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authorPéter Diviánszky <divipp@gmail.com>2016-02-14 11:40:34 +0100
committerPéter Diviánszky <divipp@gmail.com>2016-02-14 11:40:34 +0100
commitf2fa7476f0c19bb374c24324edda110333288926 (patch)
treee3d800d0fc8e838abfeeaf8f753287a6ade1defa
parent268a8cd6620701738366e2a94d54ce9b8dd6421c (diff)
use less space in generated shaders
-rw-r--r--src/LambdaCube/Compiler/CoreToIR.hs4
-rw-r--r--testdata/Graphics.out624
-rw-r--r--testdata/HyperbolicParaboloic.out4
-rw-r--r--testdata/Hyperboloid.out4
-rw-r--r--testdata/NewStyle.out2
-rw-r--r--testdata/PrimReduce.out4
-rw-r--r--testdata/Spiral.out4
-rw-r--r--testdata/editor-examples/Cube.out2
-rw-r--r--testdata/editor-examples/Heartbeat.out10
-rw-r--r--testdata/editor-examples/LambdaCube.out4
-rw-r--r--testdata/editor-examples/LambdaCube2.out4
-rw-r--r--testdata/editor-examples/MagicCube.out6
-rw-r--r--testdata/editor-examples/Stripes.out60
-rw-r--r--testdata/editor-examples/Tetrahedron.out4
-rw-r--r--testdata/editor-examples/Texturing.out4
-rw-r--r--testdata/example06.out2
-rw-r--r--testdata/example07.out4
-rw-r--r--testdata/example08.out18
-rw-r--r--testdata/fetcharrays01.out4
-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/gfx03.out14
-rw-r--r--testdata/gfx04.out6
-rw-r--r--testdata/gfx05.out18
-rw-r--r--testdata/heartbeat01.out8
-rw-r--r--testdata/helloWorld.out2
-rw-r--r--testdata/line01.out4
-rw-r--r--testdata/point01.out2
-rw-r--r--testdata/recursivetexture02.out24
-rw-r--r--testdata/reduce05.out4
-rw-r--r--testdata/simple02.out4
-rw-r--r--testdata/simple03.out10
-rw-r--r--testdata/texture01.out4
-rw-r--r--testdata/texture02.out4
-rw-r--r--testdata/uniformparam01.out2
-rw-r--r--testdata/uniformparam03.out2
38 files changed, 441 insertions, 443 deletions
diff --git a/src/LambdaCube/Compiler/CoreToIR.hs b/src/LambdaCube/Compiler/CoreToIR.hs
index da1618f5..3f8343ca 100644
--- a/src/LambdaCube/Compiler/CoreToIR.hs
+++ b/src/LambdaCube/Compiler/CoreToIR.hs
@@ -26,7 +26,7 @@ import LambdaCube.IR(Backend(..))
26import qualified LambdaCube.IR as IR 26import qualified LambdaCube.IR as IR
27import qualified LambdaCube.Linear as IR 27import qualified LambdaCube.Linear as IR
28 28
29import LambdaCube.Compiler.Pretty hiding (parens) 29import LambdaCube.Compiler.Pretty
30import LambdaCube.Compiler.Infer hiding (Con, Lam, Pi, TType, Var, ELit) 30import LambdaCube.Compiler.Infer hiding (Con, Lam, Pi, TType, Var, ELit)
31import qualified LambdaCube.Compiler.Infer as I 31import qualified LambdaCube.Compiler.Infer as I
32import LambdaCube.Compiler.Parser (up, Up (..)) 32import LambdaCube.Compiler.Parser (up, Up (..))
@@ -597,8 +597,6 @@ genGLSLs backend
597eTuple (ETuple l) = l 597eTuple (ETuple l) = l
598eTuple x = [x] 598eTuple x = [x]
599 599
600parens a = "(" <+> a <+> ")"
601
602data Uniform 600data Uniform
603 = UUniform 601 = UUniform
604 | UTexture2DSlot 602 | UTexture2DSlot
diff --git a/testdata/Graphics.out b/testdata/Graphics.out
index 73cd2482..b8b1c2d4 100644
--- a/testdata/Graphics.out
+++ b/testdata/Graphics.out
@@ -34,7 +34,7 @@ Pipeline
34 in vec4 vi2 ; 34 in vec4 vi2 ;
35 smooth out vec4 vo1 ; 35 smooth out vec4 vo1 ;
36 void main() { 36 void main() {
37 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 37 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
38 vo1 = vi2; 38 vo1 = vi2;
39 } 39 }
40 40
@@ -47,7 +47,7 @@ Pipeline
47 smooth in vec4 vo1 ; 47 smooth in vec4 vo1 ;
48 out vec4 f0 ; 48 out vec4 f0 ;
49 void main() { 49 void main() {
50 f0 = vec4 ( ( 1.0 ) - ( ( vo1 ).x ),( 1.0 ) - ( ( vo1 ).y ),( 1.0 ) - ( ( vo1 ).z ),1.0 ); 50 f0 = vec4 ((1.0) - ((vo1).x),(1.0) - ((vo1).y),(1.0) - ((vo1).z),1.0);
51 } 51 }
52 52
53 """ 53 """
@@ -72,8 +72,8 @@ Pipeline
72 in vec4 vi2 ; 72 in vec4 vi2 ;
73 smooth out vec4 vo1 ; 73 smooth out vec4 vo1 ;
74 void main() { 74 void main() {
75 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 75 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
76 vo1 = vec4 ( ( vi2 ).x,( vi2 ).y,( vi2 ).z,0.5 ); 76 vo1 = vec4 ((vi2).x,(vi2).y,(vi2).z,0.5);
77 } 77 }
78 78
79 """ 79 """
@@ -121,9 +121,9 @@ Pipeline
121 smooth out vec2 vo1 ; 121 smooth out vec2 vo1 ;
122 smooth out vec4 vo2 ; 122 smooth out vec4 vo2 ;
123 void main() { 123 void main() {
124 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 124 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
125 vo1 = vi4; 125 vo1 = vi4;
126 vo2 = vec4 ( 1.0,1.0,1.0,1.0 ); 126 vo2 = vec4 (1.0,1.0,1.0,1.0);
127 } 127 }
128 128
129 """ 129 """
@@ -137,7 +137,7 @@ Pipeline
137 smooth in vec4 vo2 ; 137 smooth in vec4 vo2 ;
138 out vec4 f0 ; 138 out vec4 f0 ;
139 void main() { 139 void main() {
140 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 140 f0 = (vo2) * (texture2D (LightMap,vo1));
141 } 141 }
142 142
143 """ 143 """
@@ -174,9 +174,9 @@ Pipeline
174 smooth out vec2 vo1 ; 174 smooth out vec2 vo1 ;
175 smooth out vec4 vo2 ; 175 smooth out vec4 vo2 ;
176 void main() { 176 void main() {
177 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 177 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
178 vo1 = vi3; 178 vo1 = vi3;
179 vo2 = vec4 ( 1.0,1.0,1.0,1.0 ); 179 vo2 = vec4 (1.0,1.0,1.0,1.0);
180 } 180 }
181 181
182 """ 182 """
@@ -190,7 +190,7 @@ Pipeline
190 smooth in vec4 vo2 ; 190 smooth in vec4 vo2 ;
191 out vec4 f0 ; 191 out vec4 f0 ;
192 void main() { 192 void main() {
193 f0 = ( vo2 ) * ( texture2D ( Tex_3562558025,vo1 ) ); 193 f0 = (vo2) * (texture2D (Tex_3562558025,vo1));
194 } 194 }
195 195
196 """ 196 """
@@ -228,9 +228,9 @@ Pipeline
228 smooth out vec2 vo1 ; 228 smooth out vec2 vo1 ;
229 smooth out vec4 vo2 ; 229 smooth out vec4 vo2 ;
230 void main() { 230 void main() {
231 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 231 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
232 vo1 = ( ( ( vi3 ) + ( ( vec2 ( 0.0,1.0 ) ) * ( time ) ) ) + ( ( sin ( vec2 ( ( 6.28 ) * ( ( ( ( ( vi1 ).x ) + ( ( vi1 ).z ) ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 1.6 ) ) ) ),( 6.28 ) * ( ( ( ( vi1 ).y ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 1.6 ) ) ) ) ) ) ) * ( 0.25 ) ) ) * ( vec2 ( 4.0,4.0 ) ); 232 vo1 = (((vi3) + ((vec2 (0.0,1.0)) * (time))) + ((sin (vec2 ((6.28) * (((((vi1).x) + ((vi1).z)) * (9.765625e-4)) + ((0.0) + ((time) * (1.6)))),(6.28) * ((((vi1).y) * (9.765625e-4)) + ((0.0) + ((time) * (1.6))))))) * (0.25))) * (vec2 (4.0,4.0));
233 vo2 = vec4 ( 1.0,1.0,1.0,1.0 ); 233 vo2 = vec4 (1.0,1.0,1.0,1.0);
234 } 234 }
235 235
236 """ 236 """
@@ -244,7 +244,7 @@ Pipeline
244 smooth in vec4 vo2 ; 244 smooth in vec4 vo2 ;
245 out vec4 f0 ; 245 out vec4 f0 ;
246 void main() { 246 void main() {
247 f0 = ( vo2 ) * ( texture2D ( Tex_47037129,vo1 ) ); 247 f0 = (vo2) * (texture2D (Tex_47037129,vo1));
248 } 248 }
249 249
250 """ 250 """
@@ -281,9 +281,9 @@ Pipeline
281 smooth out vec2 vo1 ; 281 smooth out vec2 vo1 ;
282 smooth out vec4 vo2 ; 282 smooth out vec4 vo2 ;
283 void main() { 283 void main() {
284 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 284 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
285 vo1 = vi3; 285 vo1 = vi3;
286 vo2 = vec4 ( 1.0,1.0,1.0,1.0 ); 286 vo2 = vec4 (1.0,1.0,1.0,1.0);
287 } 287 }
288 288
289 """ 289 """
@@ -297,7 +297,7 @@ Pipeline
297 smooth in vec4 vo2 ; 297 smooth in vec4 vo2 ;
298 out vec4 f0 ; 298 out vec4 f0 ;
299 void main() { 299 void main() {
300 f0 = ( vo2 ) * ( texture2D ( Tex_1910997598,vo1 ) ); 300 f0 = (vo2) * (texture2D (Tex_1910997598,vo1));
301 } 301 }
302 302
303 """ 303 """
@@ -333,9 +333,9 @@ Pipeline
333 smooth out vec2 vo1 ; 333 smooth out vec2 vo1 ;
334 smooth out vec4 vo2 ; 334 smooth out vec4 vo2 ;
335 void main() { 335 void main() {
336 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 336 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
337 vo1 = vi4; 337 vo1 = vi4;
338 vo2 = vec4 ( 1.0,1.0,1.0,1.0 ); 338 vo2 = vec4 (1.0,1.0,1.0,1.0);
339 } 339 }
340 340
341 """ 341 """
@@ -349,7 +349,7 @@ Pipeline
349 smooth in vec4 vo2 ; 349 smooth in vec4 vo2 ;
350 out vec4 f0 ; 350 out vec4 f0 ;
351 void main() { 351 void main() {
352 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 352 f0 = (vo2) * (texture2D (LightMap,vo1));
353 } 353 }
354 354
355 """ 355 """
@@ -385,9 +385,9 @@ Pipeline
385 smooth out vec2 vo1 ; 385 smooth out vec2 vo1 ;
386 smooth out vec4 vo2 ; 386 smooth out vec4 vo2 ;
387 void main() { 387 void main() {
388 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 388 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
389 vo1 = vi4; 389 vo1 = vi4;
390 vo2 = vec4 ( 1.0,1.0,1.0,1.0 ); 390 vo2 = vec4 (1.0,1.0,1.0,1.0);
391 } 391 }
392 392
393 """ 393 """
@@ -401,7 +401,7 @@ Pipeline
401 smooth in vec4 vo2 ; 401 smooth in vec4 vo2 ;
402 out vec4 f0 ; 402 out vec4 f0 ;
403 void main() { 403 void main() {
404 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 404 f0 = (vo2) * (texture2D (LightMap,vo1));
405 } 405 }
406 406
407 """ 407 """
@@ -438,9 +438,9 @@ Pipeline
438 smooth out vec2 vo1 ; 438 smooth out vec2 vo1 ;
439 smooth out vec4 vo2 ; 439 smooth out vec4 vo2 ;
440 void main() { 440 void main() {
441 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 441 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
442 vo1 = vi3; 442 vo1 = vi3;
443 vo2 = vec4 ( 1.0,1.0,1.0,1.0 ); 443 vo2 = vec4 (1.0,1.0,1.0,1.0);
444 } 444 }
445 445
446 """ 446 """
@@ -454,7 +454,7 @@ Pipeline
454 smooth in vec4 vo2 ; 454 smooth in vec4 vo2 ;
455 out vec4 f0 ; 455 out vec4 f0 ;
456 void main() { 456 void main() {
457 f0 = ( vo2 ) * ( texture2D ( Tex_4077187607,vo1 ) ); 457 f0 = (vo2) * (texture2D (Tex_4077187607,vo1));
458 } 458 }
459 459
460 """ 460 """
@@ -493,9 +493,9 @@ Pipeline
493 smooth out vec2 vo1 ; 493 smooth out vec2 vo1 ;
494 smooth out vec4 vo2 ; 494 smooth out vec4 vo2 ;
495 void main() { 495 void main() {
496 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 496 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
497 vo1 = ( ( ( vi3 ) + ( ( vec2 ( 0.0,1.0 ) ) * ( time ) ) ) + ( ( sin ( vec2 ( ( 6.28 ) * ( ( ( ( ( vi1 ).x ) + ( ( vi1 ).z ) ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 5.6 ) ) ) ),( 6.28 ) * ( ( ( ( vi1 ).y ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 5.6 ) ) ) ) ) ) ) * ( 0.25 ) ) ) * ( vec2 ( 1.5,1.5 ) ); 497 vo1 = (((vi3) + ((vec2 (0.0,1.0)) * (time))) + ((sin (vec2 ((6.28) * (((((vi1).x) + ((vi1).z)) * (9.765625e-4)) + ((0.0) + ((time) * (5.6)))),(6.28) * ((((vi1).y) * (9.765625e-4)) + ((0.0) + ((time) * (5.6))))))) * (0.25))) * (vec2 (1.5,1.5));
498 vo2 = vec4 ( 1.0,1.0,1.0,1.0 ); 498 vo2 = vec4 (1.0,1.0,1.0,1.0);
499 } 499 }
500 500
501 """ 501 """
@@ -509,7 +509,7 @@ Pipeline
509 smooth in vec4 vo2 ; 509 smooth in vec4 vo2 ;
510 out vec4 f0 ; 510 out vec4 f0 ;
511 void main() { 511 void main() {
512 f0 = ( vo2 ) * ( texture2D ( Tex_3416962274,vo1 ) ); 512 f0 = (vo2) * (texture2D (Tex_3416962274,vo1));
513 } 513 }
514 514
515 """ 515 """
@@ -547,9 +547,9 @@ Pipeline
547 smooth out vec2 vo1 ; 547 smooth out vec2 vo1 ;
548 smooth out vec4 vo2 ; 548 smooth out vec4 vo2 ;
549 void main() { 549 void main() {
550 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 550 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
551 vo1 = vi4; 551 vo1 = vi4;
552 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 552 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
553 } 553 }
554 554
555 """ 555 """
@@ -563,7 +563,7 @@ Pipeline
563 smooth in vec4 vo2 ; 563 smooth in vec4 vo2 ;
564 out vec4 f0 ; 564 out vec4 f0 ;
565 void main() { 565 void main() {
566 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 566 f0 = (vo2) * (texture2D (LightMap,vo1));
567 } 567 }
568 568
569 """ 569 """
@@ -602,9 +602,9 @@ Pipeline
602 smooth out vec2 vo1 ; 602 smooth out vec2 vo1 ;
603 smooth out vec4 vo2 ; 603 smooth out vec4 vo2 ;
604 void main() { 604 void main() {
605 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 605 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
606 vo1 = vi3; 606 vo1 = vi3;
607 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 607 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
608 } 608 }
609 609
610 """ 610 """
@@ -618,7 +618,7 @@ Pipeline
618 smooth in vec4 vo2 ; 618 smooth in vec4 vo2 ;
619 out vec4 f0 ; 619 out vec4 f0 ;
620 void main() { 620 void main() {
621 f0 = ( vo2 ) * ( texture2D ( Tex_4288602201,vo1 ) ); 621 f0 = (vo2) * (texture2D (Tex_4288602201,vo1));
622 } 622 }
623 623
624 """ 624 """
@@ -656,9 +656,9 @@ Pipeline
656 smooth out vec2 vo1 ; 656 smooth out vec2 vo1 ;
657 smooth out vec4 vo2 ; 657 smooth out vec4 vo2 ;
658 void main() { 658 void main() {
659 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 659 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
660 vo1 = vi4; 660 vo1 = vi4;
661 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 661 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
662 } 662 }
663 663
664 """ 664 """
@@ -672,7 +672,7 @@ Pipeline
672 smooth in vec4 vo2 ; 672 smooth in vec4 vo2 ;
673 out vec4 f0 ; 673 out vec4 f0 ;
674 void main() { 674 void main() {
675 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 675 f0 = (vo2) * (texture2D (LightMap,vo1));
676 } 676 }
677 677
678 """ 678 """
@@ -711,9 +711,9 @@ Pipeline
711 smooth out vec2 vo1 ; 711 smooth out vec2 vo1 ;
712 smooth out vec4 vo2 ; 712 smooth out vec4 vo2 ;
713 void main() { 713 void main() {
714 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 714 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
715 vo1 = vi3; 715 vo1 = vi3;
716 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 716 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
717 } 717 }
718 718
719 """ 719 """
@@ -727,7 +727,7 @@ Pipeline
727 smooth in vec4 vo2 ; 727 smooth in vec4 vo2 ;
728 out vec4 f0 ; 728 out vec4 f0 ;
729 void main() { 729 void main() {
730 f0 = ( vo2 ) * ( texture2D ( Tex_3202786139,vo1 ) ); 730 f0 = (vo2) * (texture2D (Tex_3202786139,vo1));
731 } 731 }
732 732
733 """ 733 """
@@ -765,9 +765,9 @@ Pipeline
765 smooth out vec2 vo1 ; 765 smooth out vec2 vo1 ;
766 smooth out vec4 vo2 ; 766 smooth out vec4 vo2 ;
767 void main() { 767 void main() {
768 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 768 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
769 vo1 = vi4; 769 vo1 = vi4;
770 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 770 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
771 } 771 }
772 772
773 """ 773 """
@@ -781,7 +781,7 @@ Pipeline
781 smooth in vec4 vo2 ; 781 smooth in vec4 vo2 ;
782 out vec4 f0 ; 782 out vec4 f0 ;
783 void main() { 783 void main() {
784 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 784 f0 = (vo2) * (texture2D (LightMap,vo1));
785 } 785 }
786 786
787 """ 787 """
@@ -820,9 +820,9 @@ Pipeline
820 smooth out vec2 vo1 ; 820 smooth out vec2 vo1 ;
821 smooth out vec4 vo2 ; 821 smooth out vec4 vo2 ;
822 void main() { 822 void main() {
823 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 823 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
824 vo1 = vi3; 824 vo1 = vi3;
825 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 825 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
826 } 826 }
827 827
828 """ 828 """
@@ -836,7 +836,7 @@ Pipeline
836 smooth in vec4 vo2 ; 836 smooth in vec4 vo2 ;
837 out vec4 f0 ; 837 out vec4 f0 ;
838 void main() { 838 void main() {
839 f0 = ( vo2 ) * ( texture2D ( Tex_4255130505,vo1 ) ); 839 f0 = (vo2) * (texture2D (Tex_4255130505,vo1));
840 } 840 }
841 841
842 """ 842 """
@@ -874,9 +874,9 @@ Pipeline
874 smooth out vec2 vo1 ; 874 smooth out vec2 vo1 ;
875 smooth out vec4 vo2 ; 875 smooth out vec4 vo2 ;
876 void main() { 876 void main() {
877 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 877 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
878 vo1 = vi4; 878 vo1 = vi4;
879 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 879 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
880 } 880 }
881 881
882 """ 882 """
@@ -890,7 +890,7 @@ Pipeline
890 smooth in vec4 vo2 ; 890 smooth in vec4 vo2 ;
891 out vec4 f0 ; 891 out vec4 f0 ;
892 void main() { 892 void main() {
893 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 893 f0 = (vo2) * (texture2D (LightMap,vo1));
894 } 894 }
895 895
896 """ 896 """
@@ -928,9 +928,9 @@ Pipeline
