triangles, slotPrograms = [0,1,2,3,4,5,6,7,8,9]}], streams = [], 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 9,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 8,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 7,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 6,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 5,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 4,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 3,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 2,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 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))]}),RenderSlot 0]} \ No newline at end of file
diff --git a/testdata/editor-examples/Tetrahedron.out b/testdata/editor-examples/Tetrahedron.out
index 3977e5ce..ee55ad82 100644
--- a/testdata/editor-examples/Tetrahedron.out
+++ b/testdata/editor-examples/Tetrahedron.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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 [("t4",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 t4 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = t4;\ngl_Position = ( ( MVP ) * ( t4 ) ) * ( 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]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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 [("l37",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 l37 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = l37;\ngl_Position = ( ( MVP ) * ( l37 ) ) * ( 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]} \ No newline at end of file
diff --git a/testdata/example06.out b/testdata/example06.out
index fd7dbce7..a2f38cd7 100644
--- a/testdata/example06.out
+++ b/testdata/example06.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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)], programStreams = fromList [("x1",Parameter {name = "position4", 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 x1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = x1;\ngl_Position = ( ( MVP ) * ( x1 ) ) * ( 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);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 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))]}),RenderSlot 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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)], programStreams = fromList [("q19",Parameter {name = "position4", 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 q19 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = q19;\ngl_Position = ( ( MVP ) * ( q19 ) ) * ( 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);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 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))]}),RenderSlot 0]} \ No newline at end of file
diff --git a/testdata/example07.out b/testdata/example07.out
index 06e4c05c..59abc937 100644
--- a/testdata/example07.out
+++ b/testdata/example07.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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)], programStreams = fromList [("i2",Parameter {name = "position4", 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 i2 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = i2;\ngl_Position = ( ( MVP ) * ( i2 ) ) * ( 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);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( vv0 ).x ) < ( 0.5 ) ? vec4 ( 0.0,0.0,1.0,1.0 ) : vec4 ( 1.0,0.0,0.0,1.0 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.1 0.0 0.2 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))]}),RenderSlot 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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)], programStreams = fromList [("b22",Parameter {name = "position4", 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 b22 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = b22;\ngl_Position = ( ( MVP ) * ( b22 ) ) * ( 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);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( vv0 ).x ) < ( 0.5 ) ? vec4 ( 0.0,0.0,1.0,1.0 ) : vec4 ( 1.0,0.0,0.0,1.0 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.1 0.0 0.2 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))]}),RenderSlot 0]} \ No newline at end of file
diff --git a/testdata/example08.out b/testdata/example08.out
index fac07545..d83d1d00 100644
--- a/testdata/example08.out
+++ b/testdata/example08.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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 [("x1",Parameter {name = "position4", 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 float Time ;\nuniform mat4 MVP ;\nin vec4 x1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = x1;\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 2.0 ) ),sin ( ( Time ) * ( 2.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 2.0 ) ) ),cos ( ( Time ) * ( 2.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 1.0 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 2.0 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 2.0 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 2.0 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 2.0 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( x1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("t7",Parameter {name = "position4", 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 float Time ;\nuniform mat4 MVP ;\nin vec4 t7 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = t7;\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 1.0 ) ),sin ( ( Time ) * ( 1.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 1.0 ) ) ),cos ( ( Time ) * ( 1.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.5 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 1.0 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 1.0 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 1.0 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 1.0 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( t7 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("p13",Parameter {name = "position4", 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 float Time ;\nuniform mat4 MVP ;\nin vec4 p13 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = p13;\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.0 ) ),sin ( ( Time ) * ( 0.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.0 ) ) ),cos ( ( Time ) * ( 0.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.0 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( p13 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("l19",Parameter {name = "position4", 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 float Time ;\nuniform mat4 MVP ;\nin vec4 l19 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = l19;\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( -1.0 ) ),sin ( ( Time ) * ( -1.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( -1.0 ) ) ),cos ( ( Time ) * ( -1.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( -0.5 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( -1.0 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( -1.0 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( -1.0 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( -1.0 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( l19 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("h25",Parameter {name = "position4", 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 float Time ;\nuniform mat4 MVP ;\nin vec4 h25 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = h25;\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.75 ) ),sin ( ( Time ) * ( 0.75 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.75 ) ) ),cos ( ( Time ) * ( 0.75 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.375 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.75 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.75 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.75 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.75 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( h25 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("d31",Parameter {name = "position4", 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 float Time ;\nuniform mat4 MVP ;\nin vec4 d31 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = d31;\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.3 ) ),sin ( ( Time ) * ( 0.3 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.3 ) ) ),cos ( ( Time ) * ( 0.3 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.15 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.3 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.3 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.3 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.3 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( d31 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("z36",Parameter {name = "position4", 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 float Time ;\nuniform mat4 MVP ;\nin vec4 z36 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = z36;\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.5 ) ),sin ( ( Time ) * ( 0.5 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.5 ) ) ),cos ( ( Time ) * ( 0.5 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.25 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.5 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.5 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.5 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.5 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( z36 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("v42",Parameter {name = "position4", 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 float Time ;\nuniform mat4 MVP ;\nin vec4 v42 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = v42;\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.0 ) ),sin ( ( Time ) * ( 0.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.0 ) ) ),cos ( ( Time ) * ( 0.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.0 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( v42 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("r48",Parameter {name = "position4", 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 float Time ;\nuniform mat4 MVP ;\nin vec4 r48 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = r48;\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( -0.5 ) ),sin ( ( Time ) * ( -0.5 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( -0.5 ) ) ),cos ( ( Time ) * ( -0.5 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( -0.25 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( -0.5 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( -0.5 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( -0.5 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( -0.5 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( r48 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F),("Time",Float)], slotPrimitive = Triangles, slotPrograms = [0,1,2,3,4,5,6,7,8]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.5 1.0)}],SetProgram 8,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 7,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 6,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 5,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 4,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 3,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 2,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 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))]}),RenderSlot 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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 [("q19",Parameter {name = "position4", 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 float Time ;\nuniform mat4 MVP ;\nin vec4 q19 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = q19;\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 2.0 ) ),sin ( ( Time ) * ( 2.