928 smooth out vec2 vo1 ; 928 smooth out vec2 vo1 ;
929 smooth out vec4 vo2 ; 929 smooth out vec4 vo2 ;
930 void main() { 930 void main() {
931 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 931 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
932 vo1 = vi3; 932 vo1 = vi3;
933 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 933 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
934 } 934 }
935 935
936 """ 936 """
@@ -944,7 +944,7 @@ Pipeline
944 smooth in vec4 vo2 ; 944 smooth in vec4 vo2 ;
945 out vec4 f0 ; 945 out vec4 f0 ;
946 void main() { 946 void main() {
947 f0 = ( vo2 ) * ( texture2D ( Tex_564811775,vo1 ) ); 947 f0 = (vo2) * (texture2D (Tex_564811775,vo1));
948 } 948 }
949 949
950 """ 950 """
@@ -982,9 +982,9 @@ Pipeline
982 smooth out vec2 vo1 ; 982 smooth out vec2 vo1 ;
983 smooth out vec4 vo2 ; 983 smooth out vec4 vo2 ;
984 void main() { 984 void main() {
985 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 985 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
986 vo1 = vi4; 986 vo1 = vi4;
987 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 987 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
988 } 988 }
989 989
990 """ 990 """
@@ -998,7 +998,7 @@ Pipeline
998 smooth in vec4 vo2 ; 998 smooth in vec4 vo2 ;
999 out vec4 f0 ; 999 out vec4 f0 ;
1000 void main() { 1000 void main() {
1001 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 1001 f0 = (vo2) * (texture2D (LightMap,vo1));
1002 } 1002 }
1003 1003
1004 """ 1004 """
@@ -1037,9 +1037,9 @@ Pipeline
1037 smooth out vec2 vo1 ; 1037 smooth out vec2 vo1 ;
1038 smooth out vec4 vo2 ; 1038 smooth out vec4 vo2 ;
1039 void main() { 1039 void main() {
1040 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 1040 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
1041 vo1 = vi3; 1041 vo1 = vi3;
1042 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 1042 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
1043 } 1043 }
1044 1044
1045 """ 1045 """
@@ -1053,7 +1053,7 @@ Pipeline
1053 smooth in vec4 vo2 ; 1053 smooth in vec4 vo2 ;
1054 out vec4 f0 ; 1054 out vec4 f0 ;
1055 void main() { 1055 void main() {
1056 f0 = ( vo2 ) * ( texture2D ( Tex_2073154888,vo1 ) ); 1056 f0 = (vo2) * (texture2D (Tex_2073154888,vo1));
1057 } 1057 }
1058 1058
1059 """ 1059 """
@@ -1091,9 +1091,9 @@ Pipeline
1091 smooth out vec2 vo1 ; 1091 smooth out vec2 vo1 ;
1092 smooth out vec4 vo2 ; 1092 smooth out vec4 vo2 ;
1093 void main() { 1093 void main() {
1094 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 1094 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
1095 vo1 = vi4; 1095 vo1 = vi4;
1096 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 1096 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
1097 } 1097 }
1098 1098
1099 """ 1099 """
@@ -1107,7 +1107,7 @@ Pipeline
1107 smooth in vec4 vo2 ; 1107 smooth in vec4 vo2 ;
1108 out vec4 f0 ; 1108 out vec4 f0 ;
1109 void main() { 1109 void main() {
1110 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 1110 f0 = (vo2) * (texture2D (LightMap,vo1));
1111 } 1111 }
1112 1112
1113 """ 1113 """
@@ -1146,9 +1146,9 @@ Pipeline
1146 smooth out vec2 vo1 ; 1146 smooth out vec2 vo1 ;
1147 smooth out vec4 vo2 ; 1147 smooth out vec4 vo2 ;
1148 void main() { 1148 void main() {
1149 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 1149 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
1150 vo1 = vi3; 1150 vo1 = vi3;
1151 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 1151 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
1152 } 1152 }
1153 1153
1154 """ 1154 """
@@ -1162,7 +1162,7 @@ Pipeline
1162 smooth in vec4 vo2 ; 1162 smooth in vec4 vo2 ;
1163 out vec4 f0 ; 1163 out vec4 f0 ;
1164 void main() { 1164 void main() {
1165 f0 = ( vo2 ) * ( texture2D ( Tex_2099456856,vo1 ) ); 1165 f0 = (vo2) * (texture2D (Tex_2099456856,vo1));
1166 } 1166 }
1167 1167
1168 """ 1168 """
@@ -1200,9 +1200,9 @@ Pipeline
1200 smooth out vec2 vo1 ; 1200 smooth out vec2 vo1 ;
1201 smooth out vec4 vo2 ; 1201 smooth out vec4 vo2 ;
1202 void main() { 1202 void main() {
1203 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 1203 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
1204 vo1 = vi4; 1204 vo1 = vi4;
1205 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 1205 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
1206 } 1206 }
1207 1207
1208 """ 1208 """
@@ -1216,7 +1216,7 @@ Pipeline
1216 smooth in vec4 vo2 ; 1216 smooth in vec4 vo2 ;
1217 out vec4 f0 ; 1217 out vec4 f0 ;
1218 void main() { 1218 void main() {
1219 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 1219 f0 = (vo2) * (texture2D (LightMap,vo1));
1220 } 1220 }
1221 1221
1222 """ 1222 """
@@ -1255,9 +1255,9 @@ Pipeline
1255 smooth out vec2 vo1 ; 1255 smooth out vec2 vo1 ;
1256 smooth out vec4 vo2 ; 1256 smooth out vec4 vo2 ;
1257 void main() { 1257 void main() {
1258 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 1258 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
1259 vo1 = vi3; 1259 vo1 = vi3;
1260 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 1260 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
1261 } 1261 }
1262 1262
1263 """ 1263 """
@@ -1271,7 +1271,7 @@ Pipeline
1271 smooth in vec4 vo2 ; 1271 smooth in vec4 vo2 ;
1272 out vec4 f0 ; 1272 out vec4 f0 ;
1273 void main() { 1273 void main() {
1274 f0 = ( vo2 ) * ( texture2D ( Tex_1581337759,vo1 ) ); 1274 f0 = (vo2) * (texture2D (Tex_1581337759,vo1));
1275 } 1275 }
1276 1276
1277 """ 1277 """
@@ -1309,9 +1309,9 @@ Pipeline
1309 smooth out vec2 vo1 ; 1309 smooth out vec2 vo1 ;
1310 smooth out vec4 vo2 ; 1310 smooth out vec4 vo2 ;
1311 void main() { 1311 void main() {
1312 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 1312 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
1313 vo1 = vi4; 1313 vo1 = vi4;
1314 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 1314 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
1315 } 1315 }
1316 1316
1317 """ 1317 """
@@ -1325,7 +1325,7 @@ Pipeline
1325 smooth in vec4 vo2 ; 1325 smooth in vec4 vo2 ;
1326 out vec4 f0 ; 1326 out vec4 f0 ;
1327 void main() { 1327 void main() {
1328 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 1328 f0 = (vo2) * (texture2D (LightMap,vo1));
1329 } 1329 }
1330 1330
1331 """ 1331 """
@@ -1364,9 +1364,9 @@ Pipeline
1364 smooth out vec2 vo1 ; 1364 smooth out vec2 vo1 ;
1365 smooth out vec4 vo2 ; 1365 smooth out vec4 vo2 ;
1366 void main() { 1366 void main() {
1367 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 1367 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
1368 vo1 = vi3; 1368 vo1 = vi3;
1369 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 1369 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
1370 } 1370 }
1371 1371
1372 """ 1372 """
@@ -1380,7 +1380,7 @@ Pipeline
1380 smooth in vec4 vo2 ; 1380 smooth in vec4 vo2 ;
1381 out vec4 f0 ; 1381 out vec4 f0 ;
1382 void main() { 1382 void main() {
1383 f0 = ( vo2 ) * ( texture2D ( Tex_1062467595,vo1 ) ); 1383 f0 = (vo2) * (texture2D (Tex_1062467595,vo1));
1384 } 1384 }
1385 1385
1386 """ 1386 """
@@ -1418,9 +1418,9 @@ Pipeline
1418 smooth out vec2 vo1 ; 1418 smooth out vec2 vo1 ;
1419 smooth out vec4 vo2 ; 1419 smooth out vec4 vo2 ;
1420 void main() { 1420 void main() {
1421 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 1421 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
1422 vo1 = vi4; 1422 vo1 = vi4;
1423 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 1423 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
1424 } 1424 }
1425 1425
1426 """ 1426 """
@@ -1434,7 +1434,7 @@ Pipeline
1434 smooth in vec4 vo2 ; 1434 smooth in vec4 vo2 ;
1435 out vec4 f0 ; 1435 out vec4 f0 ;
1436 void main() { 1436 void main() {
1437 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 1437 f0 = (vo2) * (texture2D (LightMap,vo1));
1438 } 1438 }
1439 1439
1440 """ 1440 """
@@ -1473,9 +1473,9 @@ Pipeline
1473 smooth out vec2 vo1 ; 1473 smooth out vec2 vo1 ;
1474 smooth out vec4 vo2 ; 1474 smooth out vec4 vo2 ;
1475 void main() { 1475 void main() {
1476 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 1476 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
1477 vo1 = vi3; 1477 vo1 = vi3;
1478 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 1478 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
1479 } 1479 }
1480 1480
1481 """ 1481 """
@@ -1489,7 +1489,7 @@ Pipeline
1489 smooth in vec4 vo2 ; 1489 smooth in vec4 vo2 ;
1490 out vec4 f0 ; 1490 out vec4 f0 ;
1491 void main() { 1491 void main() {
1492 f0 = ( vo2 ) * ( texture2D ( Tex_2024854890,vo1 ) ); 1492 f0 = (vo2) * (texture2D (Tex_2024854890,vo1));
1493 } 1493 }
1494 1494
1495 """ 1495 """
@@ -1527,9 +1527,9 @@ Pipeline
1527 smooth out vec2 vo1 ; 1527 smooth out vec2 vo1 ;
1528 smooth out vec4 vo2 ; 1528 smooth out vec4 vo2 ;
1529 void main() { 1529 void main() {
1530 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 1530 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
1531 vo1 = vi4; 1531 vo1 = vi4;
1532 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 1532 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
1533 } 1533 }
1534 1534
1535 """ 1535 """
@@ -1543,7 +1543,7 @@ Pipeline
1543 smooth in vec4 vo2 ; 1543 smooth in vec4 vo2 ;
1544 out vec4 f0 ; 1544 out vec4 f0 ;
1545 void main() { 1545 void main() {
1546 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 1546 f0 = (vo2) * (texture2D (LightMap,vo1));
1547 } 1547 }
1548 1548
1549 """ 1549 """
@@ -1582,9 +1582,9 @@ Pipeline
1582 smooth out vec2 vo1 ; 1582 smooth out vec2 vo1 ;
1583 smooth out vec4 vo2 ; 1583 smooth out vec4 vo2 ;
1584 void main() { 1584 void main() {
1585 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 1585 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
1586 vo1 = vi3; 1586 vo1 = vi3;
1587 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 1587 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
1588 } 1588 }
1589 1589
1590 """ 1590 """
@@ -1598,7 +1598,7 @@ Pipeline
1598 smooth in vec4 vo2 ; 1598 smooth in vec4 vo2 ;
1599 out vec4 f0 ; 1599 out vec4 f0 ;
1600 void main() { 1600 void main() {
1601 f0 = ( vo2 ) * ( texture2D ( Tex_1284708166,vo1 ) ); 1601 f0 = (vo2) * (texture2D (Tex_1284708166,vo1));
1602 } 1602 }
1603 1603
1604 """ 1604 """
@@ -1636,9 +1636,9 @@ Pipeline
1636 smooth out vec2 vo1 ; 1636 smooth out vec2 vo1 ;
1637 smooth out vec4 vo2 ; 1637 smooth out vec4 vo2 ;
1638 void main() { 1638 void main() {
1639 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 1639 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
1640 vo1 = vi4; 1640 vo1 = vi4;
1641 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 1641 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
1642 } 1642 }
1643 1643
1644 """ 1644 """
@@ -1652,7 +1652,7 @@ Pipeline
1652 smooth in vec4 vo2 ; 1652 smooth in vec4 vo2 ;
1653 out vec4 f0 ; 1653 out vec4 f0 ;
1654 void main() { 1654 void main() {
1655 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 1655 f0 = (vo2) * (texture2D (LightMap,vo1));
1656 } 1656 }
1657 1657
1658 """ 1658 """
@@ -1691,9 +1691,9 @@ Pipeline
1691 smooth out vec2 vo1 ; 1691 smooth out vec2 vo1 ;
1692 smooth out vec4 vo2 ; 1692 smooth out vec4 vo2 ;
1693 void main() { 1693 void main() {
1694 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 1694 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
1695 vo1 = vi3; 1695 vo1 = vi3;
1696 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 1696 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
1697 } 1697 }
1698 1698
1699 """ 1699 """
@@ -1707,7 +1707,7 @@ Pipeline
1707 smooth in vec4 vo2 ; 1707 smooth in vec4 vo2 ;
1708 out vec4 f0 ; 1708 out vec4 f0 ;
1709 void main() { 1709 void main() {
1710 f0 = ( vo2 ) * ( texture2D ( Tex_2432583247,vo1 ) ); 1710 f0 = (vo2) * (texture2D (Tex_2432583247,vo1));
1711 } 1711 }
1712 1712
1713 """ 1713 """
@@ -1745,9 +1745,9 @@ Pipeline
1745 smooth out vec2 vo1 ; 1745 smooth out vec2 vo1 ;
1746 smooth out vec4 vo2 ; 1746 smooth out vec4 vo2 ;
1747 void main() { 1747 void main() {
1748 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 1748 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
1749 vo1 = vi4; 1749 vo1 = vi4;
1750 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 1750 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
1751 } 1751 }
1752 1752
1753 """ 1753 """
@@ -1761,7 +1761,7 @@ Pipeline
1761 smooth in vec4 vo2 ; 1761 smooth in vec4 vo2 ;
1762 out vec4 f0 ; 1762 out vec4 f0 ;
1763 void main() { 1763 void main() {
1764 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 1764 f0 = (vo2) * (texture2D (LightMap,vo1));
1765 } 1765 }
1766 1766
1767 """ 1767 """
@@ -1800,9 +1800,9 @@ Pipeline
1800 smooth out vec2 vo1 ; 1800 smooth out vec2 vo1 ;
1801 smooth out vec4 vo2 ; 1801 smooth out vec4 vo2 ;
1802 void main() { 1802 void main() {
1803 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 1803 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
1804 vo1 = vi3; 1804 vo1 = vi3;
1805 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 1805 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
1806 } 1806 }
1807 1807
1808 """ 1808 """
@@ -1816,7 +1816,7 @@ Pipeline
1816 smooth in vec4 vo2 ; 1816 smooth in vec4 vo2 ;
1817 out vec4 f0 ; 1817 out vec4 f0 ;
1818 void main() { 1818 void main() {
1819 f0 = ( vo2 ) * ( texture2D ( Tex_1002517541,vo1 ) ); 1819 f0 = (vo2) * (texture2D (Tex_1002517541,vo1));
1820 } 1820 }
1821 1821
1822 """ 1822 """
@@ -1854,9 +1854,9 @@ Pipeline
1854 smooth out vec2 vo1 ; 1854 smooth out vec2 vo1 ;
1855 smooth out vec4 vo2 ; 1855 smooth out vec4 vo2 ;
1856 void main() { 1856 void main() {
1857 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 1857 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
1858 vo1 = vi4; 1858 vo1 = vi4;
1859 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 1859 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
1860 } 1860 }
1861 1861
1862 """ 1862 """
@@ -1870,7 +1870,7 @@ Pipeline
1870 smooth in vec4 vo2 ; 1870 smooth in vec4 vo2 ;
1871 out vec4 f0 ; 1871 out vec4 f0 ;
1872 void main() { 1872 void main() {
1873 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 1873 f0 = (vo2) * (texture2D (LightMap,vo1));
1874 } 1874 }
1875 1875
1876 """ 1876 """
@@ -1909,9 +1909,9 @@ Pipeline
1909 smooth out vec2 vo1 ; 1909 smooth out vec2 vo1 ;
1910 smooth out vec4 vo2 ; 1910 smooth out vec4 vo2 ;
1911 void main() { 1911 void main() {
1912 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 1912 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
1913 vo1 = vi3; 1913 vo1 = vi3;
1914 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 1914 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
1915 } 1915 }
1916 1916
1917 """ 1917 """
@@ -1925,7 +1925,7 @@ Pipeline
1925 smooth in vec4 vo2 ; 1925 smooth in vec4 vo2 ;
1926 out vec4 f0 ; 1926 out vec4 f0 ;
1927 void main() { 1927 void main() {
1928 f0 = ( vo2 ) * ( texture2D ( Tex_2639119078,vo1 ) ); 1928 f0 = (vo2) * (texture2D (Tex_2639119078,vo1));
1929 } 1929 }
1930 1930
1931 """ 1931 """
@@ -1963,9 +1963,9 @@ Pipeline
1963 smooth out vec2 vo1 ; 1963 smooth out vec2 vo1 ;
1964 smooth out vec4 vo2 ; 1964 smooth out vec4 vo2 ;
1965 void main() { 1965 void main() {
1966 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 1966 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
1967 vo1 = vi4; 1967 vo1 = vi4;
1968 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 1968 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
1969 } 1969 }
1970 1970
1971 """ 1971 """
@@ -1979,7 +1979,7 @@ Pipeline
1979 smooth in vec4 vo2 ; 1979 smooth in vec4 vo2 ;
1980 out vec4 f0 ; 1980 out vec4 f0 ;
1981 void main() { 1981 void main() {
1982 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 1982 f0 = (vo2) * (texture2D (LightMap,vo1));
1983 } 1983 }
1984 1984
1985 """ 1985 """
@@ -2018,9 +2018,9 @@ Pipeline
2018 smooth out vec2 vo1 ; 2018 smooth out vec2 vo1 ;
2019 smooth out vec4 vo2 ; 2019 smooth out vec4 vo2 ;
2020 void main() { 2020 void main() {
2021 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 2021 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
2022 vo1 = vi3; 2022 vo1 = vi3;
2023 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 2023 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
2024 } 2024 }
2025 2025
2026 """ 2026 """
@@ -2034,7 +2034,7 @@ Pipeline
2034 smooth in vec4 vo2 ; 2034 smooth in vec4 vo2 ;
2035 out vec4 f0 ; 2035 out vec4 f0 ;
2036 void main() { 2036 void main() {
2037 f0 = ( vo2 ) * ( texture2D ( Tex_3479185666,vo1 ) ); 2037 f0 = (vo2) * (texture2D (Tex_3479185666,vo1));
2038 } 2038 }
2039 2039
2040 """ 2040 """
@@ -2072,9 +2072,9 @@ Pipeline
2072 smooth out vec2 vo1 ; 2072 smooth out vec2 vo1 ;
2073 smooth out vec4 vo2 ; 2073 smooth out vec4 vo2 ;
2074 void main() { 2074 void main() {
2075 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 2075 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
2076 vo1 = vi4; 2076 vo1 = vi4;
2077 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 2077 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
2078 } 2078 }
2079 2079
2080 """ 2080 """
@@ -2088,7 +2088,7 @@ Pipeline
2088 smooth in vec4 vo2 ; 2088 smooth in vec4 vo2 ;
2089 out vec4 f0 ; 2089 out vec4 f0 ;
2090 void main() { 2090 void main() {
2091 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 2091 f0 = (vo2) * (texture2D (LightMap,vo1));
2092 } 2092 }
2093 2093
2094 """ 2094 """
@@ -2127,9 +2127,9 @@ Pipeline
2127 smooth out vec2 vo1 ; 2127 smooth out vec2 vo1 ;
2128 smooth out vec4 vo2 ; 2128 smooth out vec4 vo2 ;
2129 void main() { 2129 void main() {
2130 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 2130 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
2131 vo1 = vi3; 2131 vo1 = vi3;
2132 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 2132 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
2133 } 2133 }
2134 2134
2135 """ 2135 """
@@ -2143,7 +2143,7 @@ Pipeline
2143 smooth in vec4 vo2 ; 2143 smooth in vec4 vo2 ;
2144 out vec4 f0 ; 2144 out vec4 f0 ;
2145 void main() { 2145 void main() {
2146 f0 = ( vo2 ) * ( texture2D ( Tex_3448884269,vo1 ) ); 2146 f0 = (vo2) * (texture2D (Tex_3448884269,vo1));
2147 } 2147 }
2148 2148
2149 """ 2149 """
@@ -2181,9 +2181,9 @@ Pipeline
2181 smooth out vec2 vo1 ; 2181 smooth out vec2 vo1 ;
2182 smooth out vec4 vo2 ; 2182 smooth out vec4 vo2 ;
2183 void main() { 2183 void main() {
2184 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 2184 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
2185 vo1 = vi4; 2185 vo1 = vi4;
2186 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 2186 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
2187 } 2187 }
2188 2188
2189 """ 2189 """
@@ -2197,7 +2197,7 @@ Pipeline
2197 smooth in vec4 vo2 ; 2197 smooth in vec4 vo2 ;
2198 out vec4 f0 ; 2198 out vec4 f0 ;
2199 void main() { 2199 void main() {
2200 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 2200 f0 = (vo2) * (texture2D (LightMap,vo1));
2201 } 2201 }
2202 2202
2203 """ 2203 """
@@ -2236,9 +2236,9 @@ Pipeline
2236 smooth out vec2 vo1 ; 2236 smooth out vec2 vo1 ;
2237 smooth out vec4 vo2 ; 2237 smooth out vec4 vo2 ;
2238 void main() { 2238 void main() {
2239 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 2239 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
2240 vo1 = vi3; 2240 vo1 = vi3;
2241 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 2241 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
2242 } 2242 }
2243 2243
2244 """ 2244 """
@@ -2252,7 +2252,7 @@ Pipeline
2252 smooth in vec4 vo2 ; 2252 smooth in vec4 vo2 ;
2253 out vec4 f0 ; 2253 out vec4 f0 ;
2254 void main() { 2254 void main() {
2255 f0 = ( vo2 ) * ( texture2D ( Tex_1201212243,vo1 ) ); 2255 f0 = (vo2) * (texture2D (Tex_1201212243,vo1));
2256 } 2256 }
2257 2257
2258 """ 2258 """
@@ -2290,9 +2290,9 @@ Pipeline
2290 smooth out vec2 vo1 ; 2290 smooth out vec2 vo1 ;
2291 smooth out vec4 vo2 ; 2291 smooth out vec4 vo2 ;
2292 void main() { 2292 void main() {
2293 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 2293 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
2294 vo1 = vi4; 2294 vo1 = vi4;
2295 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 2295 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
2296 } 2296 }
2297 2297
2298 """ 2298 """
@@ -2306,7 +2306,7 @@ Pipeline
2306 smooth in vec4 vo2 ; 2306 smooth in vec4 vo2 ;
2307 out vec4 f0 ; 2307 out vec4 f0 ;
2308 void main() { 2308 void main() {
2309 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 2309 f0 = (vo2) * (texture2D (LightMap,vo1));
2310 } 2310 }
2311 2311
2312 """ 2312 """
@@ -2345,9 +2345,9 @@ Pipeline
2345 smooth out vec2 vo1 ; 2345 smooth out vec2 vo1 ;
2346 smooth out vec4 vo2 ; 2346 smooth out vec4 vo2 ;
2347 void main() { 2347 void main() {
2348 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 2348 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
2349 vo1 = vi3; 2349 vo1 = vi3;
2350 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 2350 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
2351 } 2351 }
2352 2352
2353 """ 2353 """
@@ -2361,7 +2361,7 @@ Pipeline
2361 smooth in vec4 vo2 ; 2361 smooth in vec4 vo2 ;
2362 out vec4 f0 ; 2362 out vec4 f0 ;
2363 void main() { 2363 void main() {
2364 f0 = ( vo2 ) * ( texture2D ( Tex_3389727963,vo1 ) ); 2364 f0 = (vo2) * (texture2D (Tex_3389727963,vo1));
2365 } 2365 }
2366 2366
2367 """ 2367 """
@@ -2399,9 +2399,9 @@ Pipeline
2399 smooth out vec2 vo1 ; 2399 smooth out vec2 vo1 ;
2400 smooth out vec4 vo2 ; 2400 smooth out vec4 vo2 ;
2401 void main() { 2401 void main() {
2402 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 2402 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
2403 vo1 = vi4; 2403 vo1 = vi4;
2404 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 2404 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
2405 } 2405 }
2406 2406
2407 """ 2407 """
@@ -2415,7 +2415,7 @@ Pipeline
2415 smooth in vec4 vo2 ; 2415 smooth in vec4 vo2 ;
2416 out vec4 f0 ; 2416 out vec4 f0 ;
2417 void main() { 2417 void main() {
2418 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 2418 f0 = (vo2) * (texture2D (LightMap,vo1));
2419 } 2419 }
2420 2420
2421 """ 2421 """
@@ -2454,9 +2454,9 @@ Pipeline
2454 smooth out vec2 vo1 ; 2454 smooth out vec2 vo1 ;
2455 smooth out vec4 vo2 ; 2455 smooth out vec4 vo2 ;
2456 void main() { 2456 void main() {
2457 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 2457 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
2458 vo1 = vi3; 2458 vo1 = vi3;
2459 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 2459 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
2460 } 2460 }
2461 2461
2462 """ 2462 """
@@ -2470,7 +2470,7 @@ Pipeline
2470 smooth in vec4 vo2 ; 2470 smooth in vec4 vo2 ;
2471 out vec4 f0 ; 2471 out vec4 f0 ;
2472 void main() { 2472 void main() {
2473 f0 = ( vo2 ) * ( texture2D ( Tex_3836020895,vo1 ) ); 2473 f0 = (vo2) * (texture2D (Tex_3836020895,vo1));
2474 } 2474 }
2475 2475
2476 """ 2476 """
@@ -2508,9 +2508,9 @@ Pipeline
2508 smooth out vec2 vo1 ; 2508 smooth out vec2 vo1 ;
2509 smooth out vec4 vo2 ; 2509 smooth out vec4 vo2 ;
2510 void main() { 2510 void main() {
2511 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 2511 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
2512 vo1 = vi4; 2512 vo1 = vi4;
2513 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 2513 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
2514 } 2514 }
2515 2515
2516 """ 2516 """
@@ -2524,7 +2524,7 @@ Pipeline
2524 smooth in vec4 vo2 ; 2524 smooth in vec4 vo2 ;
2525 out vec4 f0 ; 2525 out vec4 f0 ;
2526 void main() { 2526 void main() {
2527 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 2527 f0 = (vo2) * (texture2D (LightMap,vo1));
2528 } 2528 }
2529 2529
2530 """ 2530 """
@@ -2562,9 +2562,9 @@ Pipeline
2562 smooth out vec2 vo1 ; 2562 smooth out vec2 vo1 ;
2563 smooth out vec4 vo2 ; 2563 smooth out vec4 vo2 ;
2564 void main() { 2564 void main() {
2565 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 2565 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
2566 vo1 = vi3; 2566 vo1 = vi3;
2567 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 2567 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
2568 } 2568 }
2569 2569
2570 """ 2570 """
@@ -2578,7 +2578,7 @@ Pipeline
2578 smooth in vec4 vo2 ; 2578 smooth in vec4 vo2 ;
2579 out vec4 f0 ; 2579 out vec4 f0 ;
2580 void main() { 2580 void main() {
2581 f0 = ( vo2 ) * ( texture2D ( Tex_209322640,vo1 ) ); 2581 f0 = (vo2) * (texture2D (Tex_209322640,vo1));
2582 } 2582 }
2583 2583
2584 """ 2584 """
@@ -2616,9 +2616,9 @@ Pipeline
2616 smooth out vec2 vo1 ; 2616 smooth out vec2 vo1 ;
2617 smooth out vec4 vo2 ; 2617 smooth out vec4 vo2 ;
2618 void main() { 2618 void main() {
2619 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 2619 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
2620 vo1 = vi4; 2620 vo1 = vi4;
2621 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 2621 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
2622 } 2622 }
2623 2623
2624 """ 2624 """
@@ -2632,7 +2632,7 @@ Pipeline
2632 smooth in vec4 vo2 ; 2632 smooth in vec4 vo2 ;
2633 out vec4 f0 ; 2633 out vec4 f0 ;
2634 void main() { 2634 void main() {
2635 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 2635 f0 = (vo2) * (texture2D (LightMap,vo1));
2636 } 2636 }
2637 2637
2638 """ 2638 """
@@ -2671,9 +2671,9 @@ Pipeline
2671 smooth out vec2 vo1 ; 2671 smooth out vec2 vo1 ;
2672 smooth out vec4 vo2 ; 2672 smooth out vec4 vo2 ;
2673 void main() { 2673 void main() {
2674 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 2674 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
2675 vo1 = vi3; 2675 vo1 = vi3;
2676 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 2676 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
2677 } 2677 }
2678 2678
2679 """ 2679 """
@@ -2687,7 +2687,7 @@ Pipeline
2687 smooth in vec4 vo2 ; 2687 smooth in vec4 vo2 ;
2688 out vec4 f0 ; 2688 out vec4 f0 ;
2689 void main() { 2689 void main() {
2690 f0 = ( vo2 ) * ( texture2D ( Tex_2893650486,vo1 ) ); 2690 f0 = (vo2) * (texture2D (Tex_2893650486,vo1));
2691 } 2691 }
2692 2692
2693 """ 2693 """
@@ -2725,9 +2725,9 @@ Pipeline
2725 smooth out vec2 vo1 ; 2725 smooth out vec2 vo1 ;
2726 smooth out vec4 vo2 ; 2726 smooth out vec4 vo2 ;
2727 void main() { 2727 void main() {
2728 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 2728 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
2729 vo1 = vi4; 2729 vo1 = vi4;
2730 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 2730 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
2731 } 2731 }
2732 2732
2733 """ 2733 """
@@ -2741,7 +2741,7 @@ Pipeline
2741 smooth in vec4 vo2 ; 2741 smooth in vec4 vo2 ;
2742 out vec4 f0 ; 2742 out vec4 f0 ;
2743 void main() { 2743 void main() {
2744 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 2744 f0 = (vo2) * (texture2D (LightMap,vo1));
2745 } 2745 }
2746 2746
2747 """ 2747 """
@@ -2780,9 +2780,9 @@ Pipeline
2780 smooth out vec2 vo1 ; 2780 smooth out vec2 vo1 ;
2781 smooth out vec4 vo2 ; 2781 smooth out vec4 vo2 ;
2782 void main() { 2782 void main() {
2783 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 2783 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
2784 vo1 = vi3; 2784 vo1 = vi3;
2785 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 2785 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
2786 } 2786 }
2787 2787
2788 """ 2788 """
@@ -2796,7 +2796,7 @@ Pipeline
2796 smooth in vec4 vo2 ; 2796 smooth in vec4 vo2 ;
2797 out vec4 f0 ; 2797 out vec4 f0 ;
2798 void main() { 2798 void main() {
2799 f0 = ( vo2 ) * ( texture2D ( Tex_3814342582,vo1 ) ); 2799 f0 = (vo2) * (texture2D (Tex_3814342582,vo1));
2800 } 2800 }
2801 2801
2802 """ 2802 """
@@ -2834,9 +2834,9 @@ Pipeline
2834 smooth out vec2 vo1 ; 2834 smooth out vec2 vo1 ;
2835 smooth out vec4 vo2 ; 2835 smooth out vec4 vo2 ;
2836 void main() { 2836 void main() {
2837 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 2837 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
2838 vo1 = vi4; 2838 vo1 = vi4;
2839 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 2839 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
2840 } 2840 }
2841 2841
2842 """ 2842 """
@@ -2850,7 +2850,7 @@ Pipeline
2850 smooth in vec4 vo2 ; 2850 smooth in vec4 vo2 ;
2851 out vec4 f0 ; 2851 out vec4 f0 ;
2852 void main() { 2852 void main() {
2853 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 2853 f0 = (vo2) * (texture2D (LightMap,vo1));
2854 } 2854 }
2855 2855
2856 """ 2856 """
@@ -2889,9 +2889,9 @@ Pipeline
2889 smooth out vec2 vo1 ; 2889 smooth out vec2 vo1 ;
2890 smooth out vec4 vo2 ; 2890 smooth out vec4 vo2 ;
2891 void main() { 2891 void main() {
2892 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 2892 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
2893 vo1 = vi3; 2893 vo1 = vi3;
2894 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 2894 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
2895 } 2895 }
2896 2896
2897 """ 2897 """
@@ -2905,7 +2905,7 @@ Pipeline
2905 smooth in vec4 vo2 ; 2905 smooth in vec4 vo2 ;
2906 out vec4 f0 ; 2906 out vec4 f0 ;
2907 void main() { 2907 void main() {
2908 f0 = ( vo2 ) * ( texture2D ( Tex_4189195777,vo1 ) ); 2908 f0 = (vo2) * (texture2D (Tex_4189195777,vo1));
2909 } 2909 }
2910 2910
2911 """ 2911 """
@@ -2943,9 +2943,9 @@ Pipeline
2943 smooth out vec2 vo1 ; 2943 smooth out vec2 vo1 ;
2944 smooth out vec4 vo2 ; 2944 smooth out vec4 vo2 ;
2945 void main() { 2945 void main() {
2946 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 2946 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
2947 vo1 = vi4; 2947 vo1 = vi4;
2948 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 2948 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
2949 } 2949 }
2950 2950
2951 """ 2951 """
@@ -2959,7 +2959,7 @@ Pipeline
2959 smooth in vec4 vo2 ; 2959 smooth in vec4 vo2 ;
2960 out vec4 f0 ; 2960 out vec4 f0 ;
2961 void main() { 2961 void main() {
2962 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 2962 f0 = (vo2) * (texture2D (LightMap,vo1));
2963 } 2963 }
2964 2964
2965 """ 2965 """
@@ -2998,9 +2998,9 @@ Pipeline
2998 smooth out vec2 vo1 ; 2998 smooth out vec2 vo1 ;
2999 smooth out vec4 vo2 ; 2999 smooth out vec4 vo2 ;
3000 void main() { 3000 void main() {
3001 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 3001 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
3002 vo1 = vi3; 3002 vo1 = vi3;
3003 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 3003 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
3004 } 3004 }
3005 3005
3006 """ 3006 """
@@ -3014,7 +3014,7 @@ Pipeline
3014 smooth in vec4 vo2 ; 3014 smooth in vec4 vo2 ;
3015 out vec4 f0 ; 3015 out vec4 f0 ;
3016 void main() { 3016 void main() {
3017 f0 = ( vo2 ) * ( texture2D ( Tex_2239853403,vo1 ) ); 3017 f0 = (vo2) * (texture2D (Tex_2239853403,vo1));
3018 } 3018 }
3019 3019
3020 """ 3020 """
@@ -3052,9 +3052,9 @@ Pipeline
3052 smooth out vec2 vo1 ; 3052 smooth out vec2 vo1 ;
3053 smooth out vec4 vo2 ; 3053 smooth out vec4 vo2 ;
3054 void main() { 3054 void main() {
3055 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 3055 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
3056 vo1 = vi4; 3056 vo1 = vi4;
3057 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 3057 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
3058 } 3058 }
3059 3059
3060 """ 3060 """
@@ -3068,7 +3068,7 @@ Pipeline
3068 smooth in vec4 vo2 ; 3068 smooth in vec4 vo2 ;
3069 out vec4 f0 ; 3069 out vec4 f0 ;
3070 void main() { 3070 void main() {
3071 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 3071 f0 = (vo2) * (texture2D (LightMap,vo1));
3072 } 3072 }
3073 3073
3074 """ 3074 """
@@ -3107,9 +3107,9 @@ Pipeline
3107 smooth out vec2 vo1 ; 3107 smooth out vec2 vo1 ;
3108 smooth out vec4 vo2 ; 3108 smooth out vec4 vo2 ;
3109 void main() { 3109 void main() {
3110 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 3110 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
3111 vo1 = vi3; 3111 vo1 = vi3;
3112 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 3112 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
3113 } 3113 }
3114 3114
3115 """ 3115 """
@@ -3123,7 +3123,7 @@ Pipeline
3123 smooth in vec4 vo2 ; 3123 smooth in vec4 vo2 ;
3124 out vec4 f0 ; 3124 out vec4 f0 ;
3125 void main() { 3125 void main() {
3126 f0 = ( vo2 ) * ( texture2D ( Tex_2367525081,vo1 ) ); 3126 f0 = (vo2) * (texture2D (Tex_2367525081,vo1));
3127 } 3127 }