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 2.0 ) ) ),cos ( ( Time ) * ( 2.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 1.0 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 2.0 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 2.0 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 2.0 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 2.0 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( q19 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("m61",Parameter {name = "position4", 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 float Time ;\nuniform mat4 MVP ;\nin vec4 m61 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = m61;\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 1.0 ) ),sin ( ( Time ) * ( 1.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 1.0 ) ) ),cos ( ( Time ) * ( 1.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.5 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 1.0 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 1.0 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 1.0 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 1.0 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( m61 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("i103",Parameter {name = "position4", 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 float Time ;\nuniform mat4 MVP ;\nin vec4 i103 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = i103;\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.0 ) ),sin ( ( Time ) * ( 0.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.0 ) ) ),cos ( ( Time ) * ( 0.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.0 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( i103 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("e145",Parameter {name = "position4", 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 float Time ;\nuniform mat4 MVP ;\nin vec4 e145 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = e145;\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( -1.0 ) ),sin ( ( Time ) * ( -1.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( -1.0 ) ) ),cos ( ( Time ) * ( -1.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( -0.5 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( -1.0 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( -1.0 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( -1.0 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( -1.0 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( e145 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("a187",Parameter {name = "position4", 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 float Time ;\nuniform mat4 MVP ;\nin vec4 a187 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = a187;\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.75 ) ),sin ( ( Time ) * ( 0.75 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.75 ) ) ),cos ( ( Time ) * ( 0.75 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.375 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.75 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.75 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.75 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.75 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( a187 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("w228",Parameter {name = "position4", 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 float Time ;\nuniform mat4 MVP ;\nin vec4 w228 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = w228;\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.3 ) ),sin ( ( Time ) * ( 0.3 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.3 ) ) ),cos ( ( Time ) * ( 0.3 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.15 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.3 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.3 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.3 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.3 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( w228 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("s270",Parameter {name = "position4", 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 float Time ;\nuniform mat4 MVP ;\nin vec4 s270 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = s270;\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.5 ) ),sin ( ( Time ) * ( 0.5 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.5 ) ) ),cos ( ( Time ) * ( 0.5 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.25 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.5 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.5 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.5 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.5 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( s270 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("o312",Parameter {name = "position4", 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 float Time ;\nuniform mat4 MVP ;\nin vec4 o312 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = o312;\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.0 ) ),sin ( ( Time ) * ( 0.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.0 ) ) ),cos ( ( Time ) * ( 0.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.0 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( o312 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("k354",Parameter {name = "position4", 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 float Time ;\nuniform mat4 MVP ;\nin vec4 k354 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = k354;\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( -0.5 ) ),sin ( ( Time ) * ( -0.5 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( -0.5 ) ) ),cos ( ( Time ) * ( -0.5 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( -0.25 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( -0.5 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( -0.5 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( -0.5 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( -0.5 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( k354 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F),("Time",Float)], slotPrimitive = Triangles, slotPrograms = [0,1,2,3,4,5,6,7,8]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.5 1.0)}],SetProgram 8,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 7,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 6,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 5,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 4,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 3,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 2,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 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))]}),RenderSlot 0]} \ No newline at end of file
diff --git a/testdata/fetcharrays01.out b/testdata/fetcharrays01.out
index 19ab6501..d33cccf2 100644
--- a/testdata/fetcharrays01.out
+++ b/testdata/fetcharrays01.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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)], programStreams = fromList [("h2",Parameter {name = "attribute_0", ty = V3F}),("i2",Parameter {name = "attribute_1", ty = V3F})], 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 vec3 h2 ;\nin vec3 i2 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( h2 ).x,( h2 ).y,( h2 ).z,1.0 );\ngl_Position = ( ( MVP ) * ( vec4 ( ( h2 ).x,( h2 ).y,( h2 ).z,1.0 ) ) ) * ( 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);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [], streams = [StreamData {streamData = fromList [("attribute_0",VFloatArray [1.0,1.0,1.0,-1.0,1.0,1.0,-1.0,1.0,-1.0,-1.0,1.0,-1.0,1.0,1.0,-1.0,1.0,1.0,1.0,1.0,-1.0,-1.0,-1.0,-1.0,-1.0,-1.0,-1.0,1.0,-1.0,-1.0,1.0,1.0,-1.0,1.0,1.0,-1.0,-1.0,1.0,-1.0,1.0,-1.0,-1.0,1.0,-1.0,1.0,1.0,-1.0,1.0,1.0,1.0,1.0,1.0,1.0,-1.0,1.0,1.0,1.0,-1.0,-1.0,1.0,-1.0,-1.0,-1.0,-1.0,-1.0,-1.0,-1.0,1.0,-1.0,-1.0,1.0,1.0,-1.0,-1.0,-1.0,1.0,-1.0,-1.0,-1.0,-1.0,1.0,-1.0,-1.0,1.0,-1.0,-1.0,1.0,1.0,-1.0,-1.0,1.0,1.0,-1.0,-1.0,1.0,-1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,-1.0,1.0,-1.0,-1.0]),("attribute_1",VFloatArray [0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0])], streamType = fromList [("attribute_0",V3F),("attribute_1",V3F)], streamPrimitive = Triangles, streamPrograms = [0]}], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 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]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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)], programStreams = fromList [("e23",Parameter {name = "attribute_1", ty = V3F}),("y22",Parameter {name = "attribute_0", ty = V3F})], 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 vec3 y22 ;\nin vec3 e23 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( y22 ).x,( y22 ).y,( y22 ).z,1.0 );\ngl_Position = ( ( MVP ) * ( vec4 ( ( y22 ).x,( y22 ).y,( y22 ).z,1.0 ) ) ) * ( 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);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [], streams = [StreamData {streamData = fromList [("attribute_0",VFloatArray [1.0,1.0,1.0,-1.0,1.0,1.0,-1.0,1.0,-1.0,-1.0,1.0,-1.0,1.0,1.0,-1.0,1.0,1.0,1.0,1.0,-1.0,-1.0,-1.0,-1.0,-1.0,-1.0,-1.0,1.0,-1.0,-1.0,1.0,1.0,-1.0,1.0,1.0,-1.0,-1.0,1.0,-1.0,1.0,-1.0,-1.0,1.0,-1.0,1.0,1.0,-1.0,1.0,1.0,1.0,1.0,1.0,1.0,-1.0,1.0,1.0,1.0,-1.0,-1.0,1.0,-1.0,-1.0,-1.0,-1.0,-1.0,-1.0,-1.0,1.0,-1.0,-1.0,1.0,1.0,-1.0,-1.0,-1.0,1.0,-1.0,-1.0,-1.0,-1.0,1.0,-1.0,-1.0,1.0,-1.0,-1.0,1.0,1.0,-1.0,-1.0,1.0,1.0,-1.0,-1.0,1.0,-1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,-1.0,1.0,-1.0,-1.0]),("attribute_1",VFloatArray [0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0])], streamType = fromList [("attribute_0",V3F),("attribute_1",V3F)], streamPrimitive = Triangles, streamPrograms = [0]}], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 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]} \ No newline at end of file
diff --git a/testdata/fragment01.out b/testdata/fragment01.out
index 8ed02171..ee0579e9 100644
--- a/testdata/fragment01.out
+++ b/testdata/fragment01.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [], programStreams = fromList [("t1",Parameter {name = "position", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 t1 ;\nvoid main() {\ngl_Position = t1;\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( 0.0,0.0,1.0,1.0 );\n}\n"}], slots = [Slot {slotName = "quad", slotStreams = fromList [("position",V4F)], slotUniforms = fromList [], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 0.5)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [], programStreams = fromList [("s13",Parameter {name = "position", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 s13 ;\nvoid main() {\ngl_Position = s13;\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( 0.0,0.0,1.0,1.0 );\n}\n"}], slots = [Slot {slotName = "quad", slotStreams = fromList [("position",V4F)], slotUniforms = fromList [], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 0.5)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file
diff --git a/testdata/fragment03swizzling.out b/testdata/fragment03swizzling.out
index f9572fb1..7ab86682 100644
--- a/testdata/fragment03swizzling.out