3128 3128
3129 """ 3129 """
@@ -3161,9 +3161,9 @@ Pipeline
3161 smooth out vec2 vo1 ; 3161 smooth out vec2 vo1 ;
3162 smooth out vec4 vo2 ; 3162 smooth out vec4 vo2 ;
3163 void main() { 3163 void main() {
3164 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 3164 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
3165 vo1 = vi4; 3165 vo1 = vi4;
3166 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 3166 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
3167 } 3167 }
3168 3168
3169 """ 3169 """
@@ -3177,7 +3177,7 @@ Pipeline
3177 smooth in vec4 vo2 ; 3177 smooth in vec4 vo2 ;
3178 out vec4 f0 ; 3178 out vec4 f0 ;
3179 void main() { 3179 void main() {
3180 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 3180 f0 = (vo2) * (texture2D (LightMap,vo1));
3181 } 3181 }
3182 3182
3183 """ 3183 """
@@ -3216,9 +3216,9 @@ Pipeline
3216 smooth out vec2 vo1 ; 3216 smooth out vec2 vo1 ;
3217 smooth out vec4 vo2 ; 3217 smooth out vec4 vo2 ;
3218 void main() { 3218 void main() {
3219 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 3219 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
3220 vo1 = vi3; 3220 vo1 = vi3;
3221 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 3221 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
3222 } 3222 }
3223 3223
3224 """ 3224 """
@@ -3232,7 +3232,7 @@ Pipeline
3232 smooth in vec4 vo2 ; 3232 smooth in vec4 vo2 ;
3233 out vec4 f0 ; 3233 out vec4 f0 ;
3234 void main() { 3234 void main() {
3235 f0 = ( vo2 ) * ( texture2D ( Tex_2523116863,vo1 ) ); 3235 f0 = (vo2) * (texture2D (Tex_2523116863,vo1));
3236 } 3236 }
3237 3237
3238 """ 3238 """
@@ -3270,9 +3270,9 @@ Pipeline
3270 smooth out vec2 vo1 ; 3270 smooth out vec2 vo1 ;
3271 smooth out vec4 vo2 ; 3271 smooth out vec4 vo2 ;
3272 void main() { 3272 void main() {
3273 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 3273 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
3274 vo1 = vi4; 3274 vo1 = vi4;
3275 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 3275 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
3276 } 3276 }
3277 3277
3278 """ 3278 """
@@ -3286,7 +3286,7 @@ Pipeline
3286 smooth in vec4 vo2 ; 3286 smooth in vec4 vo2 ;
3287 out vec4 f0 ; 3287 out vec4 f0 ;
3288 void main() { 3288 void main() {
3289 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 3289 f0 = (vo2) * (texture2D (LightMap,vo1));
3290 } 3290 }
3291 3291
3292 """ 3292 """
@@ -3325,9 +3325,9 @@ Pipeline
3325 smooth out vec2 vo1 ; 3325 smooth out vec2 vo1 ;
3326 smooth out vec4 vo2 ; 3326 smooth out vec4 vo2 ;
3327 void main() { 3327 void main() {
3328 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 3328 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
3329 vo1 = vi3; 3329 vo1 = vi3;
3330 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 3330 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
3331 } 3331 }
3332 3332
3333 """ 3333 """
@@ -3341,7 +3341,7 @@ Pipeline
3341 smooth in vec4 vo2 ; 3341 smooth in vec4 vo2 ;
3342 out vec4 f0 ; 3342 out vec4 f0 ;
3343 void main() { 3343 void main() {
3344 f0 = ( vo2 ) * ( texture2D ( Tex_2512757607,vo1 ) ); 3344 f0 = (vo2) * (texture2D (Tex_2512757607,vo1));
3345 } 3345 }
3346 3346
3347 """ 3347 """
@@ -3379,9 +3379,9 @@ Pipeline
3379 smooth out vec2 vo1 ; 3379 smooth out vec2 vo1 ;
3380 smooth out vec4 vo2 ; 3380 smooth out vec4 vo2 ;
3381 void main() { 3381 void main() {
3382 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 3382 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
3383 vo1 = vi4; 3383 vo1 = vi4;
3384 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 3384 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
3385 } 3385 }
3386 3386
3387 """ 3387 """
@@ -3395,7 +3395,7 @@ Pipeline
3395 smooth in vec4 vo2 ; 3395 smooth in vec4 vo2 ;
3396 out vec4 f0 ; 3396 out vec4 f0 ;
3397 void main() { 3397 void main() {
3398 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 3398 f0 = (vo2) * (texture2D (LightMap,vo1));
3399 } 3399 }
3400 3400
3401 """ 3401 """
@@ -3434,9 +3434,9 @@ Pipeline
3434 smooth out vec2 vo1 ; 3434 smooth out vec2 vo1 ;
3435 smooth out vec4 vo2 ; 3435 smooth out vec4 vo2 ;
3436 void main() { 3436 void main() {
3437 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 3437 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
3438 vo1 = vi3; 3438 vo1 = vi3;
3439 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 3439 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
3440 } 3440 }
3441 3441
3442 """ 3442 """
@@ -3450,7 +3450,7 @@ Pipeline
3450 smooth in vec4 vo2 ; 3450 smooth in vec4 vo2 ;
3451 out vec4 f0 ; 3451 out vec4 f0 ;
3452 void main() { 3452 void main() {
3453 f0 = ( vo2 ) * ( texture2D ( Tex_4289279309,vo1 ) ); 3453 f0 = (vo2) * (texture2D (Tex_4289279309,vo1));
3454 } 3454 }
3455 3455
3456 """ 3456 """
@@ -3488,9 +3488,9 @@ Pipeline
3488 smooth out vec2 vo1 ; 3488 smooth out vec2 vo1 ;
3489 smooth out vec4 vo2 ; 3489 smooth out vec4 vo2 ;
3490 void main() { 3490 void main() {
3491 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 3491 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
3492 vo1 = vi4; 3492 vo1 = vi4;
3493 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 3493 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
3494 } 3494 }
3495 3495
3496 """ 3496 """
@@ -3504,7 +3504,7 @@ Pipeline
3504 smooth in vec4 vo2 ; 3504 smooth in vec4 vo2 ;
3505 out vec4 f0 ; 3505 out vec4 f0 ;
3506 void main() { 3506 void main() {
3507 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 3507 f0 = (vo2) * (texture2D (LightMap,vo1));
3508 } 3508 }
3509 3509
3510 """ 3510 """
@@ -3543,9 +3543,9 @@ Pipeline
3543 smooth out vec2 vo1 ; 3543 smooth out vec2 vo1 ;
3544 smooth out vec4 vo2 ; 3544 smooth out vec4 vo2 ;
3545 void main() { 3545 void main() {
3546 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 3546 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
3547 vo1 = vi3; 3547 vo1 = vi3;
3548 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 3548 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
3549 } 3549 }
3550 3550
3551 """ 3551 """
@@ -3559,7 +3559,7 @@ Pipeline
3559 smooth in vec4 vo2 ; 3559 smooth in vec4 vo2 ;
3560 out vec4 f0 ; 3560 out vec4 f0 ;
3561 void main() { 3561 void main() {
3562 f0 = ( vo2 ) * ( texture2D ( Tex_2525124732,vo1 ) ); 3562 f0 = (vo2) * (texture2D (Tex_2525124732,vo1));
3563 } 3563 }
3564 3564
3565 """ 3565 """
@@ -3597,9 +3597,9 @@ Pipeline
3597 smooth out vec2 vo1 ; 3597 smooth out vec2 vo1 ;
3598 smooth out vec4 vo2 ; 3598 smooth out vec4 vo2 ;
3599 void main() { 3599 void main() {
3600 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 3600 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
3601 vo1 = vi4; 3601 vo1 = vi4;
3602 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 3602 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
3603 } 3603 }
3604 3604
3605 """ 3605 """
@@ -3613,7 +3613,7 @@ Pipeline
3613 smooth in vec4 vo2 ; 3613 smooth in vec4 vo2 ;
3614 out vec4 f0 ; 3614 out vec4 f0 ;
3615 void main() { 3615 void main() {
3616 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 3616 f0 = (vo2) * (texture2D (LightMap,vo1));
3617 } 3617 }
3618 3618
3619 """ 3619 """
@@ -3652,9 +3652,9 @@ Pipeline
3652 smooth out vec2 vo1 ; 3652 smooth out vec2 vo1 ;
3653 smooth out vec4 vo2 ; 3653 smooth out vec4 vo2 ;
3654 void main() { 3654 void main() {
3655 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 3655 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
3656 vo1 = vi3; 3656 vo1 = vi3;
3657 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 3657 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
3658 } 3658 }
3659 3659
3660 """ 3660 """
@@ -3668,7 +3668,7 @@ Pipeline
3668 smooth in vec4 vo2 ; 3668 smooth in vec4 vo2 ;
3669 out vec4 f0 ; 3669 out vec4 f0 ;
3670 void main() { 3670 void main() {
3671 f0 = ( vo2 ) * ( texture2D ( Tex_3071107621,vo1 ) ); 3671 f0 = (vo2) * (texture2D (Tex_3071107621,vo1));
3672 } 3672 }
3673 3673
3674 """ 3674 """
@@ -3706,9 +3706,9 @@ Pipeline
3706 smooth out vec2 vo1 ; 3706 smooth out vec2 vo1 ;
3707 smooth out vec4 vo2 ; 3707 smooth out vec4 vo2 ;
3708 void main() { 3708 void main() {
3709 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 3709 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
3710 vo1 = vi4; 3710 vo1 = vi4;
3711 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 3711 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
3712 } 3712 }
3713 3713
3714 """ 3714 """
@@ -3722,7 +3722,7 @@ Pipeline
3722 smooth in vec4 vo2 ; 3722 smooth in vec4 vo2 ;
3723 out vec4 f0 ; 3723 out vec4 f0 ;
3724 void main() { 3724 void main() {
3725 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 3725 f0 = (vo2) * (texture2D (LightMap,vo1));
3726 } 3726 }
3727 3727
3728 """ 3728 """
@@ -3761,9 +3761,9 @@ Pipeline
3761 smooth out vec2 vo1 ; 3761 smooth out vec2 vo1 ;
3762 smooth out vec4 vo2 ; 3762 smooth out vec4 vo2 ;
3763 void main() { 3763 void main() {
3764 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 3764 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
3765 vo1 = vi3; 3765 vo1 = vi3;
3766 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 3766 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
3767 } 3767 }
3768 3768
3769 """ 3769 """
@@ -3777,7 +3777,7 @@ Pipeline
3777 smooth in vec4 vo2 ; 3777 smooth in vec4 vo2 ;
3778 out vec4 f0 ; 3778 out vec4 f0 ;
3779 void main() { 3779 void main() {
3780 f0 = ( vo2 ) * ( texture2D ( Tex_3921745736,vo1 ) ); 3780 f0 = (vo2) * (texture2D (Tex_3921745736,vo1));
3781 } 3781 }
3782 3782
3783 """ 3783 """
@@ -3815,9 +3815,9 @@ Pipeline
3815 smooth out vec2 vo1 ; 3815 smooth out vec2 vo1 ;
3816 smooth out vec4 vo2 ; 3816 smooth out vec4 vo2 ;
3817 void main() { 3817 void main() {
3818 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 3818 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
3819 vo1 = vi4; 3819 vo1 = vi4;
3820 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 3820 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
3821 } 3821 }
3822 3822
3823 """ 3823 """
@@ -3831,7 +3831,7 @@ Pipeline
3831 smooth in vec4 vo2 ; 3831 smooth in vec4 vo2 ;
3832 out vec4 f0 ; 3832 out vec4 f0 ;
3833 void main() { 3833 void main() {
3834 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 3834 f0 = (vo2) * (texture2D (LightMap,vo1));
3835 } 3835 }
3836 3836
3837 """ 3837 """
@@ -3870,9 +3870,9 @@ Pipeline
3870 smooth out vec2 vo1 ; 3870 smooth out vec2 vo1 ;
3871 smooth out vec4 vo2 ; 3871 smooth out vec4 vo2 ;
3872 void main() { 3872 void main() {
3873 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 3873 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
3874 vo1 = vi3; 3874 vo1 = vi3;
3875 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 3875 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
3876 } 3876 }
3877 3877
3878 """ 3878 """
@@ -3886,7 +3886,7 @@ Pipeline
3886 smooth in vec4 vo2 ; 3886 smooth in vec4 vo2 ;
3887 out vec4 f0 ; 3887 out vec4 f0 ;
3888 void main() { 3888 void main() {
3889 f0 = ( vo2 ) * ( texture2D ( Tex_3647563961,vo1 ) ); 3889 f0 = (vo2) * (texture2D (Tex_3647563961,vo1));
3890 } 3890 }
3891 3891
3892 """ 3892 """
@@ -3924,9 +3924,9 @@ Pipeline
3924 smooth out vec2 vo1 ; 3924 smooth out vec2 vo1 ;
3925 smooth out vec4 vo2 ; 3925 smooth out vec4 vo2 ;
3926 void main() { 3926 void main() {
3927 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 3927 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
3928 vo1 = vi4; 3928 vo1 = vi4;
3929 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 3929 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
3930 } 3930 }
3931 3931
3932 """ 3932 """
@@ -3940,7 +3940,7 @@ Pipeline
3940 smooth in vec4 vo2 ; 3940 smooth in vec4 vo2 ;
3941 out vec4 f0 ; 3941 out vec4 f0 ;
3942 void main() { 3942 void main() {
3943 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 3943 f0 = (vo2) * (texture2D (LightMap,vo1));
3944 } 3944 }
3945 3945
3946 """ 3946 """
@@ -3979,9 +3979,9 @@ Pipeline
3979 smooth out vec2 vo1 ; 3979 smooth out vec2 vo1 ;
3980 smooth out vec4 vo2 ; 3980 smooth out vec4 vo2 ;
3981 void main() { 3981 void main() {
3982 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 3982 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
3983 vo1 = vi3; 3983 vo1 = vi3;
3984 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 3984 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
3985 } 3985 }
3986 3986
3987 """ 3987 """
@@ -3995,7 +3995,7 @@ Pipeline
3995 smooth in vec4 vo2 ; 3995 smooth in vec4 vo2 ;
3996 out vec4 f0 ; 3996 out vec4 f0 ;
3997 void main() { 3997 void main() {
3998 f0 = ( vo2 ) * ( texture2D ( Tex_3593923076,vo1 ) ); 3998 f0 = (vo2) * (texture2D (Tex_3593923076,vo1));
3999 } 3999 }
4000 4000
4001 """ 4001 """
@@ -4033,9 +4033,9 @@ Pipeline
4033 smooth out vec2 vo1 ; 4033 smooth out vec2 vo1 ;
4034 smooth out vec4 vo2 ; 4034 smooth out vec4 vo2 ;
4035 void main() { 4035 void main() {
4036 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 4036 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
4037 vo1 = vi4; 4037 vo1 = vi4;
4038 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 4038 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
4039 } 4039 }
4040 4040
4041 """ 4041 """
@@ -4049,7 +4049,7 @@ Pipeline
4049 smooth in vec4 vo2 ; 4049 smooth in vec4 vo2 ;
4050 out vec4 f0 ; 4050 out vec4 f0 ;
4051 void main() { 4051 void main() {
4052 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 4052 f0 = (vo2) * (texture2D (LightMap,vo1));
4053 } 4053 }
4054 4054
4055 """ 4055 """
@@ -4088,9 +4088,9 @@ Pipeline
4088 smooth out vec2 vo1 ; 4088 smooth out vec2 vo1 ;
4089 smooth out vec4 vo2 ; 4089 smooth out vec4 vo2 ;
4090 void main() { 4090 void main() {
4091 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 4091 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
4092 vo1 = vi3; 4092 vo1 = vi3;
4093 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 4093 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
4094 } 4094 }
4095 4095
4096 """ 4096 """
@@ -4104,7 +4104,7 @@ Pipeline
4104 smooth in vec4 vo2 ; 4104 smooth in vec4 vo2 ;
4105 out vec4 f0 ; 4105 out vec4 f0 ;
4106 void main() { 4106 void main() {
4107 f0 = ( vo2 ) * ( texture2D ( Tex_1435187472,vo1 ) ); 4107 f0 = (vo2) * (texture2D (Tex_1435187472,vo1));
4108 } 4108 }
4109 4109
4110 """ 4110 """
@@ -4142,9 +4142,9 @@ Pipeline
4142 smooth out vec2 vo1 ; 4142 smooth out vec2 vo1 ;
4143 smooth out vec4 vo2 ; 4143 smooth out vec4 vo2 ;
4144 void main() { 4144 void main() {
4145 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 4145 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
4146 vo1 = vi4; 4146 vo1 = vi4;
4147 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 4147 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
4148 } 4148 }
4149 4149
4150 """ 4150 """
@@ -4158,7 +4158,7 @@ Pipeline
4158 smooth in vec4 vo2 ; 4158 smooth in vec4 vo2 ;
4159 out vec4 f0 ; 4159 out vec4 f0 ;
4160 void main() { 4160 void main() {
4161 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 4161 f0 = (vo2) * (texture2D (LightMap,vo1));
4162 } 4162 }
4163 4163
4164 """ 4164 """
@@ -4197,9 +4197,9 @@ Pipeline
4197 smooth out vec2 vo1 ; 4197 smooth out vec2 vo1 ;
4198 smooth out vec4 vo2 ; 4198 smooth out vec4 vo2 ;
4199 void main() { 4199 void main() {
4200 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 4200 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
4201 vo1 = vi3; 4201 vo1 = vi3;
4202 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 4202 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
4203 } 4203 }
4204 4204
4205 """ 4205 """
@@ -4213,7 +4213,7 @@ Pipeline
4213 smooth in vec4 vo2 ; 4213 smooth in vec4 vo2 ;
4214 out vec4 f0 ; 4214 out vec4 f0 ;
4215 void main() { 4215 void main() {
4216 f0 = ( vo2 ) * ( texture2D ( Tex_1318715778,vo1 ) ); 4216 f0 = (vo2) * (texture2D (Tex_1318715778,vo1));
4217 } 4217 }
4218 4218
4219 """ 4219 """
@@ -4251,9 +4251,9 @@ Pipeline
4251 smooth out vec2 vo1 ; 4251 smooth out vec2 vo1 ;
4252 smooth out vec4 vo2 ; 4252 smooth out vec4 vo2 ;
4253 void main() { 4253 void main() {
4254 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 4254 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
4255 vo1 = vi4; 4255 vo1 = vi4;
4256 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 4256 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
4257 } 4257 }
4258 4258
4259 """ 4259 """
@@ -4267,7 +4267,7 @@ Pipeline
4267 smooth in vec4 vo2 ; 4267 smooth in vec4 vo2 ;
4268 out vec4 f0 ; 4268 out vec4 f0 ;
4269 void main() { 4269 void main() {
4270 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 4270 f0 = (vo2) * (texture2D (LightMap,vo1));
4271 } 4271 }
4272 4272
4273 """ 4273 """
@@ -4305,9 +4305,9 @@ Pipeline
4305 smooth out vec2 vo1 ; 4305 smooth out vec2 vo1 ;
4306 smooth out vec4 vo2 ; 4306 smooth out vec4 vo2 ;
4307 void main() { 4307 void main() {
4308 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 4308 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
4309 vo1 = vi3; 4309 vo1 = vi3;
4310 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 4310 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
4311 } 4311 }
4312 4312
4313 """ 4313 """
@@ -4321,7 +4321,7 @@ Pipeline
4321 smooth in vec4 vo2 ; 4321 smooth in vec4 vo2 ;
4322 out vec4 f0 ; 4322 out vec4 f0 ;
4323 void main() { 4323 void main() {
4324 f0 = ( vo2 ) * ( texture2D ( Tex_442868841,vo1 ) ); 4324 f0 = (vo2) * (texture2D (Tex_442868841,vo1));
4325 } 4325 }
4326 4326
4327 """ 4327 """
@@ -4359,9 +4359,9 @@ Pipeline
4359 smooth out vec2 vo1 ; 4359 smooth out vec2 vo1 ;
4360 smooth out vec4 vo2 ; 4360 smooth out vec4 vo2 ;
4361 void main() { 4361 void main() {
4362 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 4362 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
4363 vo1 = vi4; 4363 vo1 = vi4;
4364 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 4364 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
4365 } 4365 }
4366 4366
4367 """ 4367 """
@@ -4375,7 +4375,7 @@ Pipeline
4375 smooth in vec4 vo2 ; 4375 smooth in vec4 vo2 ;
4376 out vec4 f0 ; 4376 out vec4 f0 ;
4377 void main() { 4377 void main() {
4378 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 4378 f0 = (vo2) * (texture2D (LightMap,vo1));
4379 } 4379 }
4380 4380
4381 """ 4381 """
@@ -4414,9 +4414,9 @@ Pipeline
4414 smooth out vec2 vo1 ; 4414 smooth out vec2 vo1 ;
4415 smooth out vec4 vo2 ; 4415 smooth out vec4 vo2 ;
4416 void main() { 4416 void main() {
4417 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 4417 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
4418 vo1 = vi3; 4418 vo1 = vi3;
4419 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 4419 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
4420 } 4420 }
4421 4421
4422 """ 4422 """
@@ -4430,7 +4430,7 @@ Pipeline
4430 smooth in vec4 vo2 ; 4430 smooth in vec4 vo2 ;
4431 out vec4 f0 ; 4431 out vec4 f0 ;
4432 void main() { 4432 void main() {
4433 f0 = ( vo2 ) * ( texture2D ( Tex_2289735512,vo1 ) ); 4433 f0 = (vo2) * (texture2D (Tex_2289735512,vo1));
4434 } 4434 }
4435 4435
4436 """ 4436 """
@@ -4468,9 +4468,9 @@ Pipeline
4468 smooth out vec2 vo1 ; 4468 smooth out vec2 vo1 ;
4469 smooth out vec4 vo2 ; 4469 smooth out vec4 vo2 ;
4470 void main() { 4470 void main() {
4471 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 4471 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
4472 vo1 = vi4; 4472 vo1 = vi4;
4473 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 4473 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
4474 } 4474 }
4475 4475
4476 """ 4476 """
@@ -4484,7 +4484,7 @@ Pipeline
4484 smooth in vec4 vo2 ; 4484 smooth in vec4 vo2 ;
4485 out vec4 f0 ; 4485 out vec4 f0 ;
4486 void main() { 4486 void main() {
4487 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 4487 f0 = (vo2) * (texture2D (LightMap,vo1));
4488 } 4488 }
4489 4489
4490 """ 4490 """
@@ -4523,9 +4523,9 @@ Pipeline
4523 smooth out vec2 vo1 ; 4523 smooth out vec2 vo1 ;
4524 smooth out vec4 vo2 ; 4524 smooth out vec4 vo2 ;
4525 void main() { 4525 void main() {
4526 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 4526 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
4527 vo1 = vi3; 4527 vo1 = vi3;
4528 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 4528 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
4529 } 4529 }
4530 4530
4531 """ 4531 """
@@ -4539,7 +4539,7 @@ Pipeline
4539 smooth in vec4 vo2 ; 4539 smooth in vec4 vo2 ;
4540 out vec4 f0 ; 4540 out vec4 f0 ;
4541 void main() { 4541 void main() {
4542 f0 = ( vo2 ) * ( texture2D ( Tex_3939430064,vo1 ) ); 4542 f0 = (vo2) * (texture2D (Tex_3939430064,vo1));
4543 } 4543 }
4544 4544
4545 """ 4545 """
@@ -4577,9 +4577,9 @@ Pipeline
4577 smooth out vec2 vo1 ; 4577 smooth out vec2 vo1 ;
4578 smooth out vec4 vo2 ; 4578 smooth out vec4 vo2 ;
4579 void main() { 4579 void main() {
4580 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 4580 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
4581 vo1 = vi4; 4581 vo1 = vi4;
4582 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 4582 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
4583 } 4583 }
4584 4584
4585 """ 4585 """
@@ -4593,7 +4593,7 @@ Pipeline
4593 smooth in vec4 vo2 ; 4593 smooth in vec4 vo2 ;
4594 out vec4 f0 ; 4594 out vec4 f0 ;
4595 void main() { 4595 void main() {
4596 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 4596 f0 = (vo2) * (texture2D (LightMap,vo1));
4597 } 4597 }
4598 4598
4599 """ 4599 """
@@ -4632,9 +4632,9 @@ Pipeline
4632 smooth out vec2 vo1 ; 4632 smooth out vec2 vo1 ;
4633 smooth out vec4 vo2 ; 4633 smooth out vec4 vo2 ;
4634 void main() { 4634 void main() {
4635 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 4635 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
4636 vo1 = vi3; 4636 vo1 = vi3;
4637 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 4637 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
4638 } 4638 }
4639 4639
4640 """ 4640 """
@@ -4648,7 +4648,7 @@ Pipeline
4648 smooth in vec4 vo2 ; 4648 smooth in vec4 vo2 ;
4649 out vec4 f0 ; 4649 out vec4 f0 ;
4650 void main() { 4650 void main() {
4651 f0 = ( vo2 ) * ( texture2D ( Tex_3012001075,vo1 ) ); 4651 f0 = (vo2) * (texture2D (Tex_3012001075,vo1));
4652 } 4652 }
4653 4653
4654 """ 4654 """
@@ -4686,9 +4686,9 @@ Pipeline
4686 smooth out vec2 vo1 ; 4686 smooth out vec2 vo1 ;
4687 smooth out vec4 vo2 ; 4687 smooth out vec4 vo2 ;
4688 void main() { 4688 void main() {
4689 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 4689 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
4690 vo1 = vi4; 4690 vo1 = vi4;
4691 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 4691 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
4692 } 4692 }
4693 4693
4694 """ 4694 """
@@ -4702,7 +4702,7 @@ Pipeline
4702 smooth in vec4 vo2 ; 4702 smooth in vec4 vo2 ;
4703 out vec4 f0 ; 4703 out vec4 f0 ;
4704 void main() { 4704 void main() {
4705 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 4705 f0 = (vo2) * (texture2D (LightMap,vo1));
4706 } 4706 }
4707 4707
4708 """ 4708 """
@@ -4741,9 +4741,9 @@ Pipeline
4741 smooth out vec2 vo1 ; 4741 smooth out vec2 vo1 ;
4742 smooth out vec4 vo2 ; 4742 smooth out vec4 vo2 ;
4743 void main() { 4743 void main() {
4744 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 4744 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
4745 vo1 = vi3; 4745 vo1 = vi3;
4746 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 4746 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
4747 } 4747 }
4748 4748
4749 """ 4749 """
@@ -4757,7 +4757,7 @@ Pipeline
4757 smooth in vec4 vo2 ; 4757 smooth in vec4 vo2 ;
4758 out vec4 f0 ; 4758 out vec4 f0 ;
4759 void main() { 4759 void main() {
4760 f0 = ( vo2 ) * ( texture2D ( Tex_3768122504,vo1 ) ); 4760 f0 = (vo2) * (texture2D (Tex_3768122504,vo1));
4761 } 4761 }
4762 4762
4763 """ 4763 """
@@ -4795,9 +4795,9 @@ Pipeline
4795 smooth out vec2 vo1 ; 4795 smooth out vec2 vo1 ;
4796 smooth out vec4 vo2 ; 4796 smooth out vec4 vo2 ;
4797 void main() { 4797 void main() {
4798 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 4798 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
4799 vo1 = vi4; 4799 vo1 = vi4;
4800 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 4800 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
4801 } 4801 }
4802 4802
4803 """ 4803 """
@@ -4811,7 +4811,7 @@ Pipeline
4811 smooth in vec4 vo2 ; 4811 smooth in vec4 vo2 ;
4812 out vec4 f0 ; 4812 out vec4 f0 ;
4813 void main() { 4813 void main() {
4814 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 4814 f0 = (vo2) * (texture2D (LightMap,vo1));
4815 } 4815 }
4816 4816
4817 """ 4817 """
@@ -4850,9 +4850,9 @@ Pipeline
4850 smooth out vec2 vo1 ; 4850 smooth out vec2 vo1 ;
4851 smooth out vec4 vo2 ; 4851 smooth out vec4 vo2 ;
4852 void main() { 4852 void main() {
4853 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 4853 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
4854 vo1 = vi3; 4854 vo1 = vi3;
4855 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 4855 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
4856 } 4856 }
4857 4857
4858 """ 4858 """
@@ -4866,7 +4866,7 @@ Pipeline
4866 smooth in vec4 vo2 ; 4866 smooth in vec4 vo2 ;
4867 out vec4 f0 ; 4867 out vec4 f0 ;
4868 void main() { 4868 void main() {
4869 f0 = ( vo2 ) * ( texture2D ( Tex_2634868983,vo1 ) ); 4869 f0 = (vo2) * (texture2D (Tex_2634868983,vo1));
4870 } 4870 }
4871 4871
4872 """ 4872 """
@@ -4904,9 +4904,9 @@ Pipeline
4904 smooth out vec2 vo1 ; 4904 smooth out vec2 vo1 ;
4905 smooth out vec4 vo2 ; 4905 smooth out vec4 vo2 ;
4906 void main() { 4906 void main() {
4907 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 4907 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
4908 vo1 = vi4; 4908 vo1 = vi4;
4909 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 4909 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
4910 } 4910 }
4911 4911
4912 """ 4912 """
@@ -4920,7 +4920,7 @@ Pipeline
4920 smooth in vec4 vo2 ; 4920 smooth in vec4 vo2 ;
4921 out vec4 f0 ; 4921 out vec4 f0 ;
4922 void main() { 4922 void main() {
4923 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 4923 f0 = (vo2) * (texture2D (LightMap,vo1));
4924 } 4924 }
4925 4925
4926 """ 4926 """
@@ -4959,9 +4959,9 @@ Pipeline
4959 smooth out vec2 vo1 ; 4959 smooth out vec2 vo1 ;
4960 smooth out vec4 vo2 ; 4960 smooth out vec4 vo2 ;
4961 void main() { 4961 void main() {
4962 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 4962 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
4963 vo1 = vi3; 4963 vo1 = vi3;
4964 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 4964 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
4965 } 4965 }
4966 4966
4967 """ 4967 """
@@ -4975,7 +4975,7 @@ Pipeline
4975 smooth in vec4 vo2 ; 4975 smooth in vec4 vo2 ;
4976 out vec4 f0 ; 4976 out vec4 f0 ;
4977 void main() { 4977 void main() {
4978 f0 = ( vo2 ) * ( texture2D ( Tex_3269743316,vo1 ) ); 4978 f0 = (vo2) * (texture2D (Tex_3269743316,vo1));
4979 } 4979 }
4980 4980
4981 """ 4981 """
@@ -5013,9 +5013,9 @@ Pipeline
5013 smooth out vec2 vo1 ; 5013 smooth out vec2 vo1 ;
5014 smooth out vec4 vo2 ; 5014 smooth out vec4 vo2 ;
5015 void main() { 5015 void main() {
5016 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 5016 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
5017 vo1 = vi4; 5017 vo1 = vi4;
5018 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 5018 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
5019 } 5019 }
5020 5020
5021 """ 5021 """
@@ -5029,7 +5029,7 @@ Pipeline
5029 smooth in vec4 vo2 ; 5029 smooth in vec4 vo2 ;
5030 out vec4 f0 ; 5030 out vec4 f0 ;
5031 void main() { 5031 void main() {
5032 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 5032 f0 = (vo2) * (texture2D (LightMap,vo1));
5033 } 5033 }
5034 5034
5035 """ 5035 """
@@ -5068,9 +5068,9 @@ Pipeline
5068 smooth out vec2 vo1 ; 5068 smooth out vec2 vo1 ;
5069 smooth out vec4 vo2 ; 5069 smooth out vec4 vo2 ;
5070 void main() { 5070 void main() {
5071 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 5071 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
5072 vo1 = vi3; 5072 vo1 = vi3;
5073 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 5073 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
5074 } 5074 }
5075 5075
5076 """ 5076 """
@@ -5084,7 +5084,7 @@ Pipeline
5084 smooth in vec4 vo2 ; 5084 smooth in vec4 vo2 ;
5085 out vec4 f0 ; 5085 out vec4 f0 ;
5086 void main() { 5086 void main() {
5087 f0 = ( vo2 ) * ( texture2D ( Tex_3617993418,vo1 ) ); 5087 f0 = (vo2) * (texture2D (Tex_3617993418,vo1));
5088 } 5088 }
5089 5089
5090 """ 5090 """
@@ -5122,9 +5122,9 @@ Pipeline
5122 smooth out vec2 vo1 ; 5122 smooth out vec2 vo1 ;
5123 smooth out vec4 vo2 ; 5123 smooth out vec4 vo2 ;
5124 void main() { 5124 void main() {
5125 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 5125 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
5126 vo1 = vi4; 5126 vo1 = vi4;
5127 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 5127 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
5128 } 5128 }
5129 5129
5130 """ 5130 """
@@ -5138,7 +5138,7 @@ Pipeline
5138 smooth in vec4 vo2 ; 5138 smooth in vec4 vo2 ;
5139 out vec4 f0 ; 5139 out vec4 f0 ;
5140 void main() { 5140 void main() {
5141 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 5141 f0 = (vo2) * (texture2D (LightMap,vo1));
5142 } 5142 }
5143 5143
5144 """ 5144 """
@@ -5177,9 +5177,9 @@ Pipeline
5177 smooth out vec2 vo1 ; 5177 smooth out vec2 vo1 ;
5178 smooth out vec4 vo2 ; 5178 smooth out vec4 vo2 ;
5179 void main() { 5179 void main() {
5180 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 5180 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
5181 vo1 = vi3; 5181 vo1 = vi3;
5182 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 5182 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
5183 } 5183 }
5184 5184
5185 """ 5185 """
@@ -5193,7 +5193,7 @@ Pipeline
5193 smooth in vec4 vo2 ; 5193 smooth in vec4 vo2 ;
5194 out vec4 f0 ; 5194 out vec4 f0 ;
5195 void main() { 5195 void main() {
5196 f0 = ( vo2 ) * ( texture2D ( Tex_1243894392,vo1 ) ); 5196 f0 = (vo2) * (texture2D (Tex_1243894392,vo1));
5197 } 5197 }
5198 5198
5199 """ 5199 """
@@ -5231,9 +5231,9 @@ Pipeline
5231 smooth out vec2 vo1 ; 5231 smooth out vec2 vo1 ;
5232 smooth out vec4 vo2 ; 5232 smooth out vec4 vo2 ;
5233 void main() { 5233 void main() {
5234 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 5234 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
5235 vo1 = vi4; 5235 vo1 = vi4;
5236 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 5236 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
5237 } 5237 }
5238 5238
5239 """ 5239 """
@@ -5247,7 +5247,7 @@ Pipeline
5247 smooth in vec4 vo2 ; 5247 smooth in vec4 vo2 ;
5248 out vec4 f0 ; 5248 out vec4 f0 ;
5249 void main() { 5249 void main() {
5250 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 5250 f0 = (vo2) * (texture2D (LightMap,vo1));
5251 } 5251 }
5252 5252
5253 """ 5253 """
@@ -5286,9 +5286,9 @@ Pipeline
5286 smooth out vec2 vo1 ; 5286 smooth out vec2 vo1 ;
5287 smooth out vec4 vo2 ; 5287 smooth out vec4 vo2 ;
5288 void main() { 5288 void main() {
5289 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 5289 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
5290 vo1 = vi3; 5290 vo1 = vi3;
5291 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 5291 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
5292 } 5292 }
5293 5293
5294 """ 5294 """
@@ -5302,7 +5302,7 @@ Pipeline
5302 smooth in vec4 vo2 ; 5302 smooth in vec4 vo2 ;
5303 out vec4 f0 ; 5303 out vec4 f0 ;
5304 void main() { 5304 void main() {
5305 f0 = ( vo2 ) * ( texture2D ( Tex_2966885788,vo1 ) ); 5305 f0 = (vo2) * (texture2D (Tex_2966885788,vo1));
5306 } 5306 }
5307 5307
5308 """ 5308 """
@@ -5340,9 +5340,9 @@ Pipeline
5340 smooth out vec2 vo1 ; 5340 smooth out vec2 vo1 ;
5341 smooth out vec4 vo2 ; 5341 smooth out vec4 vo2 ;
5342 void main() { 5342 void main() {
5343 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 5343 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
5344 vo1 = vi4; 5344 vo1 = vi4;
5345 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 5345 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
5346 } 5346 }
5347 5347
5348 """ 5348 """
@@ -5356,7 +5356,7 @@ Pipeline
5356 smooth in vec4 vo2 ; 5356 smooth in vec4 vo2 ;
5357 out vec4 f0 ; 5357 out vec4 f0 ;
5358 void main() { 5358 void main() {