+++ b/testdata/fragment03swizzling.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [], programStreams = fromList [("c2",Parameter {name = "position", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 c2 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = c2;\ngl_Position = c2;\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( vv0 ).xxxw ) + ( ( vv0 ).yyyw );\n}\n"}], slots = [Slot {slotName = "quad", slotStreams = fromList [("position",V4F)], slotUniforms = fromList [], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 0.5)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [], programStreams = fromList [("e21",Parameter {name = "position", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 e21 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = e21;\ngl_Position = e21;\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( vv0 ).xxxw ) + ( ( vv0 ).yyyw );\n}\n"}], slots = [Slot {slotName = "quad", slotStreams = fromList [("position",V4F)], slotUniforms = fromList [], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 0.5)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file
diff --git a/testdata/fragment04ifthenelse.out b/testdata/fragment04ifthenelse.out
index 6fd79a13..f26fa3d7 100644
--- a/testdata/fragment04ifthenelse.out
+++ b/testdata/fragment04ifthenelse.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("Time",Float)], programStreams = fromList [("c2",Parameter {name = "position", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 c2 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = c2;\ngl_Position = c2;\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() {\nf0 = ( Time ) < ( 0.5 ) ? vv0 : vec4 ( 0.0,0.0,1.0,1.0 );\n}\n"}], slots = [Slot {slotName = "quad", slotStreams = fromList [("position",V4F)], slotUniforms = fromList [("Time",Float)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 0.5)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("Time",Float)], programStreams = fromList [("c20",Parameter {name = "position", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 c20 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = c20;\ngl_Position = c20;\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() {\nf0 = ( Time ) < ( 0.5 ) ? vv0 : vec4 ( 0.0,0.0,1.0,1.0 );\n}\n"}], slots = [Slot {slotName = "quad", slotStreams = fromList [("position",V4F)], slotUniforms = fromList [("Time",Float)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 0.5)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file
diff --git a/testdata/fragment07let.out b/testdata/fragment07let.out
index 398632a0..43319164 100644
--- a/testdata/fragment07let.out
+++ b/testdata/fragment07let.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [], programStreams = fromList [("z1",Parameter {name = "position", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 z1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = z1;\ngl_Position = z1;\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = sin ( sin ( vv0 ) );\n}\n"}], slots = [Slot {slotName = "quad", slotStreams = fromList [("position",V4F)], slotUniforms = fromList [], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 0.5)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [], programStreams = fromList [("w19",Parameter {name = "position", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 w19 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = w19;\ngl_Position = w19;\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = sin ( sin ( vv0 ) );\n}\n"}], slots = [Slot {slotName = "quad", slotStreams = fromList [("position",V4F)], slotUniforms = fromList [], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 0.5)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file
diff --git a/testdata/gfx02.out b/testdata/gfx02.out
index 5dcaeda1..08734aa7 100644
--- a/testdata/gfx02.out
+++ b/testdata/gfx02.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [], programStreams = fromList [("t1",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 t1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = t1;\ngl_Position = t1;\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.4 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [], programStreams = fromList [("k18",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 k18 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = k18;\ngl_Position = k18;\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.4 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file
diff --git a/testdata/gfx03.out b/testdata/gfx03.out
index 69c24e5d..8dec3626 100644
--- a/testdata/gfx03.out
+++ b/testdata/gfx03.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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 [("MVP2",M44F)], programStreams = fromList [("x1",Parameter {name = "position", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP2 ;\nin vec3 x1 ;\nvoid main() {\ngl_Position = ( MVP2 ) * ( vec4 ( ( x1 ).x,( x1 ).y,( x1 ).z,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( 0.0,0.4,0.0,1.0 );\n}\n"},Program {programUniforms = fromList [("MVP2",M44F)], programStreams = fromList [("g4",Parameter {name = "position", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP2 ;\nin vec3 g4 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( g4 ).x,( g4 ).y,( g4 ).z,1.0 );\ngl_Position = ( MVP2 ) * ( vec4 ( ( g4 ).x,( g4 ).y,( g4 ).z,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv0 ) + ( vec4 ( 1.0,1.4,1.0,0.6 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("g7",Parameter {name = "position4", 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 g7 ;\nflat out vec4 vv0 ;\nvoid main() {\nvv0 = g7;\ngl_Position = ( MVP ) * ( g7 );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nflat in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv0 ) * ( vec4 ( 1.0,1.4,1.0,0.6 ) );\n}\n"}], slots = [Slot {slotName = "stream", slotStreams = fromList [("position",V3F)], slotUniforms = fromList [("MVP2",M44F)], slotPrimitive = Triangles, slotPrograms = [0,1]},Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [2]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.4 1.0)}],SetProgram 2,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less False,ColorOp NoBlending (VV4B (V4 True True False False))]}),RenderSlot 0,SetProgram 0,SetRasterContext (TriangleCtx CullNone (PolygonLine 20.0) NoOffset FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Always False,ColorOp NoBlending (VV4B (V4 True True False False))]}),RenderSlot 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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 [("MVP2",M44F)], programStreams = fromList [("w14",Parameter {name = "position", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP2 ;\nin vec3 w14 ;\nvoid main() {\ngl_Position = ( MVP2 ) * ( vec4 ( ( w14 ).x,( w14 ).y,( w14 ).z,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( 0.0,0.4,0.0,1.0 );\n}\n"},Program {programUniforms = fromList [("MVP2",M44F)], programStreams = fromList [("x37",Parameter {name = "position", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP2 ;\nin vec3 x37 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( x37 ).x,( x37 ).y,( x37 ).z,1.0 );\ngl_Position = ( MVP2 ) * ( vec4 ( ( x37 ).x,( x37 ).y,( x37 ).z,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv0 ) + ( vec4 ( 1.0,1.4,1.0,0.6 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("g65",Parameter {name = "position4", 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 g65 ;\nflat out vec4 vv0 ;\nvoid main() {\nvv0 = g65;\ngl_Position = ( MVP ) * ( g65 );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nflat in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv0 ) * ( vec4 ( 1.0,1.4,1.0,0.6 ) );\n}\n"}], slots = [Slot {slotName = "stream", slotStreams = fromList [("position",V3F)], slotUniforms = fromList [("MVP2",M44F)], slotPrimitive = Triangles, slotPrograms = [0,1]},Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [2]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.4 1.0)}],SetProgram 2,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less False,ColorOp NoBlending (VV4B (V4 True True False False))]}),RenderSlot 0,SetProgram 0,SetRasterContext (TriangleCtx CullNone (PolygonLine 20.0) NoOffset FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Always False,ColorOp NoBlending (VV4B (V4 True True False False))]}),RenderSlot 0]} \ No newline at end of file
diff --git a/testdata/gfx04.out b/testdata/gfx04.out
index 7b8edb3f..bcc3f45e 100644
--- a/testdata/gfx04.out
+++ b/testdata/gfx04.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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)], programStreams = fromList [("r2",Parameter {name = "position", ty = V3F}),("s2",Parameter {name = "normal", ty = V3F})], 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 vec3 r2 ;\nin vec3 s2 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( s2 ).x,( s2 ).y,( s2 ).z,1.0 );\ngl_Position = ( MVP ) * ( vec4 ( ( r2 ).x,( r2 ).y,( r2 ).z,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv0 ) * ( vec4 ( 1.0,1.4,1.0,0.6 ) );\n}\n"}], slots = [Slot {slotName = "stream", slotStreams = fromList [("normal",V3F),("position",V3F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.4 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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)], programStreams = fromList [("e26",Parameter {name = "normal", ty = V3F}),("y25",Parameter {name = "position", ty = V3F})], 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 vec3 y25 ;\nin vec3 e26 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( e26 ).x,( e26 ).y,( e26 ).z,1.0 );\ngl_Position = ( MVP ) * ( vec4 ( ( y25 ).x,( y25 ).y,( y25 ).z,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv0 ) * ( vec4 ( 1.0,1.4,1.0,0.6 ) );\n}\n"}], slots = [Slot {slotName = "stream", slotStreams = fromList [("normal",V3F),("position",V3F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.4 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file
diff --git a/testdata/gfx05.out b/testdata/gfx05.out
index d4158b0d..9bf5a955 100644
--- a/testdata/gfx05.out
+++ b/testdata/gfx05.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0}], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 0 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 1 0 Nothing)}]}], programs = [Program {programUniforms = fromList [("MVP2",M44F)], programStreams = fromList [("x1",Parameter {name = "position", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP2 ;\nin vec3 x1 ;\nvoid main() {\ngl_Position = ( MVP2 ) * ( vec4 ( ( x1 ).x,( x1 ).y,( x1 ).z,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( 0.0,0.4,0.0,1.0 );\n}\n"},Program {programUniforms = fromList [("MVP2",M44F)], programStreams = fromList [("g4",Parameter {name = "position", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP2 ;\nin vec3 g4 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( g4 ).x,( g4 ).y,( g4 ).z,1.0 );\ngl_Position = ( MVP2 ) * ( vec4 ( ( g4 ).x,( g4 ).y,( g4 ).z,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv0 ) + ( vec4 ( 1.0,1.4,1.0,0.6 ) );\n}\n"},Program {programUniforms = fromList [("MVP2",M44F)], programStreams = fromList [("i8",Parameter {name = "position", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP2 ;\nin vec3 i8 ;\nvoid main() {\ngl_Position = ( MVP2 ) * ( vec4 ( ( i8 ).x,( i8 ).y,( i8 ).z,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( 0.0,0.4,0.0,1.0 );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("x10",Parameter {name = "position4", ty = V4F}),("y10",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("l6",FTexture2D)], 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 x10 ;\nin vec2 y10 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = y10;\ngl_Position = ( MVP ) * ( x10 );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D l6 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( l6,( vv0 ).xy ) ) * ( 0.7 );\n}\n"}], slots = [Slot {slotName = "stream", slotStreams = fromList [("position",V3F)], slotUniforms = fromList [("MVP2",M44F)], slotPrimitive = Triangles, slotPrograms = [0,1,2]},Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [3]}], streams = [], commands = [SetRenderTarget 1,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.1 0.0 0.3 1.0)}],SetProgram 2,SetRasterContext (TriangleCtx CullNone (PolygonLine 20.0) NoOffset FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Always False,ColorOp NoBlending (VV4B (V4 True True False False))]}),RenderSlot 0,SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.4 1.0)}],SetProgram 3,SetTexture 0 1,SetSamplerUniform "l6" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less False,ColorOp NoBlending (VV4B (V4 True True False False))]}),RenderSlot 0,SetProgram 0,SetRasterContext (TriangleCtx CullNone (PolygonLine 20.0) NoOffset FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Always False,ColorOp NoBlending (VV4B (V4 True True False False))]}),RenderSlot 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0}], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 0 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 1 0 Nothing)}]}], programs = [Program {programUniforms = fromList [("MVP2",M44F)], programStreams = fromList [("w14",Parameter {name = "position", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP2 ;\nin vec3 w14 ;\nvoid main() {\ngl_Position = ( MVP2 ) * ( vec4 ( ( w14 ).x,( w14 ).y,( w14 ).z,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( 0.0,0.4,0.0,1.0 );\n}\n"},Program {programUniforms = fromList [("MVP2",M44F)], programStreams = fromList [("x37",Parameter {name = "position", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP2 ;\nin vec3 x37 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( x37 ).x,( x37 ).y,( x37 ).z,1.0 );\ngl_Position = ( MVP2 ) * ( vec4 ( ( x37 ).x,( x37 ).y,( x37 ).z,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv0 ) + ( vec4 ( 1.0,1.4,1.0,0.6 ) );\n}\n"},Program {programUniforms = fromList [("MVP2",M44F)], programStreams = fromList [("d70",Parameter {name = "position", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP2 ;\nin vec3 d70 ;\nvoid main() {\ngl_Position = ( MVP2 ) * ( vec4 ( ( d70 ).x,( d70 ).y,( d70 ).z,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( 0.0,0.4,0.0,1.0 );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("r92",Parameter {name = "position4", ty = V4F}),("y92",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("z53",FTexture2D)], 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 r92 ;\nin vec2 y92 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = y92;\ngl_Position = ( MVP ) * ( r92 );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D z53 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( z53,( vv0 ).xy ) ) * ( 0.7 );\n}\n"}], slots = [Slot {slotName = "stream", slotStreams = fromList [("position",V3F)], slotUniforms = fromList [("MVP2",M44F)], slotPrimitive = Triangles, slotPrograms = [0,1,2]},Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [3]}], streams = [], commands = [SetRenderTarget 1,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.1 0.0 0.3 1.0)}],SetProgram 2,SetRasterContext (TriangleCtx CullNone (PolygonLine 20.0) NoOffset FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Always False,ColorOp NoBlending (VV4B (V4 True True False False))]}),RenderSlot 0,SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.4 1.0)}],SetProgram 3,SetTexture 0 1,SetSamplerUniform "z53" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less False,ColorOp NoBlending (VV4B (V4 True True False False))]}),RenderSlot 0,SetProgram 0,SetRasterContext (TriangleCtx CullNone (PolygonLine 20.0) NoOffset FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Always False,ColorOp NoBlending (VV4B (V4 True True False False))]}),RenderSlot 0]} \ No newline at end of file
diff --git a/testdata/heartbeat01.out b/testdata/heartbeat01.out
index a02182fa..1fa94cb5 100644
--- a/testdata/heartbeat01.out
+++ b/testdata/heartbeat01.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 128 128), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 128 128), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0}], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 0 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 1 0 Nothing)}]}], programs = [Program {programUniforms = fromList [("Time",Float)], programStreams = fromList [("h13",Parameter {name = "position4", ty = V4F}),("i13",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 h13 ;\nin vec2 i13 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = i13;\ngl_Position = ( h13 ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\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 vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).x ) - ( 0.85 ) ) * ( ( ( vv0 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vv0 ).y ) - ( 0.85 ) ) * ( ( ( vv0 ).y ) - ( 0.85 ) ) ) ) + ( ( 5.0e-4 ) * ( sin ( ( ( 3.0 ) * ( atan ( ( ( vv0 ).x ) - ( 0.85 ),( ( vv0 ).y ) - ( 0.85 ) ) ) ) + ( ( 15.0 ) * ( Time ) ) ) ) ) ) < ( ( 5.0e-3 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 0.0,0.0,0.5,1.0 ) : ( ( ( ( ( ( vv0 ).x ) - ( 0.85 ) ) * ( ( ( vv0 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vv0 ).y ) - ( 0.85 ) ) * ( ( ( vv0 ).y ) - ( 0.85 ) ) ) ) + ( ( 2.0e-3 ) * ( sin ( ( ( 5.0 ) * ( atan ( ( ( vv0 ).x ) - ( 0.85 ),( ( vv0 ).y ) - ( 0.85 ) ) ) ) - ( ( 5.0 ) * ( Time ) ) ) ) ) ) < ( ( 2.0e-2 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 0.0,0.0,1.0,1.0 ) : ( ( ( ( ( ( vv0 ).x ) - ( 0.85 ) ) * ( ( ( vv0 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vv0 ).y ) - ( 0.85 ) ) * ( ( ( vv0 ).y ) - ( 0.85 ) ) ) ) + ( ( 2.0e-3 ) * ( sin ( ( ( 7.0 ) * ( atan ( ( ( vv0 ).x ) - ( 0.85 ),( ( vv0 ).y ) - ( 0.85 ) ) ) ) + ( ( 3.0 ) * ( Time ) ) ) ) ) ) < ( ( 5.0e-2 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 1.0,1.0,1.0,1.0 ) : vec4 ( 1.0,1.0,0.0,1.0 );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("p15",Parameter {name = "position4", ty = V4F}),("q15",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("b1",FTexture2D)], 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 p15 ;\nin vec2 q15 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = q15;\ngl_Position = ( ( MVP ) * ( p15 ) ) * ( 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 sampler2D b1 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = texture2D ( b1,vv0 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F),("Time",Float)], slotPrimitive = Triangles, slotPrograms = [0,1]}], streams = [], commands = [SetRenderTarget 1,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 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))]}),RenderSlot 0,SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 1.0)}],SetProgram 1,SetTexture 0 1,SetSamplerUniform "b1" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 128 128), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 128 128), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0}], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 0 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 1 0 Nothing)}]}], programs = [Program {programUniforms = fromList [("Time",Float)], programStreams = fromList [("d69",Parameter {name = "position4", ty = V4F}),("k69",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 d69 ;\nin vec2 k69 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = k69;\ngl_Position = ( d69 ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\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 vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).x ) - ( 0.85 ) ) * ( ( ( vv0 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vv0 ).y ) - ( 0.85 ) ) * ( ( ( vv0 ).y ) - ( 0.85 ) ) ) ) + ( ( 5.0e-4 ) * ( sin ( ( ( 3.0 ) * ( atan ( ( ( vv0 ).x ) - ( 0.85 ),( ( vv0 ).y ) - ( 0.85 ) ) ) ) + ( ( 15.0 ) * ( Time ) ) ) ) ) ) < ( ( 5.0e-3 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 0.0,0.0,0.5,1.0 ) : ( ( ( ( ( ( vv0 ).x ) - ( 0.85 ) ) * ( ( ( vv0 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vv0 ).y ) - ( 0.85 ) ) * ( ( ( vv0 ).y ) - ( 0.85 ) ) ) ) + ( ( 2.0e-3 ) * ( sin ( ( ( 5.0 ) * ( atan ( ( ( vv0 ).x ) - ( 0.85 ),( ( vv0 ).y ) - ( 0.85 ) ) ) ) - ( ( 5.0 ) * ( Time ) ) ) ) ) ) < ( ( 2.0e-2 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 0.0,0.0,1.0,1.0 ) : ( ( ( ( ( ( vv0 ).x ) - ( 0.85 ) ) * ( ( ( vv0 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vv0 ).y ) - ( 0.85 ) ) * ( ( ( vv0 ).y ) - ( 0.85 ) ) ) ) + ( ( 2.0e-3 ) * ( sin ( ( ( 7.0 ) * ( atan ( ( ( vv0 ).x ) - ( 0.85 ),( ( vv0 ).y ) - ( 0.85 ) ) ) ) + ( ( 3.0 ) * ( Time ) ) ) ) ) ) < ( ( 5.0e-2 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 1.0,1.0,1.0,1.0 ) : vec4 ( 1.0,1.0,0.0,1.0 );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("g91",Parameter {name = "vertexUV", ty = V2F}),("z90",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [("n8",FTexture2D)], 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 z90 ;\nin vec2 g91 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = g91;\ngl_Position = ( ( MVP ) * ( z90 ) ) * ( 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 sampler2D n8 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = texture2D ( n8,vv0 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F),("Time",Float)], slotPrimitive = Triangles, slotPrograms = [0,1]}], streams = [], commands = [SetRenderTarget 1,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 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))]}),RenderSlot 0,SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 1.0)}],SetProgram 1,SetTexture 0 1,SetSamplerUniform "n8" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file
diff --git a/testdata/helloWorld.out b/testdata/helloWorld.out
index f8eab911..dc884ea8 100644
--- a/testdata/helloWorld.out
+++ b/testdata/helloWorld.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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)], programStreams = fromList [("d2",Parameter {name = "position4", 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 d2 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = d2;\ngl_Position = ( ( MVP ) * ( d2 ) ) * ( 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);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nif (!(true)) discard;\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},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))]}),RenderSlot 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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)], programStreams = fromList [("g22",Parameter {name = "position4", 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 g22 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = g22;\ngl_Position = ( ( MVP ) * ( g22 ) ) * ( 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);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nif (!(true)) discard;\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},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))]}),RenderSlot 0]} \ No newline at end of file
diff --git a/testdata/line01.out b/testdata/line01.out
index 6c583d1f..3bea8dd8 100644
--- a/testdata/line01.out