5359 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 5359 f0 = (vo2) * (texture2D (LightMap,vo1));
5360 } 5360 }
5361 5361
5362 """ 5362 """
@@ -5395,9 +5395,9 @@ Pipeline
5395 smooth out vec2 vo1 ; 5395 smooth out vec2 vo1 ;
5396 smooth out vec4 vo2 ; 5396 smooth out vec4 vo2 ;
5397 void main() { 5397 void main() {
5398 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 5398 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
5399 vo1 = vi3; 5399 vo1 = vi3;
5400 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 5400 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
5401 } 5401 }
5402 5402
5403 """ 5403 """
@@ -5411,7 +5411,7 @@ Pipeline
5411 smooth in vec4 vo2 ; 5411 smooth in vec4 vo2 ;
5412 out vec4 f0 ; 5412 out vec4 f0 ;
5413 void main() { 5413 void main() {
5414 f0 = ( vo2 ) * ( texture2D ( Tex_1250438154,vo1 ) ); 5414 f0 = (vo2) * (texture2D (Tex_1250438154,vo1));
5415 } 5415 }
5416 5416
5417 """ 5417 """
@@ -5449,9 +5449,9 @@ Pipeline
5449 smooth out vec2 vo1 ; 5449 smooth out vec2 vo1 ;
5450 smooth out vec4 vo2 ; 5450 smooth out vec4 vo2 ;
5451 void main() { 5451 void main() {
5452 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 5452 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
5453 vo1 = vi4; 5453 vo1 = vi4;
5454 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 5454 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
5455 } 5455 }
5456 5456
5457 """ 5457 """
@@ -5465,7 +5465,7 @@ Pipeline
5465 smooth in vec4 vo2 ; 5465 smooth in vec4 vo2 ;
5466 out vec4 f0 ; 5466 out vec4 f0 ;
5467 void main() { 5467 void main() {
5468 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 5468 f0 = (vo2) * (texture2D (LightMap,vo1));
5469 } 5469 }
5470 5470
5471 """ 5471 """
@@ -5504,9 +5504,9 @@ Pipeline
5504 smooth out vec2 vo1 ; 5504 smooth out vec2 vo1 ;
5505 smooth out vec4 vo2 ; 5505 smooth out vec4 vo2 ;
5506 void main() { 5506 void main() {
5507 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 5507 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
5508 vo1 = vi3; 5508 vo1 = vi3;
5509 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 5509 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
5510 } 5510 }
5511 5511
5512 """ 5512 """
@@ -5520,7 +5520,7 @@ Pipeline
5520 smooth in vec4 vo2 ; 5520 smooth in vec4 vo2 ;
5521 out vec4 f0 ; 5521 out vec4 f0 ;
5522 void main() { 5522 void main() {
5523 f0 = ( vo2 ) * ( texture2D ( Tex_2490648334,vo1 ) ); 5523 f0 = (vo2) * (texture2D (Tex_2490648334,vo1));
5524 } 5524 }
5525 5525
5526 """ 5526 """
@@ -5558,9 +5558,9 @@ Pipeline
5558 smooth out vec2 vo1 ; 5558 smooth out vec2 vo1 ;
5559 smooth out vec4 vo2 ; 5559 smooth out vec4 vo2 ;
5560 void main() { 5560 void main() {
5561 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 5561 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
5562 vo1 = vi4; 5562 vo1 = vi4;
5563 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 5563 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
5564 } 5564 }
5565 5565
5566 """ 5566 """
@@ -5574,7 +5574,7 @@ Pipeline
5574 smooth in vec4 vo2 ; 5574 smooth in vec4 vo2 ;
5575 out vec4 f0 ; 5575 out vec4 f0 ;
5576 void main() { 5576 void main() {
5577 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) ); 5577 f0 = (vo2) * (texture2D (LightMap,vo1));
5578 } 5578 }
5579 5579
5580 """ 5580 """
@@ -5613,9 +5613,9 @@ Pipeline
5613 smooth out vec2 vo1 ; 5613 smooth out vec2 vo1 ;
5614 smooth out vec4 vo2 ; 5614 smooth out vec4 vo2 ;
5615 void main() { 5615 void main() {
5616 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ); 5616 gl_Position = (viewProj) * ((worldMat) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)));
5617 vo1 = vi3; 5617 vo1 = vi3;
5618 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 ); 5618 vo2 = vec4 (identityLight,identityLight,identityLight,1.0);
5619 } 5619 }
5620 5620
5621 """ 5621 """
@@ -5629,7 +5629,7 @@ Pipeline
5629 smooth in vec4 vo2 ; 5629 smooth in vec4 vo2 ;
5630 out vec4 f0 ; 5630 out vec4 f0 ;
5631 void main() { 5631 void main() {
5632 f0 = ( vo2 ) * ( texture2D ( Tex_3694494180,vo1 ) ); 5632 f0 = (vo2) * (texture2D (Tex_3694494180,vo1));
5633 } 5633 }
5634 5634
5635 """ 5635 """
diff --git a/testdata/HyperbolicParaboloic.out b/testdata/HyperbolicParaboloic.out
index b6de88a6..43104893 100644
--- a/testdata/HyperbolicParaboloic.out
+++ b/testdata/HyperbolicParaboloic.out
@@ -31,8 +31,8 @@ Pipeline
31 in vec3 vi1 ; 31 in vec3 vi1 ;
32 smooth out vec4 vo1 ; 32 smooth out vec4 vo1 ;
33 void main() { 33 void main() {
34 gl_Position = ( ( MVP ) * ( vec4 ( ( ( Mouse ).y ) * ( ( vi1 ).x ),( ( ( 0.5 ) * ( ( Mouse ).x ) ) * ( ( vi1 ).x ) ) * ( ( vi1 ).y ),( ( Mouse ).y ) * ( ( vi1 ).y ),1.0 ) ) ) * ( vec4 ( 0.1,0.1,0.1,1.0 ) ); 34 gl_Position = ((MVP) * (vec4 (((Mouse).y) * ((vi1).x),(((0.5) * ((Mouse).x)) * ((vi1).x)) * ((vi1).y),((Mouse).y) * ((vi1).y),1.0))) * (vec4 (0.1,0.1,0.1,1.0));
35 vo1 = vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ); 35 vo1 = vec4 ((vi1).x,(vi1).y,(vi1).z,1.0);
36 } 36 }
37 37
38 """ 38 """
diff --git a/testdata/Hyperboloid.out b/testdata/Hyperboloid.out
index b5159841..5619e6b8 100644
--- a/testdata/Hyperboloid.out
+++ b/testdata/Hyperboloid.out
@@ -31,8 +31,8 @@ Pipeline
31 in vec3 vi1 ; 31 in vec3 vi1 ;
32 smooth out vec4 vo1 ; 32 smooth out vec4 vo1 ;
33 void main() { 33 void main() {
34 gl_Position = ( ( MVP ) * ( vec4 ( ( ( 2.0 ) * ( ( Mouse ).y ) ) * ( sin ( ( ( 0.7 ) * ( ( vi1 ).x ) ) + ( ( ( Mouse ).x ) * ( ( vi1 ).y ) ) ) ),( vi1 ).y,( ( 2.0 ) * ( ( Mouse ).y ) ) * ( cos ( ( ( 0.7 ) * ( ( vi1 ).x ) ) + ( ( ( Mouse ).x ) * ( ( vi1 ).y ) ) ) ),1.0 ) ) ) * ( vec4 ( 0.1,0.1,0.1,1.0 ) ); 34 gl_Position = ((MVP) * (vec4 (((2.0) * ((Mouse).y)) * (sin (((0.7) * ((vi1).x)) + (((Mouse).x) * ((vi1).y)))),(vi1).y,((2.0) * ((Mouse).y)) * (cos (((0.7) * ((vi1).x)) + (((Mouse).x) * ((vi1).y)))),1.0))) * (vec4 (0.1,0.1,0.1,1.0));
35 vo1 = vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ); 35 vo1 = vec4 ((vi1).x,(vi1).y,(vi1).z,1.0);
36 } 36 }
37 37
38 """ 38 """
diff --git a/testdata/NewStyle.out b/testdata/NewStyle.out
index 5037cfcf..70e7cdc5 100644
--- a/testdata/NewStyle.out
+++ b/testdata/NewStyle.out
@@ -29,7 +29,7 @@ Pipeline
29 in vec4 vi1 ; 29 in vec4 vi1 ;
30 smooth out vec4 vo1 ; 30 smooth out vec4 vo1 ;
31 void main() { 31 void main() {
32 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 32 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0));
33 vo1 = vi1; 33 vo1 = vi1;
34 } 34 }
35 35
diff --git a/testdata/PrimReduce.out b/testdata/PrimReduce.out
index 1ca6738d..257a707d 100644
--- a/testdata/PrimReduce.out
+++ b/testdata/PrimReduce.out
@@ -25,7 +25,7 @@ Pipeline
25 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 25 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
26 in vec4 vi1 ; 26 in vec4 vi1 ;
27 void main() { 27 void main() {
28 gl_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 ) ) ) * ( vi1 ) ) * ( vec4 ( 0.1,0.1,0.1,1.0 ) ); 28 gl_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))) * (vi1)) * (vec4 (0.1,0.1,0.1,1.0));
29 } 29 }
30 30
31 """ 31 """
@@ -36,7 +36,7 @@ Pipeline
36 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 36 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
37 out vec4 f0 ; 37 out vec4 f0 ;
38 void main() { 38 void main() {
39 f0 = vec4 ( 0.0,0.0,1.0,1.0 ); 39 f0 = vec4 (0.0,0.0,1.0,1.0);
40 } 40 }
41 41
42 """ 42 """
diff --git a/testdata/Spiral.out b/testdata/Spiral.out
index b9351455..66f34a90 100644
--- a/testdata/Spiral.out
+++ b/testdata/Spiral.out
@@ -31,8 +31,8 @@ Pipeline
31 in vec3 vi1 ; 31 in vec3 vi1 ;
32 smooth out vec4 vo1 ; 32 smooth out vec4 vo1 ;
33 void main() { 33 void main() {
34 gl_Position = ( ( MVP ) * ( vec4 ( ( exp ( ( ( ( Mouse ).x ) - ( 0.5 ) ) * ( ( vi1 ).x ) ) ) * ( sin ( ( 0.9 ) * ( ( vi1 ).x ) ) ),( exp ( ( ( ( Mouse ).x ) - ( 0.5 ) ) * ( ( vi1 ).x ) ) ) * ( cos ( ( 0.9 ) * ( ( vi1 ).x ) ) ),( ( Mouse ).y ) * ( ( 0.9 ) * ( ( vi1 ).x ) ),1.0 ) ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 34 gl_Position = ((MVP) * (vec4 ((exp ((((Mouse).x) - (0.5)) * ((vi1).x))) * (sin ((0.9) * ((vi1).x))),(exp ((((Mouse).x) - (0.5)) * ((vi1).x))) * (cos ((0.9) * ((vi1).x))),((Mouse).y) * ((0.9) * ((vi1).x)),1.0))) * (vec4 (0.5,0.5,0.5,1.0));
35 vo1 = vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ); 35 vo1 = vec4 ((vi1).x,(vi1).y,(vi1).z,1.0);
36 } 36 }
37 37
38 """ 38 """
diff --git a/testdata/editor-examples/Cube.out b/testdata/editor-examples/Cube.out
index 8639e0dd..7c4593ef 100644
--- a/testdata/editor-examples/Cube.out
+++ b/testdata/editor-examples/Cube.out
@@ -29,7 +29,7 @@ Pipeline
29 in vec4 vi1 ; 29 in vec4 vi1 ;
30 smooth out vec4 vo1 ; 30 smooth out vec4 vo1 ;
31 void main() { 31 void main() {
32 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 32 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0));
33 vo1 = vi1; 33 vo1 = vi1;
34 } 34 }
35 35
diff --git a/testdata/editor-examples/Heartbeat.out b/testdata/editor-examples/Heartbeat.out
index a0b3f01f..e3c59cf7 100644
--- a/testdata/editor-examples/Heartbeat.out
+++ b/testdata/editor-examples/Heartbeat.out
@@ -84,8 +84,8 @@ Pipeline
84 in vec2 vi2 ; 84 in vec2 vi2 ;
85 smooth out vec2 vo1 ; 85 smooth out vec2 vo1 ;
86 void main() { 86 void main() {
87 gl_Position = ( vi1 ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) ); 87 gl_Position = (vi1) * (vec4 (1.0,1.0,1.0,1.0));
88 vo1 = vec2 ( ( vi2 ).x,( 1.0 ) - ( ( vi2 ).y ) ); 88 vo1 = vec2 ((vi2).x,(1.0) - ((vi2).y));
89 } 89 }
90 90
91 """ 91 """
@@ -98,7 +98,7 @@ Pipeline
98 smooth in vec2 vo1 ; 98 smooth in vec2 vo1 ;
99 out vec4 f0 ; 99 out vec4 f0 ;
100 void main() { 100 void main() {
101 f0 = ( ( ( ( ( ( vo1 ).x ) - ( 0.85 ) ) * ( ( ( vo1 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vo1 ).y ) - ( 0.85 ) ) * ( ( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 5.0e-4 ) * ( sin ( ( ( 3.0 ) * ( atan ( ( ( vo1 ).x ) - ( 0.85 ),( ( vo1 ).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 ) : ( ( ( ( ( ( vo1 ).x ) - ( 0.85 ) ) * ( ( ( vo1 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vo1 ).y ) - ( 0.85 ) ) * ( ( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 2.0e-3 ) * ( sin ( ( ( 5.0 ) * ( atan ( ( ( vo1 ).x ) - ( 0.85 ),( ( vo1 ).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 ) : ( ( ( ( ( ( vo1 ).x ) - ( 0.85 ) ) * ( ( ( vo1 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vo1 ).y ) - ( 0.85 ) ) * ( ( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 2.0e-3 ) * ( sin ( ( ( 7.0 ) * ( atan ( ( ( vo1 ).x ) - ( 0.85 ),( ( vo1 ).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 ); 101 f0 = ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((5.0e-4) * (sin (((3.0) * (atan (((vo1).x) - (0.85),((vo1).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) : ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((2.0e-3) * (sin (((5.0) * (atan (((vo1).x) - (0.85),((vo1).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) : ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((2.0e-3) * (sin (((7.0) * (atan (((vo1).x) - (0.85),((vo1).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);
102 } 102 }
103 103
104 """ 104 """
@@ -121,7 +121,7 @@ Pipeline
121 in vec2 vi2 ; 121 in vec2 vi2 ;
122 smooth out vec2 vo1 ; 122 smooth out vec2 vo1 ;
123 void main() { 123 void main() {
124 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 124 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0));
125 vo1 = vi2; 125 vo1 = vi2;
126 } 126 }
127 127
@@ -135,7 +135,7 @@ Pipeline
135 smooth in vec2 vo1 ; 135 smooth in vec2 vo1 ;
136 out vec4 f0 ; 136 out vec4 f0 ;
137 void main() { 137 void main() {
138 f0 = texture2D ( s0,vo1 ); 138 f0 = texture2D (s0,vo1);
139 } 139 }
140 140
141 """ 141 """
diff --git a/testdata/editor-examples/LambdaCube.out b/testdata/editor-examples/LambdaCube.out
index 55339e04..bcf66c9b 100644
--- a/testdata/editor-examples/LambdaCube.out
+++ b/testdata/editor-examples/LambdaCube.out
@@ -29,7 +29,7 @@ Pipeline
29 in vec4 vi1 ; 29 in vec4 vi1 ;
30 smooth out vec4 vo1 ; 30 smooth out vec4 vo1 ;
31 void main() { 31 void main() {
32 gl_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 ) ) ) * ( vi1 ) ) ) * ( 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 ) ); 32 gl_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))) * (vi1))) * (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));
33 vo1 = vi1; 33 vo1 = vi1;
34 } 34 }
35 35
@@ -42,7 +42,7 @@ Pipeline
42 smooth in vec4 vo1 ; 42 smooth in vec4 vo1 ;
43 out vec4 f0 ; 43 out vec4 f0 ;
44 void main() { 44 void main() {
45 f0 = ( abs ( ( vo1 ).x ) ) > ( 0.99999 ) ? vec4 ( ( ( ( ( ( ( vo1 ).yz ) * ( sign ( ( vo1 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).x ) * ( ( ( ( ( ( vo1 ).yz ) * ( sign ( ( vo1 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).x ),1.0,( ( 1.0 ) - ( ( ( ( ( ( vo1 ).yz ) * ( sign ( ( vo1 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).x ) ) * ( ( 1.0 ) - ( ( ( ( ( ( vo1 ).yz ) * ( sign ( ( vo1 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).x ) ),( ( ( ( ( ( vo1 ).yz ) * ( sign ( ( vo1 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).y ) > ( 0.75 ) ? 0.0 : 1.0 ) : ( abs ( ( vo1 ).y ) ) > ( 0.99999 ) ? vec4 ( ( dot ( ( ( ( ( vo1 ).zx ) * ( sign ( ( vo1 ).y ) ) ) * ( 0.5 ) ) + ( 0.5 ),vec2 ( -0.5,0.5 ) ) ) + ( 0.4 ),1.0,0.0,( ( dot ( ( ( ( ( vo1 ).zx ) * ( sign ( ( vo1 ).y ) ) ) * ( 0.5 ) ) + ( 0.5 ),vec2 ( 1.0,-1.0 ) ) ) > ( -0.25 ) ) && ( ( dot ( ( ( ( ( vo1 ).zx ) * ( sign ( ( vo1 ).y ) ) ) * ( 0.5 ) ) + ( 0.5 ),vec2 ( 1.0,-1.0 ) ) ) < ( 0.0 ) ) ? 0.0 : 1.0 ) : ( abs ( ( vo1 ).z ) ) > ( 0.99999 ) ? vec4 ( 0.0,1.0,( dot ( ( ( ( ( vo1 ).xy ) * ( sign ( ( vo1 ).z ) ) ) * ( 0.5 ) ) + ( 0.5 ),vec2 ( 0.5,-0.5 ) ) ) + ( 0.4 ),( ( ( ( ( ( vo1 ).xy ) * ( sign ( ( vo1 ).z ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).y ) > ( 0.75 ) ? 0.0 : 1.0 ) : vec4 ( 0.0,0.0,0.0,1.0 ); 45 f0 = (abs ((vo1).x)) > (0.99999) ? vec4 (((((((vo1).yz) * (sign ((vo1).x))) * (0.5)) + (0.5)).x) * ((((((vo1).yz) * (sign ((vo1).x))) * (0.5)) + (0.5)).x),1.0,((1.0) - ((((((vo1).yz) * (sign ((vo1).x))) * (0.5)) + (0.5)).x)) * ((1.0) - ((((((vo1).yz) * (sign ((vo1).x))) * (0.5)) + (0.5)).x)),((((((vo1).yz) * (sign ((vo1).x))) * (0.5)) + (0.5)).y) > (0.75) ? 0.0 : 1.0) : (abs ((vo1).y)) > (0.99999) ? vec4 ((dot (((((vo1).zx) * (sign ((vo1).y))) * (0.5)) + (0.5),vec2 (-0.5,0.5))) + (0.4),1.0,0.0,((dot (((((vo1).zx) * (sign ((vo1).y))) * (0.5)) + (0.5),vec2 (1.0,-1.0))) > (-0.25)) && ((dot (((((vo1).zx) * (sign ((vo1).y))) * (0.5)) + (0.5),vec2 (1.0,-1.0))) < (0.0)) ? 0.0 : 1.0) : (abs ((vo1).z)) > (0.99999) ? vec4 (0.0,1.0,(dot (((((vo1).xy) * (sign ((vo1).z))) * (0.5)) + (0.5),vec2 (0.5,-0.5))) + (0.4),((((((vo1).xy) * (sign ((vo1).z))) * (0.5)) + (0.5)).y) > (0.75) ? 0.0 : 1.0) : vec4 (0.0,0.0,0.0,1.0);
46 } 46 }
47 47
48 """ 48 """
diff --git a/testdata/editor-examples/LambdaCube2.out b/testdata/editor-examples/LambdaCube2.out
index c3fe8ce7..b15645cb 100644
--- a/testdata/editor-examples/LambdaCube2.out
+++ b/testdata/editor-examples/LambdaCube2.out
@@ -30,7 +30,7 @@ Pipeline
30 in vec4 vi1 ; 30 in vec4 vi1 ;
31 smooth out vec4 vo1 ; 31 smooth out vec4 vo1 ;
32 void main() { 32 void main() {
33 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 33 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0));
34 vo1 = vi1; 34 vo1 = vi1;
35 } 35 }
36 36
@@ -44,7 +44,7 @@ Pipeline
44 smooth in vec4 vo1 ; 44 smooth in vec4 vo1 ;
45 out vec4 f0 ; 45 out vec4 f0 ;
46 void main() { 46 void main() {
47 if (!(( ( ( ( ( ( vo1 ).y ) + ( ( vo1 ).x ) ) + ( ( vo1 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vo1 ).y ) - ( ( vo1 ).x ) ) + ( ( vo1 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( ( vo1 ).y ) + ( ( vo1 ).x ) ) - ( ( vo1 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vo1 ).y ) + ( ( vo1 ).x ) ) + ( ( vo1 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( ( vo1 ).y ) - ( ( vo1 ).x ) ) - ( ( vo1 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vo1 ).y ) + ( ( vo1 ).x ) ) - ( ( vo1 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( ( vo1 ).y ) - ( ( vo1 ).x ) ) + ( ( vo1 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vo1 ).y ) - ( ( vo1 ).x ) ) - ( ( vo1 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( sin ( ( vo1 ) * ( 20.0 ) ) ).x ) * ( ( sin ( ( vo1 ) * ( 20.0 ) ) ).x ) ) + ( ( ( sin ( ( vo1 ) * ( 20.0 ) ) ).y ) * ( ( sin ( ( vo1 ) * ( 20.0 ) ) ).y ) ) ) + ( ( ( sin ( ( vo1 ) * ( 20.0 ) ) ).z ) * ( ( sin ( ( vo1 ) * ( 20.0 ) ) ).z ) ) ) > ( abs ( ( 3.0 ) * ( sin ( ( 1.0 ) * ( Time ) ) ) ) ) ) ) ) ))) discard; 47 if (!(((((((vo1).y) + ((vo1).x)) + ((vo1).z)) > (1.0)) || ((abs (((((vo1).y) - ((vo1).x)) + ((vo1).z)) - (1.0))) > (0.25))) && (((((((vo1).y) + ((vo1).x)) - ((vo1).z)) > (1.0)) || ((abs (((((vo1).y) + ((vo1).x)) + ((vo1).z)) - (1.0))) > (0.25))) && (((((((vo1).y) - ((vo1).x)) - ((vo1).z)) > (1.0)) || ((abs (((((vo1).y) + ((vo1).x)) - ((vo1).z)) - (1.0))) > (0.25))) && (((((((vo1).y) - ((vo1).x)) + ((vo1).z)) > (1.0)) || ((abs (((((vo1).y) - ((vo1).x)) - ((vo1).z)) - (1.0))) > (0.25))) && ((((((sin ((vo1) * (20.0))).x) * ((sin ((vo1) * (20.0))).x)) + (((sin ((vo1) * (20.0))).y) * ((sin ((vo1) * (20.0))).y))) + (((sin ((vo1) * (20.0))).z) * ((sin ((vo1) * (20.0))).z))) > (abs ((3.0) * (sin ((1.0) * (Time))))))))))) discard;
48 f0 = vo1; 48 f0 = vo1;
49 } 49 }
50 50
diff --git a/testdata/editor-examples/MagicCube.out b/testdata/editor-examples/MagicCube.out
index 63df5899..ffeef28f 100644
--- a/testdata/editor-examples/MagicCube.out
+++ b/testdata/editor-examples/MagicCube.out
@@ -30,7 +30,7 @@ Pipeline
30 in vec4 vi1 ; 30 in vec4 vi1 ;
31 smooth out vec4 vo1 ; 31 smooth out vec4 vo1 ;
32 void main() { 32 void main() {
33 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 33 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0));
34 vo1 = vi1; 34 vo1 = vi1;
35 } 35 }
36 36
@@ -44,8 +44,8 @@ Pipeline
44 smooth in vec4 vo1 ; 44 smooth in vec4 vo1 ;
45 out vec4 f0 ; 45 out vec4 f0 ;
46 void main() { 46 void main() {
47 if (!(( ( ( ( ( vo1 ).y ) * ( ( vo1 ).y ) ) + ( ( ( vo1 ).x ) * ( ( vo1 ).x ) ) ) + ( ( ( vo1 ).z ) * ( ( vo1 ).z ) ) ) > ( 1.5 ))) discard; 47 if (!((((((vo1).y) * ((vo1).y)) + (((vo1).x) * ((vo1).x))) + (((vo1).z) * ((vo1).z))) > (1.5))) discard;
48 f0 = ( 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 ) ) ) * ( vo1 ) ) ).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 ) ) ) * ( vo1 ) ) ).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 ) ) ) * ( vo1 ) ) ).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 ) ) ) * ( vo1 ) ) ).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 ) ) ) * ( vo1 ) ) ).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 ) ) ) * ( vo1 ) ) ).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 ) ) ) * ( vo1 ) ) ).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 ) ) ) * ( vo1 ) ) ).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 ) ) ) * ( vo1 ) ) ).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 ) ) ) * ( vo1 ) ) ).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 ) ) ) * ( vo1 ) ) ).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 ) ) ) * ( vo1 ) ) ).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 ) - ( 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 ) ) ) * ( vo1 ) ) ).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 ) ) ) * ( vo1 ) ) ).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 ) ) ) * ( vo1 ) ) ).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 ) ) ) * ( vo1 ) ) ).w ) ) * ( ( 1.0 ) + ( ( 0.5 ) * ( sin ( Time ) ) ) ) ) ) ).w ) ) * ( ( mod ( ( ( Time ) + ( sin ( Time ) ) ) + ( sin ( ( 1.1 ) * ( Time ) ) ),4.0 ) ) * ( 2.0 ) ); 48 f0 = (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))) * (vo1))).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))) * (vo1))).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))) * (vo1))).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))) * (vo1))).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))) * (vo1))).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))) * (vo1))).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))) * (vo1))).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))) * (vo1))).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))) * (vo1))).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))) * (vo1))).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))) * (vo1))).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))) * (vo1))).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) - (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))) * (vo1))).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))) * (vo1))).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))) * (vo1))).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))) * (vo1))).w)) * ((1.0) + ((0.5) * (sin (Time))))))).w)) * ((mod (((Time) + (sin (Time))) + (sin ((1.1) * (Time))),4.0)) * (2.0));
49 } 49 }
50 50
51 """ 51 """
diff --git a/testdata/editor-examples/Stripes.out b/testdata/editor-examples/Stripes.out
index da04c6e2..4de04470 100644
--- a/testdata/editor-examples/Stripes.out
+++ b/testdata/editor-examples/Stripes.out
@@ -28,7 +28,7 @@ Pipeline
28 in vec4 vi1 ; 28 in vec4 vi1 ;
29 smooth out vec4 vo1 ; 29 smooth out vec4 vo1 ;
30 void main() { 30 void main() {
31 gl_Position = ( vi1 ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) ); 31 gl_Position = (vi1) * (vec4 (1.0,1.0,1.0,1.0));
32 vo1 = vi1; 32 vo1 = vi1;
33 } 33 }
34 34
@@ -42,8 +42,8 @@ Pipeline
42 smooth in vec4 vo1 ; 42 smooth in vec4 vo1 ;
43 out vec4 f0 ; 43 out vec4 f0 ;
44 void main() { 44 void main() {
45 if (!(( 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 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; 45 if (!((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))) * (vo1))).x))) > (0.5))) discard;
46 f0 = vec4 ( 0.0,0.0,0.0,1.0 ); 46 f0 = vec4 (0.0,0.0,0.0,1.0);
47 } 47 }
48 48
49 """ 49 """
@@ -62,7 +62,7 @@ Pipeline
62 in vec4 vi1 ; 62 in vec4 vi1 ;
63 smooth out vec4 vo1 ; 63 smooth out vec4 vo1 ;
64 void main() { 64 void main() {
65 gl_Position = ( vi1 ) * ( vec4 ( 0.9,0.9,0.9,1.0 ) ); 65 gl_Position = (vi1) * (vec4 (0.9,0.9,0.9,1.0));
66 vo1 = vi1; 66 vo1 = vi1;
67 } 67 }
68 68
@@ -76,8 +76,8 @@ Pipeline
76 smooth in vec4 vo1 ; 76 smooth in vec4 vo1 ;
77 out vec4 f0 ; 77 out vec4 f0 ;
78 void main() { 78 void main() {
79 if (!(( 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 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; 79 if (!((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))) * (vo1))).x))) > (0.5))) discard;
80 f0 = vec4 ( 9.999999999999998e-2,9.999999999999998e-2,9.999999999999998e-2,1.0 ); 80 f0 = vec4 (9.999999999999998e-2,9.999999999999998e-2,9.999999999999998e-2,1.0);
81 } 81 }
82 82
83 """ 83 """
@@ -96,7 +96,7 @@ Pipeline
96 in vec4 vi1 ; 96 in vec4 vi1 ;
97 smooth out vec4 vo1 ; 97 smooth out vec4 vo1 ;
98 void main() { 98 void main() {
99 gl_Position = ( vi1 ) * ( vec4 ( 0.8,0.8,0.8,1.0 ) ); 99 gl_Position = (vi1) * (vec4 (0.8,0.8,0.8,1.0));
100 vo1 = vi1; 100 vo1 = vi1;
101 } 101 }
102 102
@@ -110,8 +110,8 @@ Pipeline
110 smooth in vec4 vo1 ; 110 smooth in vec4 vo1 ;
111 out vec4 f0 ; 111 out vec4 f0 ;
112 void main() { 112 void main() {
113 if (!(( 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 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; 113 if (!((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))) * (vo1))).x))) > (0.5))) discard;
114 f0 = vec4 ( 0.19999999999999996,0.19999999999999996,0.19999999999999996,1.0 ); 114 f0 = vec4 (0.19999999999999996,0.19999999999999996,0.19999999999999996,1.0);
115 } 115 }
116 116
117 """ 117 """
@@ -130,7 +130,7 @@ Pipeline
130 in vec4 vi1 ; 130 in vec4 vi1 ;
131 smooth out vec4 vo1 ; 131 smooth out vec4 vo1 ;
132 void main() { 132 void main() {
133 gl_Position = ( vi1 ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) ); 133 gl_Position = (vi1) * (vec4 (0.7,0.7,0.7,1.0));
134 vo1 = vi1; 134 vo1 = vi1;
135 } 135 }
136 136
@@ -144,8 +144,8 @@ Pipeline
144 smooth in vec4 vo1 ; 144 smooth in vec4 vo1 ;
145 out vec4 f0 ; 145 out vec4 f0 ;
146 void main() { 146 void main() {
147 if (!(( 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 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; 147 if (!((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))) * (vo1))).x))) > (0.5))) discard;
148 f0 = vec4 ( 0.30000000000000004,0.30000000000000004,0.30000000000000004,1.0 ); 148 f0 = vec4 (0.30000000000000004,0.30000000000000004,0.30000000000000004,1.0);
149 } 149 }
150 150
151 """ 151 """
@@ -164,7 +164,7 @@ Pipeline
164 in vec4 vi1 ; 164 in vec4 vi1 ;
165 smooth out vec4 vo1 ; 165 smooth out vec4 vo1 ;
166 void main() { 166 void main() {
167 gl_Position = ( vi1 ) * ( vec4 ( 0.6,0.6,0.6,1.0 ) ); 167 gl_Position = (vi1) * (vec4 (0.6,0.6,0.6,1.0));
168 vo1 = vi1; 168 vo1 = vi1;
169 } 169 }
170 170
@@ -178,8 +178,8 @@ Pipeline
178 smooth in vec4 vo1 ; 178 smooth in vec4 vo1 ;
179 out vec4 f0 ; 179 out vec4 f0 ;
180 void main() { 180 void main() {
181 if (!(( 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 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; 181 if (!((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))) * (vo1))).x))) > (0.5))) discard;
182 f0 = vec4 ( 0.4,0.4,0.4,1.0 ); 182 f0 = vec4 (0.4,0.4,0.4,1.0);
183 } 183 }
184 184
185 """ 185 """
@@ -198,7 +198,7 @@ Pipeline
198 in vec4 vi1 ; 198 in vec4 vi1 ;
199 smooth out vec4 vo1 ; 199 smooth out vec4 vo1 ;
200 void main() { 200 void main() {
201 gl_Position = ( vi1 ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 201 gl_Position = (vi1) * (vec4 (0.5,0.5,0.5,1.0));
202 vo1 = vi1; 202 vo1 = vi1;
203 } 203 }
204 204
@@ -212,8 +212,8 @@ Pipeline
212 smooth in vec4 vo1 ; 212 smooth in vec4 vo1 ;
213 out vec4 f0 ; 213 out vec4 f0 ;
214 void main() { 214 void main() {
215 if (!(( 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 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; 215 if (!((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))) * (vo1))).x))) > (0.5))) discard;
216 f0 = vec4 ( 0.5,0.5,0.5,1.0 ); 216 f0 = vec4 (0.5,0.5,0.5,1.0);
217 } 217 }
218 218
219 """ 219 """
@@ -232,7 +232,7 @@ Pipeline
232 in vec4 vi1 ; 232 in vec4 vi1 ;
233 smooth out vec4 vo1 ; 233 smooth out vec4 vo1 ;
234 void main() { 234 void main() {
235 gl_Position = ( vi1 ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) ); 235 gl_Position = (vi1) * (vec4 (0.4,0.4,0.4,1.0));
236 vo1 = vi1; 236 vo1 = vi1;
237 } 237 }
238 238
@@ -246,8 +246,8 @@ Pipeline
246 smooth in vec4 vo1 ; 246 smooth in vec4 vo1 ;
247 out vec4 f0 ; 247 out vec4 f0 ;
248 void main() { 248 void main() {
249 if (!(( 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 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; 249 if (!((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))) * (vo1))).x))) > (0.5))) discard;
250 f0 = vec4 ( 0.6,0.6,0.6,1.0 ); 250 f0 = vec4 (0.6,0.6,0.6,1.0);
251 } 251 }
252 252
253 """ 253 """
@@ -266,7 +266,7 @@ Pipeline
266 in vec4 vi1 ; 266 in vec4 vi1 ;
267 smooth out vec4 vo1 ; 267 smooth out vec4 vo1 ;
268 void main() { 268 void main() {
269 gl_Position = ( vi1 ) * ( vec4 ( 0.3,0.3,0.3,1.0 ) ); 269 gl_Position = (vi1) * (vec4 (0.3,0.3,0.3,1.0));
270 vo1 = vi1; 270 vo1 = vi1;
271 } 271 }
272 272
@@ -280,8 +280,8 @@ Pipeline
280 smooth in vec4 vo1 ; 280 smooth in vec4 vo1 ;
281 out vec4 f0 ; 281 out vec4 f0 ;
282 void main() { 282 void main() {
283 if (!(( 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 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; 283 if (!((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))) * (vo1))).x))) > (0.5))) discard;
284 f0 = vec4 ( 0.7,0.7,0.7,1.0 ); 284 f0 = vec4 (0.7,0.7,0.7,1.0);
285 } 285 }
286 286
287 """ 287 """
@@ -300,7 +300,7 @@ Pipeline
300 in vec4 vi1 ; 300 in vec4 vi1 ;
301 smooth out vec4 vo1 ; 301 smooth out vec4 vo1 ;
302 void main() { 302 void main() {
303 gl_Position = ( vi1 ) * ( vec4 ( 0.2,0.2,0.2,1.0 ) ); 303 gl_Position = (vi1) * (vec4 (0.2,0.2,0.2,1.0));
304 vo1 = vi1; 304 vo1 = vi1;
305 } 305 }
306 306
@@ -314,8 +314,8 @@ Pipeline
314 smooth in vec4 vo1 ; 314 smooth in vec4 vo1 ;
315 out vec4 f0 ; 315 out vec4 f0 ;
316 void main() { 316 void main() {
317 if (!(( 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 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; 317 if (!((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))) * (vo1))).x))) > (0.5))) discard;
318 f0 = vec4 ( 0.8,0.8,0.8,1.0 ); 318 f0 = vec4 (0.8,0.8,0.8,1.0);
319 } 319 }
320 320
321 """ 321 """
@@ -334,7 +334,7 @@ Pipeline
334 in vec4 vi1 ; 334 in vec4 vi1 ;
335 smooth out vec4 vo1 ; 335 smooth out vec4 vo1 ;
336 void main() { 336 void main() {
337 gl_Position = ( vi1 ) * ( vec4 ( 0.1,0.1,0.1,1.0 ) ); 337 gl_Position = (vi1) * (vec4 (0.1,0.1,0.1,1.0));
338 vo1 = vi1; 338 vo1 = vi1;
339 } 339 }
340 340
@@ -348,8 +348,8 @@ Pipeline
348 smooth in vec4 vo1 ; 348 smooth in vec4 vo1 ;
349 out vec4 f0 ; 349 out vec4 f0 ;
350 void main() { 350 void main() {
351 if (!(( 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 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; 351 if (!((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))) * (vo1))).x))) > (0.5))) discard;
352 f0 = vec4 ( 0.9,0.9,0.9,1.0 ); 352 f0 = vec4 (0.9,0.9,0.9,1.0);
353 } 353 }
354 354
355 """ 355 """
diff --git a/testdata/editor-examples/Tetrahedron.out b/testdata/editor-examples/Tetrahedron.out
index aa4413f8..27346162 100644
--- a/testdata/editor-examples/Tetrahedron.out
+++ b/testdata/editor-examples/Tetrahedron.out
@@ -30,7 +30,7 @@ Pipeline
30 in vec4 vi1 ; 30 in vec4 vi1 ;
31 smooth out vec4 vo1 ; 31 smooth out vec4 vo1 ;
32 void main() { 32 void main() {
33 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 33 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0));
34 vo1 = vi1; 34 vo1 = vi1;
35 } 35 }
36 36
@@ -45,7 +45,7 @@ Pipeline
45 out vec4 f0 ; 45 out vec4 f0 ;
46 void main() { 46 void main() {
47 if (!(true)) discard; 47 if (!(true)) discard;
48 f0 = ( ( 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 ) ) ) * ( vo1 ) ) ) * ( ( mod ( ( ( Time ) + ( sin ( Time ) ) ) + ( sin ( ( 1.1 ) * ( Time ) ) ),4.0 ) ) * ( 2.0 ) ); 48 f0 = ((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))) * (vo1))) * ((mod (((Time) + (sin (Time))) + (sin ((1.1) * (Time))),4.0)) * (2.0));
49 } 49 }
50 50
51 """ 51 """
diff --git a/testdata/editor-examples/Texturing.out b/testdata/editor-examples/Texturing.out
index 6d66f98d..305c4a1c 100644
--- a/testdata/editor-examples/Texturing.out
+++ b/testdata/editor-examples/Texturing.out
@@ -33,7 +33,7 @@ Pipeline
33 in vec2 vi2 ; 33 in vec2 vi2 ;
34 smooth out vec2 vo1 ; 34 smooth out vec2 vo1 ;
35 void main() { 35 void main() {
36 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 36 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0));
37 vo1 = vi2; 37 vo1 = vi2;
38 } 38 }
39 39
@@ -47,7 +47,7 @@ Pipeline
47 smooth in vec2 vo1 ; 47 smooth in vec2 vo1 ;
48 out vec4 f0 ; 48 out vec4 f0 ;
49 void main() { 49 void main() {
50 f0 = texture2D ( Diffuse,vo1 ); 50 f0 = texture2D (Diffuse,vo1);
51 } 51 }
52 52
53 """ 53 """
diff --git a/testdata/example06.out b/testdata/example06.out
index b181741a..9c7657de 100644
--- a/testdata/example06.out
+++ b/testdata/example06.out
@@ -29,7 +29,7 @@ Pipeline
29 in vec4 vi1 ; 29 in vec4 vi1 ;
30 smooth out vec4 vo1 ; 30 smooth out vec4 vo1 ;
31 void main() { 31 void main() {
32 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 32 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0));
33 vo1 = vi1; 33 vo1 = vi1;
34 } 34 }
35 35
diff --git a/testdata/example07.out b/testdata/example07.out
index 92b622d0..6222dec0 100644
--- a/testdata/example07.out
+++ b/testdata/example07.out
@@ -29,7 +29,7 @@ Pipeline
29 in vec4 vi1 ; 29 in vec4 vi1 ;
30 smooth out vec4 vo1 ; 30 smooth out vec4 vo1 ;
31 void main() { 31 void main() {
32 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 32 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0));
33 vo1 = vi1; 33 vo1 = vi1;
34 } 34 }
35 35
@@ -42,7 +42,7 @@ Pipeline
42 smooth in vec4 vo1 ; 42 smooth in vec4 vo1 ;
43 out vec4 f0 ; 43 out vec4 f0 ;
44 void main() { 44 void main() {
45 f0 = ( ( vo1 ).x ) < ( 0.5 ) ? vec4 ( 0.0,0.0,1.0,1.0 ) : vec4 ( 1.0,0.0,0.0,1.0 ); 45 f0 = ((vo1).x) < (0.5) ? vec4 (0.0,0.0,1.0,1.0) : vec4 (1.0,0.0,0.0,1.0);
46 } 46 }
47 47
48 """ 48 """