+++ b/testdata/line01.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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)], programStreams = fromList [("w1",Parameter {name = "attribute_0", ty = V3F})], 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 vec3 w1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( w1 ).x,( w1 ).y,( w1 ).z,1.0 );\ngl_Position = ( ( MVP ) * ( vec4 ( ( w1 ).x,( w1 ).y,( w1 ).z,1.0 ) ) ) * ( 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);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [], streams = [StreamData {streamData = fromList [("attribute_0",VFloatArray [-2.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,2.0,0.0,0.0,2.0,0.0,0.0,3.0,0.0,0.0])], streamType = fromList [("attribute_0",V3F)], streamPrimitive = Lines, streamPrograms = [0]}], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.5 1.0)}],SetProgram 0,SetRasterContext (LineCtx 1.0 LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderStream 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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)], programStreams = fromList [("u18",Parameter {name = "attribute_0", ty = V3F})], 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 vec3 u18 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( u18 ).x,( u18 ).y,( u18 ).z,1.0 );\ngl_Position = ( ( MVP ) * ( vec4 ( ( u18 ).x,( u18 ).y,( u18 ).z,1.0 ) ) ) * ( 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);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [], streams = [StreamData {streamData = fromList [("attribute_0",VFloatArray [-2.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,2.0,0.0,0.0,2.0,0.0,0.0,3.0,0.0,0.0])], streamType = fromList [("attribute_0",V3F)], streamPrimitive = Lines, streamPrograms = [0]}], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.5 1.0)}],SetProgram 0,SetRasterContext (LineCtx 1.0 LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderStream 0]} \ No newline at end of file
diff --git a/testdata/point01.out b/testdata/point01.out
index 7af33df9..95e36078 100644
--- a/testdata/point01.out
+++ b/testdata/point01.out
@@ -1 +1 @@
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diff --git a/testdata/recursivetexture01.out b/testdata/recursivetexture01.out
index a04b4b7a..ba80ba76 100644
--- a/testdata/recursivetexture01.out
+++ b/testdata/recursivetexture01.out
@@ -1 +1 @@
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(TextureImage 24 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 25 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 26 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 27 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 28 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 29 0 Nothing)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("f25",Parameter {name = "position4", ty = V4F}),("g25",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("c23",FTexture2D)], 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 f25 ;\nin vec2 g25 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = g25;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.0 ),sin ( 0.0 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.0 ) ),cos ( 0.0 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( f25 ) ) * ( 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 sampler2D c23 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( c23,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("n28",Parameter {name = "position4", ty = V4F}),("o28",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("o21",FTexture2D)], 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 n28 ;\nin vec2 o28 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = o28;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.1 ),sin ( 0.1 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.1 ) ),cos ( 0.1 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( n28 ) ) * ( 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 sampler2D o21 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( o21,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("v31",Parameter {name = "position4", ty = V4F}),("w31",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("a20",FTexture2D)], 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 v31 ;\nin vec2 w31 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = w31;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.2 ),sin ( 0.2 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.2 ) ),cos ( 0.2 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( v31 ) ) * ( 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 sampler2D a20 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( a20,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("d35",Parameter {name = "position4", ty = V4F}),("e35",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("m18",FTexture2D)], 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 d35 ;\nin vec2 e35 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = e35;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.3 ),sin ( 0.3 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.3 ) ),cos ( 0.3 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( d35 ) ) * ( 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 sampler2D m18 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( m18,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("l38",Parameter {name = "position4", ty = V4F}),("m38",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("y16",FTexture2D)], 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 l38 ;\nin vec2 m38 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = m38;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.4 ),sin ( 0.4 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.4 ) ),cos ( 0.4 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( l38 ) ) * ( 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 sampler2D y16 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( y16,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("t41",Parameter {name = "position4", ty = V4F}),("u41",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("k15",FTexture2D)], 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 t41 ;\nin vec2 u41 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = u41;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.5 ),sin ( 0.5 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.5 ) ),cos ( 0.5 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( t41 ) ) * ( 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 sampler2D k15 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( k15,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("b45",Parameter {name = "position4", ty = V4F}),("c45",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("w13",FTexture2D)], 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 b45 ;\nin vec2 c45 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = c45;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.6 ),sin ( 0.6 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.6 ) ),cos ( 0.6 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( b45 ) ) * ( 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 sampler2D w13 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( w13,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("j48",Parameter {name = "position4", ty = V4F}),("k48",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("i12",FTexture2D)], 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 j48 ;\nin vec2 k48 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = k48;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.7 ),sin ( 0.7 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.7 ) ),cos ( 0.7 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( j48 ) ) * ( 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 sampler2D i12 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( i12,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("r51",Parameter {name = "position4", ty = V4F}),("s51",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("u10",FTexture2D)], 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 r51 ;\nin vec2 s51 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = s51;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.8 ),sin ( 0.8 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.8 ) ),cos ( 0.8 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( r51 ) ) * ( 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 sampler2D u10 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( u10,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("a55",Parameter {name = "vertexUV", ty = V2F}),("z54",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [("g9",FTexture2D)], 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 z54 ;\nin vec2 a55 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = a55;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.9 ),sin ( 0.9 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.9 ) ),cos ( 0.9 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( z54 ) ) * ( 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 sampler2D g9 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( g9,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("h58",Parameter {name = "position4", ty = V4F}),("i58",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("s7",FTexture2D)], 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 h58 ;\nin vec2 i58 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = i58;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 1.0 ),sin ( 1.0 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 1.0 ) ),cos ( 1.0 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( h58 ) ) * ( 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 sampler2D s7 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( s7,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("p61",Parameter {name = "position4", ty = V4F}),("q61",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("e6",FTexture2D)], 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 p61 ;\nin vec2 q61 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = q61;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 1.1 ),sin ( 1.1 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 1.1 ) ),cos ( 1.1 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( p61 ) ) * ( 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 sampler2D e6 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( e6,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("x64",Parameter {name = "position4", ty = V4F}),("y64",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("q4",FTexture2D)], 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 x64 ;\nin vec2 y64 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = y64;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 1.2 ),sin ( 1.2 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 1.2 ) ),cos ( 1.2 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( x64 ) ) * ( 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 sampler2D q4 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( q4,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("f68",Parameter {name = "position4", ty = V4F}),("g68",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("c3",FTexture2D)], 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 f68 ;\nin vec2 g68 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = g68;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 1.3 ),sin ( 1.3 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 1.3 ) ),cos ( 1.3 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( f68 ) ) * ( 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 sampler2D c3 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( c3,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("n71",Parameter {name = "position4", ty = V4F}),("o71",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("o1",FTexture2D)], 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 n71 ;\nin vec2 o71 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = o71;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 1.4 ),sin ( 1.4 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 1.4 ) ),cos ( 1.4 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( n71 ) ) * ( 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 sampler2D o1 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( o1,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0,1,2,3,4,5,6,7,8,9,10,11,12,13,14]}], streams = [], commands = [SetRenderTarget 15,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetRenderTarget 14,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetProgram 0,SetTexture 0 29,SetSamplerUniform "c23" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 13,ClearRenderTarget [ClearImage {imageSemantic = 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Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 18 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 19 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 20 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 21 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 22 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 23 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 24 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 25 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 26 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 27 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 28 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 29 0 Nothing)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("o223",Parameter {name = "position4", ty = V4F}),("v223",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("j202",FTexture2D)], 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 o223 ;\nin vec2 v223 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = v223;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.0 ),sin ( 0.0 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.0 ) ),cos ( 0.0 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( o223 ) ) * ( 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 sampler2D j202 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( j202,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("g253",Parameter {name = "position4", ty = V4F}),("n253",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("u188",FTexture2D)], 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 g253 ;\nin vec2 n253 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = n253;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.1 ),sin ( 0.1 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.1 ) ),cos ( 0.1 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( g253 ) ) * ( 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 sampler2D u188 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( u188,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("f283",Parameter {name = "vertexUV", ty = V2F}),("y282",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [("f175",FTexture2D)], 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 y282 ;\nin vec2 f283 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = f283;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.2 ),sin ( 0.2 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.2 ) ),cos ( 0.2 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( y282 ) ) * ( 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 sampler2D f175 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( f175,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("q312",Parameter {name = "position4", ty = V4F}),("x312",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("q161",FTexture2D)], 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 q312 ;\nin vec2 x312 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = x312;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.3 ),sin ( 0.3 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.3 ) ),cos ( 0.3 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( q312 ) ) * ( 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 sampler2D q161 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( q161,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("i342",Parameter {name = "position4", ty = V4F}),("p342",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("b148",FTexture2D)], 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 i342 ;\nin vec2 p342 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = p342;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.4 ),sin ( 0.4 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.4 ) ),cos ( 0.4 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( i342 ) ) * ( 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 sampler2D b148 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( b148,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("a372",Parameter {name = "position4", ty = V4F}),("h372",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("m134",FTexture2D)], 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 a372 ;\nin vec2 h372 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = h372;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.5 ),sin ( 0.5 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.5 ) ),cos ( 0.5 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( a372 ) ) * ( 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 sampler2D m134 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( m134,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("s401",Parameter {name = "position4", ty = V4F}),("z401",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("x120",FTexture2D)], 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 s401 ;\nin vec2 z401 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = z401;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.6 ),sin ( 0.6 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.6 ) ),cos ( 0.6 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( s401 ) ) * ( 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 sampler2D x120 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( x120,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("k431",Parameter {name = "position4", ty = V4F}),("r431",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("i107",FTexture2D)], 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 k431 ;\nin vec2 r431 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = r431;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.7 ),sin ( 0.7 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.7 ) ),cos ( 0.7 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( k431 ) ) * ( 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 sampler2D i107 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( i107,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("c461",Parameter {name = "position4", ty = V4F}),("j461",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("t93",FTexture2D)], 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 c461 ;\nin vec2 j461 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = j461;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.8 ),sin ( 0.8 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.8 ) ),cos ( 0.8 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( c461 ) ) * ( 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 sampler2D t93 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( t93,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("b491",Parameter {name = "vertexUV", ty = V2F}),("u490",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [("e80",FTexture2D)], 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 u490 ;\nin vec2 b491 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = b491;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.9 ),sin ( 0.9 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.9 ) ),cos ( 0.9 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( u490 ) ) * ( 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 sampler2D e80 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( e80,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("m520",Parameter {name = "position4", ty = V4F}),("t520",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("p66",FTexture2D)], 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 m520 ;\nin vec2 t520 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = t520;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 1.0 ),sin ( 1.0 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 1.0 ) ),cos ( 1.0 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( m520 ) ) * ( 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 sampler2D p66 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( p66,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("e550",Parameter {name = "position4", ty = V4F}),("l550",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("a53",FTexture2D)], 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 e550 ;\nin vec2 l550 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = l550;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 1.1 ),sin ( 1.1 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 1.1 ) ),cos ( 1.1 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( e550 ) ) * ( 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 sampler2D a53 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( a53,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("d580",Parameter {name = "vertexUV", ty = V2F}),("w579",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [("l39",FTexture2D)], 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 w579 ;\nin vec2 d580 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = d580;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 1.2 ),sin ( 1.2 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 1.2 ) ),cos ( 1.2 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( w579 ) ) * ( 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 sampler2D l39 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( l39,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("o609",Parameter {name = "position4", ty = V4F}),("v609",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("w25",FTexture2D)], 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 o609 ;\nin vec2 v609 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = v609;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 1.3 ),sin ( 1.3 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 1.3 ) ),cos ( 1.3 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( o609 ) ) * ( 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 sampler2D w25 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( w25,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("g639",Parameter {name = "position4", ty = V4F}),("n639",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("h12",FTexture2D)], 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 g639 ;\nin vec2 n639 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = n639;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 1.4 ),sin ( 1.4 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 1.4 ) ),cos ( 1.4 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( g639 ) ) * ( 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 sampler2D h12 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( h12,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0,1,2,3,4,5,6,7,8,9,10,11,12,13,14]}], streams = [], commands = [SetRenderTarget 15,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetRenderTarget 14,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetProgram 0,SetTexture 0 29,SetSamplerUniform "j202" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 13,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetProgram 1,SetTexture 0 27,SetSamplerUniform "u188" 0,SetRasterContext 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True True))]}),RenderSlot 0,SetRenderTarget 2,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetProgram 12,SetTexture 0 5,SetSamplerUniform "l39" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 1,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetProgram 13,SetTexture 0 3,SetSamplerUniform "w25" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetProgram 14,SetTexture 0 1,SetSamplerUniform "h12" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file
diff --git a/testdata/recursivetexture02.out b/testdata/recursivetexture02.out
index 514b2657..e1a84157 100644
--- a/testdata/recursivetexture02.out
+++ b/testdata/recursivetexture02.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, 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targetRef = Just (TextureImage 9 0 Nothing)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("v7",Parameter {name = "position4", ty = V4F}),("w7",Parameter {name = "vertexUV", ty = V2F})], 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 v7 ;\nin vec2 w7 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = w7;\ngl_Position = ( ( MVP ) * ( v7 ) ) * ( 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);}\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv0 ).xyxy;\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("i10",Parameter {name = "position4", ty = V4F}),("j10",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("k5",FTexture2D)], 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 i10 ;\nin vec2 j10 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = j10;\ngl_Position = ( ( MVP ) * ( i10 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D k5 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( k5,vv0 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("v12",Parameter {name = "position4", ty = V4F}),("w12",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("i4",FTexture2D)], 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 v12 ;\nin vec2 w12 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = w12;\ngl_Position = ( ( MVP ) * ( v12 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D i4 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( i4,vv0 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("i15",Parameter {name = "position4", ty = V4F}),("j15",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("g3",FTexture2D)], 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 i15 ;\nin vec2 j15 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = 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core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D e2 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( e2,vv0 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("i20",Parameter {name = "position4", ty = V4F}),("j20",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("c1",FTexture2D)], 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 i20 ;\nin vec2 j20 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = j20;\ngl_Position = ( ( MVP ) * ( i20 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D c1 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( c1,vv0 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0,1,2,3,4,5]}], streams = [], commands = [SetRenderTarget 5,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 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))]}),RenderSlot 0,SetRenderTarget 4,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 1,SetTexture 0 9,SetSamplerUniform "k5" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 3,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 2,SetTexture 0 7,SetSamplerUniform "i4" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 2,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 3,SetTexture 0 5,SetSamplerUniform "g3" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 1,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 4,SetTexture 0 3,SetSamplerUniform "e2" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 5,SetTexture 0 1,SetSamplerUniform "c1" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0}], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 0 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 1 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 2 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 3 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 4 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 5 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 6 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 7 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 8 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 9 0 Nothing)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("c74",Parameter {name = "vertexUV", ty = V2F}),("v73",Parameter {name = "position4", 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 v73 ;\nin vec2 c74 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = c74;\ngl_Position = ( ( MVP ) * ( v73 ) ) * ( 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);}\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv0 ).xyxy;\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("j97",Parameter {name = "position4", ty = V4F}),("q97",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("b50",FTexture2D)], 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 j97 ;\nin vec2 q97 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = q97;\ngl_Position = ( ( MVP ) * ( j97 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D b50 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( b50,vv0 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("e121",Parameter {name = "vertexUV", ty = V2F}),("x120",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [("u39",FTexture2D)], 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 x120 ;\nin vec2 e121 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = e121;\ngl_Position = ( ( MVP ) * ( x120 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D u39 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( u39,vv0 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("l144",Parameter {name = "position4", ty = V4F}),("s144",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("n29",FTexture2D)], 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 l144 ;\nin vec2 s144 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = s144;\ngl_Position = ( ( MVP ) * ( l144 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D n29 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( n29,vv0 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("g168",Parameter {name = "vertexUV", ty = V2F}),("z167",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [("g19",FTexture2D)], 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 z167 ;\nin vec2 g168 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = g168;\ngl_Position = ( ( MVP ) * ( z167 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D g19 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( g19,vv0 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("n191",Parameter {name = "position4", ty = V4F}),("u191",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("z8",FTexture2D)], 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 n191 ;\nin vec2 u191 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = u191;\ngl_Position = ( ( MVP ) * ( n191 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D z8 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( z8,vv0 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0,1,2,3,4,5]}], streams = [], commands = [SetRenderTarget 5,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 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))]}),RenderSlot 0,SetRenderTarget 4,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 1,SetTexture 0 9,SetSamplerUniform "b50" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 3,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 2,SetTexture 0 7,SetSamplerUniform "u39" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 2,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 3,SetTexture 0 5,SetSamplerUniform "n29" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 1,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 4,SetTexture 0 3,SetSamplerUniform "g19" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 5,SetTexture 0 1,SetSamplerUniform "z8" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file
diff --git a/testdata/reduce01.out b/testdata/reduce01.out
index 5dcaeda1..08734aa7 100644
--- a/testdata/reduce01.out
+++ b/testdata/reduce01.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [], programStreams = fromList [("t1",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 t1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = t1;\ngl_Position = t1;\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.4 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [], programStreams = fromList [("k18",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 k18 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = k18;\ngl_Position = k18;\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.4 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file
diff --git a/testdata/reduce05.out b/testdata/reduce05.out
index 4f9e90f0..5121f6ca 100644
--- a/testdata/reduce05.out
+++ b/testdata/reduce05.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [], programStreams = fromList [("u1",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 u1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = u1;\ngl_Position = u1;\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( 1.0,0.0,0.0,1.0 );\n}\n"},Program {programUniforms = fromList [], programStreams = fromList [("q3",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 q3 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = q3;\ngl_Position = q3;\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( 0.0,1.0,0.0,1.0 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [], slotPrimitive = Triangles, slotPrograms = [0,1]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 1.0 1.0)}],SetProgram 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 False True False False))]}),RenderSlot 0,SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True False False False))]}),RenderSlot 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [], programStreams = fromList [("v18",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 v18 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = v18;\ngl_Position = v18;\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( 1.0,0.0,0.0,1.0 );\n}\n"},Program {programUniforms = fromList [], programStreams = fromList [("p38",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 p38 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = p38;\ngl_Position = p38;\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( 0.0,1.0,0.0,1.0 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [], slotPrimitive = Triangles, slotPrograms = [0,1]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 1.0 1.0)}],SetProgram 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 False True False False))]}),RenderSlot 0,SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True False False False))]}),RenderSlot 0]} \ No newline at end of file
diff --git a/testdata/simple02.out b/testdata/simple02.out
index 799fb947..5f42d184 100644
--- a/testdata/simple02.out
+++ b/testdata/simple02.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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)], programStreams = fromList [("h2",Parameter {name = "position4", 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 h2 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = h2;\ngl_Position = ( MVP ) * ( h2 );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv0 ) * ( vec4 ( 1.0,0.4,0.0,0.2 ) );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.4 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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)], programStreams = fromList [("q22",Parameter {name = "position4", 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 q22 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = q22;\ngl_Position = ( MVP ) * ( q22 );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv0 ) * ( vec4 ( 1.0,0.4,0.0,0.2 ) );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.4 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file
diff --git a/testdata/simple03.out b/testdata/simple03.out
index bd70e887..f74f35d1 100644
--- a/testdata/simple03.out
+++ b/testdata/simple03.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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 [("viewProj",M44F)], programStreams = fromList [("i2",Parameter {name = "position", ty = V3F}),("j2",Parameter {name = "color", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nin vec3 i2 ;\nin vec3 j2 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( j2 ).x,( j2 ).y,( j2 ).z,1.0 );\ngl_Position = ( viewProj ) * ( vec4 ( ( i2 ).x,( i2 ).y,( i2 ).z,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( 1.0,1.0,1.0,1.0 );\n}\n"},Program {programUniforms = fromList [("viewProj",M44F)], programStreams = fromList [("m5",Parameter {name = "position", ty = V3F}),("n5",Parameter {name = "color", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nin vec3 m5 ;\nin vec3 n5 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( n5 ).x,( n5 ).y,( n5 ).z,1.0 );\ngl_Position = ( viewProj ) * ( vec4 ( ( m5 ).x,( m5 ).y,( m5 ).z,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "missing shader", slotStreams = fromList [("color",V3F),("position",V3F)], slotUniforms = fromList [("viewProj",M44F)], slotPrimitive = Triangles, slotPrograms = [0,1]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.4 1.0)}],SetProgram 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 0,SetRasterContext (TriangleCtx CullNone (PolygonLine 20.0) (Offset (-1.0) 0.0) FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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 [("viewProj",M44F)], programStreams = fromList [("m23",Parameter {name = "position", ty = V3F}),("s23",Parameter {name = "color", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nin vec3 m23 ;\nin vec3 s23 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( s23 ).x,( s23 ).y,( s23 ).z,1.0 );\ngl_Position = ( viewProj ) * ( vec4 ( ( m23 ).x,( m23 ).y,( m23 ).z,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( 1.0,1.0,1.0,1.0 );\n}\n"},Program {programUniforms = fromList [("viewProj",M44F)], programStreams = fromList [("p52",Parameter {name = "position", ty = V3F}),("v52",Parameter {name = "color", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nin vec3 p52 ;\nin vec3 v52 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( v52 ).x,( v52 ).y,( v52 ).z,1.0 );\ngl_Position = ( viewProj ) * ( vec4 ( ( p52 ).x,( p52 ).y,( p52 ).z,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "missing shader", slotStreams = fromList [("color",V3F),("position",V3F)], slotUniforms = fromList [("viewProj",M44F)], slotPrimitive = Triangles, slotPrograms = [0,1]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.4 1.0)}],SetProgram 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 0,SetRasterContext (TriangleCtx CullNone (PolygonLine 20.0) (Offset (-1.0) 0.0) FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file
diff --git a/testdata/texture01.out b/testdata/texture01.out
index 50842a2b..e3784664 100644
--- a/testdata/texture01.out
+++ b/testdata/texture01.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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),("diffuse",FTexture2D)], programStreams = fromList [("i2",Parameter {name = "position4", ty = V4F}),("j2",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("diffuse",FTexture2D)], 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 i2 ;\nin vec2 j2 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = j2;\ngl_Position = ( ( MVP ) * ( i2 ) ) * ( 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 sampler2D diffuse ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = texture2D ( diffuse,vv0 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F),("diffuse",FTexture2D)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 1.0)}],SetProgram 0,SetSamplerUniform "diffuse" 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", 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),("diffuse",FTexture2D)], programStreams = fromList [("b22",Parameter {name = "position4", ty = V4F}),("i22",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("diffuse",FTexture2D)], 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 b22 ;\nin vec2 i22 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = i22;\ngl_Position = ( ( MVP ) * ( b22 ) ) * ( 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 sampler2D diffuse ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = texture2D ( diffuse,vv0 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F),("diffuse",FTexture2D)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 1.0)}],SetProgram 0,SetSamplerUniform "diffuse" 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file
diff --git a/testdata/texture02.out b/testdata/texture02.out
index 4b7a7c3e..c9e4d3c2 100644
--- a/testdata/texture02.out
+++ b/testdata/texture02.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 128 128), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 128 128), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0}], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 0 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 1 0 Nothing)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("c3",Parameter {name = "position4", ty = V4F}),("d3",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("b1",FTexture2D)], 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 c3 ;\nin vec2 d3 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = d3;\ngl_Position = ( ( MVP ) * ( c3 ) ) * ( 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 sampler2D b1 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = texture2D ( b1,vv0 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 1,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 1.0 1.0)}],SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 1.0)}],SetProgram 0,SetTexture 0 1,SetSamplerUniform "b1" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 128 128), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 128 128), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0}], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 0 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 1 0 Nothing)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("d29",Parameter {name = "vertexUV", ty = V2F}),("w28",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [("n8",FTexture2D)], 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 w28 ;\nin vec2 d29 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = d29;\ngl_Position = ( ( MVP ) * ( w28 ) ) * ( 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 sampler2D n8 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = texture2D ( n8,vv0 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 1,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 1.0 1.0)}],SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 1.0)}],SetProgram 0,SetTexture 0 1,SetSamplerUniform "n8" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file
diff --git a/testdata/uniformparam01.out b/testdata/uniformparam01.out
index f65760f3..e0d18f42 100644
--- a/testdata/uniformparam01.out
+++ b/testdata/uniformparam01.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("s1",Parameter {name = "position4", 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 s1 ;\nflat out vec4 vv0 ;\nvoid main() {\nvv0 = s1;\ngl_Position = ( MVP ) * ( s1 );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nflat in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Lines, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.4 1.0)}],SetProgram 0,SetRasterContext (LineCtx 1.0 LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("p17",Parameter {name = "position4", 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 p17 ;\nflat out vec4 vv0 ;\nvoid main() {\nvv0 = p17;\ngl_Position = ( MVP ) * ( p17 );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nflat in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Lines, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.4 1.0)}],SetProgram 0,SetRasterContext (LineCtx 1.0 LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file
diff --git a/testdata/uniformparam02.out b/testdata/uniformparam02.out
index 3d95b2b2..5574acf4 100644
--- a/testdata/uniformparam02.out
+++ b/testdata/uniformparam02.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)}]}], programs = [Program {programUniforms = fromList [], programStreams = fromList [("k1",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 k1 ;\nflat out vec4 vv0 ;\nvoid main() {\nvv0 = k1;\ngl_Position = k1;\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nflat in vec4 vv0 ;\nvoid main() {\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [], slotPrimitive = Lines, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0}],SetProgram 0,SetRasterContext (LineCtx 1.0 LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less False]}),RenderSlot 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)}]}], programs = [Program {programUniforms = fromList [], programStreams = fromList [("v14",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 v14 ;\nflat out vec4 vv0 ;\nvoid main() {\nvv0 = v14;\ngl_Position = v14;\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nflat in vec4 vv0 ;\nvoid main() {\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [], slotPrimitive = Lines, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0}],SetProgram 0,SetRasterContext (LineCtx 1.0 LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less False]}),RenderSlot 0]} \ No newline at end of file
diff --git a/testdata/uniformparam03.out b/testdata/uniformparam03.out
index f65760f3..e0d18f42 100644
--- a/testdata/uniformparam03.out
+++ b/testdata/uniformparam03.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("s1",Parameter {name = "position4", 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 s1 ;\nflat out vec4 vv0 ;\nvoid main() {\nvv0 = s1;\ngl_Position = ( MVP ) * ( s1 );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nflat in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Lines, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.4 1.0)}],SetProgram 0,SetRasterContext (LineCtx 1.0 LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("p17",Parameter {name = "position4", 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 p17 ;\nflat out vec4 vv0 ;\nvoid main() {\nvv0 = p17;\ngl_Position = ( MVP ) * ( p17 );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nflat in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Lines, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.4 1.0)}],SetProgram 0,SetRasterContext (LineCtx 1.0 LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file