diff --git a/testdata/example08.out b/testdata/example08.out
index c1d35f52..897c7b5f 100644
--- a/testdata/example08.out
+++ b/testdata/example08.out
@@ -31,7 +31,7 @@ Pipeline
31 in vec4 vi1 ; 31 in vec4 vi1 ;
32 smooth out vec4 vo1 ; 32 smooth out vec4 vo1 ;
33 void main() { 33 void main() {
34 gl_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 ) ) ) * ( vi1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) ); 34 gl_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))) * (vi1)) * (vec4 (4.0e-2,4.0e-2,4.0e-2,1.0)))));
35 vo1 = vi1; 35 vo1 = vi1;
36 } 36 }
37 37
@@ -66,7 +66,7 @@ Pipeline
66 in vec4 vi1 ; 66 in vec4 vi1 ;
67 smooth out vec4 vo1 ; 67 smooth out vec4 vo1 ;
68 void main() { 68 void main() {
69 gl_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 ) ) ) * ( vi1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) ); 69 gl_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))) * (vi1)) * (vec4 (4.0e-2,4.0e-2,4.0e-2,1.0)))));
70 vo1 = vi1; 70 vo1 = vi1;
71 } 71 }
72 72
@@ -101,7 +101,7 @@ Pipeline
101 in vec4 vi1 ; 101 in vec4 vi1 ;
102 smooth out vec4 vo1 ; 102 smooth out vec4 vo1 ;
103 void main() { 103 void main() {
104 gl_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 ) ) ) * ( vi1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) ); 104 gl_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))) * (vi1)) * (vec4 (4.0e-2,4.0e-2,4.0e-2,1.0)))));
105 vo1 = vi1; 105 vo1 = vi1;
106 } 106 }
107 107
@@ -136,7 +136,7 @@ Pipeline
136 in vec4 vi1 ; 136 in vec4 vi1 ;
137 smooth out vec4 vo1 ; 137 smooth out vec4 vo1 ;
138 void main() { 138 void main() {
139 gl_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 ) ) ) * ( vi1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) ); 139 gl_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))) * (vi1)) * (vec4 (4.0e-2,4.0e-2,4.0e-2,1.0)))));
140 vo1 = vi1; 140 vo1 = vi1;
141 } 141 }
142 142
@@ -171,7 +171,7 @@ Pipeline
171 in vec4 vi1 ; 171 in vec4 vi1 ;
172 smooth out vec4 vo1 ; 172 smooth out vec4 vo1 ;
173 void main() { 173 void main() {
174 gl_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 ) ) ) * ( vi1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) ); 174 gl_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))) * (vi1)) * (vec4 (4.0e-2,4.0e-2,4.0e-2,1.0)))));
175 vo1 = vi1; 175 vo1 = vi1;
176 } 176 }
177 177
@@ -206,7 +206,7 @@ Pipeline
206 in vec4 vi1 ; 206 in vec4 vi1 ;
207 smooth out vec4 vo1 ; 207 smooth out vec4 vo1 ;
208 void main() { 208 void main() {
209 gl_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 ) ) ) * ( vi1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) ); 209 gl_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))) * (vi1)) * (vec4 (4.0e-2,4.0e-2,4.0e-2,1.0)))));
210 vo1 = vi1; 210 vo1 = vi1;
211 } 211 }
212 212
@@ -241,7 +241,7 @@ Pipeline
241 in vec4 vi1 ; 241 in vec4 vi1 ;
242 smooth out vec4 vo1 ; 242 smooth out vec4 vo1 ;
243 void main() { 243 void main() {
244 gl_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 ) ) ) * ( vi1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) ); 244 gl_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))) * (vi1)) * (vec4 (4.0e-2,4.0e-2,4.0e-2,1.0)))));
245 vo1 = vi1; 245 vo1 = vi1;
246 } 246 }
247 247
@@ -276,7 +276,7 @@ Pipeline
276 in vec4 vi1 ; 276 in vec4 vi1 ;
277 smooth out vec4 vo1 ; 277 smooth out vec4 vo1 ;
278 void main() { 278 void main() {
279 gl_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 ) ) ) * ( vi1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) ); 279 gl_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))) * (vi1)) * (vec4 (4.0e-2,4.0e-2,4.0e-2,1.0)))));
280 vo1 = vi1; 280 vo1 = vi1;
281 } 281 }
282 282
@@ -311,7 +311,7 @@ Pipeline
311 in vec4 vi1 ; 311 in vec4 vi1 ;
312 smooth out vec4 vo1 ; 312 smooth out vec4 vo1 ;
313 void main() { 313 void main() {
314 gl_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 ) ) ) * ( vi1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) ); 314 gl_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))) * (vi1)) * (vec4 (4.0e-2,4.0e-2,4.0e-2,1.0)))));
315 vo1 = vi1; 315 vo1 = vi1;
316 } 316 }
317 317
diff --git a/testdata/fetcharrays01.out b/testdata/fetcharrays01.out
index f1874f9a..9f6d65e5 100644
--- a/testdata/fetcharrays01.out
+++ b/testdata/fetcharrays01.out
@@ -32,8 +32,8 @@ Pipeline
32 in vec3 vi2 ; 32 in vec3 vi2 ;
33 smooth out vec4 vo1 ; 33 smooth out vec4 vo1 ;
34 void main() { 34 void main() {
35 gl_Position = ( ( MVP ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 35 gl_Position = ((MVP) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0))) * (vec4 (0.5,0.5,0.5,1.0));
36 vo1 = vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ); 36 vo1 = vec4 ((vi1).x,(vi1).y,(vi1).z,1.0);
37 } 37 }
38 38
39 """ 39 """
diff --git a/testdata/fragment01.out b/testdata/fragment01.out
index 7172ef80..c0500173 100644
--- a/testdata/fragment01.out
+++ b/testdata/fragment01.out
@@ -35,7 +35,7 @@ Pipeline
35 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 35 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
36 out vec4 f0 ; 36 out vec4 f0 ;
37 void main() { 37 void main() {
38 f0 = vec4 ( 0.0,0.0,1.0,1.0 ); 38 f0 = vec4 (0.0,0.0,1.0,1.0);
39 } 39 }
40 40
41 """ 41 """
diff --git a/testdata/fragment03swizzling.out b/testdata/fragment03swizzling.out
index d55e605e..39e6ea74 100644
--- a/testdata/fragment03swizzling.out
+++ b/testdata/fragment03swizzling.out
@@ -38,7 +38,7 @@ Pipeline
38 smooth in vec4 vo1 ; 38 smooth in vec4 vo1 ;
39 out vec4 f0 ; 39 out vec4 f0 ;
40 void main() { 40 void main() {
41 f0 = ( ( vo1 ).xxxw ) + ( ( vo1 ).yyyw ); 41 f0 = ((vo1).xxxw) + ((vo1).yyyw);
42 } 42 }
43 43
44 """ 44 """
diff --git a/testdata/fragment04ifthenelse.out b/testdata/fragment04ifthenelse.out
index 14e11eff..1588f9fa 100644
--- a/testdata/fragment04ifthenelse.out
+++ b/testdata/fragment04ifthenelse.out
@@ -39,7 +39,7 @@ Pipeline
39 smooth in vec4 vo1 ; 39 smooth in vec4 vo1 ;
40 out vec4 f0 ; 40 out vec4 f0 ;
41 void main() { 41 void main() {
42 f0 = ( Time ) < ( 0.5 ) ? vo1 : vec4 ( 0.0,0.0,1.0,1.0 ); 42 f0 = (Time) < (0.5) ? vo1 : vec4 (0.0,0.0,1.0,1.0);
43 } 43 }
44 44
45 """ 45 """
diff --git a/testdata/fragment07let.out b/testdata/fragment07let.out
index be41e58c..dfc9efb0 100644
--- a/testdata/fragment07let.out
+++ b/testdata/fragment07let.out
@@ -38,7 +38,7 @@ Pipeline
38 smooth in vec4 vo1 ; 38 smooth in vec4 vo1 ;
39 out vec4 f0 ; 39 out vec4 f0 ;
40 void main() { 40 void main() {
41 f0 = sin ( sin ( vo1 ) ); 41 f0 = sin (sin (vo1));
42 } 42 }
43 43
44 """ 44 """
diff --git a/testdata/gfx03.out b/testdata/gfx03.out
index 10a9cdf3..1a963b9a 100644
--- a/testdata/gfx03.out
+++ b/testdata/gfx03.out
@@ -27,7 +27,7 @@ Pipeline
27 uniform mat4 MVP2 ; 27 uniform mat4 MVP2 ;
28 in vec3 vi1 ; 28 in vec3 vi1 ;
29 void main() { 29 void main() {
30 gl_Position = ( MVP2 ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ); 30 gl_Position = (MVP2) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0));
31 } 31 }
32 32
33 """ 33 """
@@ -38,7 +38,7 @@ Pipeline
38 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 38 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
39 out vec4 f0 ; 39 out vec4 f0 ;
40 void main() { 40 void main() {
41 f0 = vec4 ( 0.0,0.4,0.0,1.0 ); 41 f0 = vec4 (0.0,0.4,0.0,1.0);
42 } 42 }
43 43
44 """ 44 """
@@ -57,8 +57,8 @@ Pipeline
57 in vec3 vi1 ; 57 in vec3 vi1 ;
58 smooth out vec4 vo1 ; 58 smooth out vec4 vo1 ;
59 void main() { 59 void main() {
60 gl_Position = ( MVP2 ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ); 60 gl_Position = (MVP2) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0));
61 vo1 = vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ); 61 vo1 = vec4 ((vi1).x,(vi1).y,(vi1).z,1.0);
62 } 62 }
63 63
64 """ 64 """
@@ -70,7 +70,7 @@ Pipeline
70 smooth in vec4 vo1 ; 70 smooth in vec4 vo1 ;
71 out vec4 f0 ; 71 out vec4 f0 ;
72 void main() { 72 void main() {
73 f0 = ( vo1 ) + ( vec4 ( 1.0,1.4,1.0,0.6 ) ); 73 f0 = (vo1) + (vec4 (1.0,1.4,1.0,0.6));
74 } 74 }
75 75
76 """ 76 """
@@ -90,7 +90,7 @@ Pipeline
90 in vec4 vi1 ; 90 in vec4 vi1 ;
91 flat out vec4 vo1 ; 91 flat out vec4 vo1 ;
92 void main() { 92 void main() {
93 gl_Position = ( MVP ) * ( vi1 ); 93 gl_Position = (MVP) * (vi1);
94 vo1 = vi1; 94 vo1 = vi1;
95 } 95 }
96 96
@@ -103,7 +103,7 @@ Pipeline
103 flat in vec4 vo1 ; 103 flat in vec4 vo1 ;
104 out vec4 f0 ; 104 out vec4 f0 ;
105 void main() { 105 void main() {
106 f0 = ( vo1 ) * ( vec4 ( 1.0,1.4,1.0,0.6 ) ); 106 f0 = (vo1) * (vec4 (1.0,1.4,1.0,0.6));
107 } 107 }
108 108
109 """ 109 """
diff --git a/testdata/gfx04.out b/testdata/gfx04.out
index c8e3922b..b67504c5 100644
--- a/testdata/gfx04.out
+++ b/testdata/gfx04.out
@@ -32,8 +32,8 @@ Pipeline
32 in vec3 vi2 ; 32 in vec3 vi2 ;
33 smooth out vec4 vo1 ; 33 smooth out vec4 vo1 ;
34 void main() { 34 void main() {
35 gl_Position = ( MVP ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ); 35 gl_Position = (MVP) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0));
36 vo1 = vec4 ( ( vi2 ).x,( vi2 ).y,( vi2 ).z,1.0 ); 36 vo1 = vec4 ((vi2).x,(vi2).y,(vi2).z,1.0);
37 } 37 }
38 38
39 """ 39 """
@@ -45,7 +45,7 @@ Pipeline
45 smooth in vec4 vo1 ; 45 smooth in vec4 vo1 ;
46 out vec4 f0 ; 46 out vec4 f0 ;
47 void main() { 47 void main() {
48 f0 = ( vo1 ) * ( vec4 ( 1.0,1.4,1.0,0.6 ) ); 48 f0 = (vo1) * (vec4 (1.0,1.4,1.0,0.6));
49 } 49 }
50 50
51 """ 51 """
diff --git a/testdata/gfx05.out b/testdata/gfx05.out
index e1f0b1ae..f477997f 100644
--- a/testdata/gfx05.out
+++ b/testdata/gfx05.out
@@ -80,7 +80,7 @@ Pipeline
80 uniform mat4 MVP2 ; 80 uniform mat4 MVP2 ;
81 in vec3 vi1 ; 81 in vec3 vi1 ;
82 void main() { 82 void main() {
83 gl_Position = ( MVP2 ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ); 83 gl_Position = (MVP2) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0));
84 } 84 }
85 85
86 """ 86 """
@@ -91,7 +91,7 @@ Pipeline
91 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 91 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
92 out vec4 f0 ; 92 out vec4 f0 ;
93 void main() { 93 void main() {
94 f0 = vec4 ( 0.0,0.4,0.0,1.0 ); 94 f0 = vec4 (0.0,0.4,0.0,1.0);
95 } 95 }
96 96
97 """ 97 """
@@ -110,8 +110,8 @@ Pipeline
110 in vec3 vi1 ; 110 in vec3 vi1 ;
111 smooth out vec4 vo1 ; 111 smooth out vec4 vo1 ;
112 void main() { 112 void main() {
113 gl_Position = ( MVP2 ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ); 113 gl_Position = (MVP2) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0));
114 vo1 = vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ); 114 vo1 = vec4 ((vi1).x,(vi1).y,(vi1).z,1.0);
115 } 115 }
116 116
117 """ 117 """
@@ -123,7 +123,7 @@ Pipeline
123 smooth in vec4 vo1 ; 123 smooth in vec4 vo1 ;
124 out vec4 f0 ; 124 out vec4 f0 ;
125 void main() { 125 void main() {
126 f0 = ( vo1 ) + ( vec4 ( 1.0,1.4,1.0,0.6 ) ); 126 f0 = (vo1) + (vec4 (1.0,1.4,1.0,0.6));
127 } 127 }
128 128
129 """ 129 """
@@ -141,7 +141,7 @@ Pipeline
141 uniform mat4 MVP2 ; 141 uniform mat4 MVP2 ;
142 in vec3 vi1 ; 142 in vec3 vi1 ;
143 void main() { 143 void main() {
144 gl_Position = ( MVP2 ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ); 144 gl_Position = (MVP2) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0));
145 } 145 }
146 146
147 """ 147 """
@@ -152,7 +152,7 @@ Pipeline
152 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 152 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
153 out vec4 f0 ; 153 out vec4 f0 ;
154 void main() { 154 void main() {
155 f0 = vec4 ( 0.0,0.4,0.0,1.0 ); 155 f0 = vec4 (0.0,0.4,0.0,1.0);
156 } 156 }
157 157
158 """ 158 """
@@ -175,7 +175,7 @@ Pipeline
175 in vec2 vi2 ; 175 in vec2 vi2 ;
176 smooth out vec2 vo1 ; 176 smooth out vec2 vo1 ;
177 void main() { 177 void main() {
178 gl_Position = ( MVP ) * ( vi1 ); 178 gl_Position = (MVP) * (vi1);
179 vo1 = vi2; 179 vo1 = vi2;
180 } 180 }
181 181
@@ -189,7 +189,7 @@ Pipeline
189 smooth in vec2 vo1 ; 189 smooth in vec2 vo1 ;
190 out vec4 f0 ; 190 out vec4 f0 ;
191 void main() { 191 void main() {
192 f0 = ( texture2D ( s0,( vo1 ).xy ) ) * ( 0.7 ); 192 f0 = (texture2D (s0,(vo1).xy)) * (0.7);
193 } 193 }
194 194
195 """ 195 """
diff --git a/testdata/heartbeat01.out b/testdata/heartbeat01.out
index ca392c73..aee4a8b8 100644
--- a/testdata/heartbeat01.out
+++ b/testdata/heartbeat01.out
@@ -84,7 +84,7 @@ Pipeline
84 in vec2 vi2 ; 84 in vec2 vi2 ;
85 smooth out vec2 vo1 ; 85 smooth out vec2 vo1 ;
86 void main() { 86 void main() {
87 gl_Position = ( vi1 ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) ); 87 gl_Position = (vi1) * (vec4 (1.0,1.0,1.0,1.0));
88 vo1 = vi2; 88 vo1 = vi2;
89 } 89 }
90 90
@@ -98,7 +98,7 @@ Pipeline
98 smooth in vec2 vo1 ; 98 smooth in vec2 vo1 ;
99 out vec4 f0 ; 99 out vec4 f0 ;
100 void main() { 100 void main() {
101 f0 = ( ( ( ( ( ( vo1 ).x ) - ( 0.85 ) ) * ( ( ( vo1 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vo1 ).y ) - ( 0.85 ) ) * ( ( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 5.0e-4 ) * ( sin ( ( ( 3.0 ) * ( atan ( ( ( vo1 ).x ) - ( 0.85 ),( ( vo1 ).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 ) : ( ( ( ( ( ( vo1 ).x ) - ( 0.85 ) ) * ( ( ( vo1 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vo1 ).y ) - ( 0.85 ) ) * ( ( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 2.0e-3 ) * ( sin ( ( ( 5.0 ) * ( atan ( ( ( vo1 ).x ) - ( 0.85 ),( ( vo1 ).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 ) : ( ( ( ( ( ( vo1 ).x ) - ( 0.85 ) ) * ( ( ( vo1 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vo1 ).y ) - ( 0.85 ) ) * ( ( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 2.0e-3 ) * ( sin ( ( ( 7.0 ) * ( atan ( ( ( vo1 ).x ) - ( 0.85 ),( ( vo1 ).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 ); 101 f0 = ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((5.0e-4) * (sin (((3.0) * (atan (((vo1).x) - (0.85),((vo1).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) : ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((2.0e-3) * (sin (((5.0) * (atan (((vo1).x) - (0.85),((vo1).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) : ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((2.0e-3) * (sin (((7.0) * (atan (((vo1).x) - (0.85),((vo1).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);
102 } 102 }
103 103
104 """ 104 """
@@ -121,7 +121,7 @@ Pipeline
121 in vec2 vi2 ; 121 in vec2 vi2 ;
122 smooth out vec2 vo1 ; 122 smooth out vec2 vo1 ;
123 void main() { 123 void main() {
124 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 124 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0));
125 vo1 = vi2; 125 vo1 = vi2;
126 } 126 }
127 127
@@ -135,7 +135,7 @@ Pipeline
135 smooth in vec2 vo1 ; 135 smooth in vec2 vo1 ;
136 out vec4 f0 ; 136 out vec4 f0 ;
137 void main() { 137 void main() {
138 f0 = texture2D ( s0,vo1 ); 138 f0 = texture2D (s0,vo1);
139 } 139 }
140 140
141 """ 141 """
diff --git a/testdata/helloWorld.out b/testdata/helloWorld.out
index 8973b5fa..9da473c4 100644
--- a/testdata/helloWorld.out
+++ b/testdata/helloWorld.out
@@ -29,7 +29,7 @@ Pipeline
29 in vec4 vi1 ; 29 in vec4 vi1 ;
30 smooth out vec4 vo1 ; 30 smooth out vec4 vo1 ;
31 void main() { 31 void main() {
32 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 32 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0));
33 vo1 = vi1; 33 vo1 = vi1;
34 } 34 }
35 35
diff --git a/testdata/line01.out b/testdata/line01.out
index 46e5f47d..3425037b 100644
--- a/testdata/line01.out
+++ b/testdata/line01.out
@@ -29,8 +29,8 @@ Pipeline
29 in vec3 vi1 ; 29 in vec3 vi1 ;
30 smooth out vec4 vo1 ; 30 smooth out vec4 vo1 ;
31 void main() { 31 void main() {
32 gl_Position = ( ( MVP ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 32 gl_Position = ((MVP) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0))) * (vec4 (0.5,0.5,0.5,1.0));
33 vo1 = vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ); 33 vo1 = vec4 ((vi1).x,(vi1).y,(vi1).z,1.0);
34 } 34 }
35 35
36 """ 36 """
diff --git a/testdata/point01.out b/testdata/point01.out
index 00504b1e..54de0af8 100644
--- a/testdata/point01.out
+++ b/testdata/point01.out
@@ -32,7 +32,7 @@ Pipeline
32 in vec4 vi2 ; 32 in vec4 vi2 ;
33 smooth out vec4 vo1 ; 33 smooth out vec4 vo1 ;
34 void main() { 34 void main() {
35 gl_Position = ( ( MVP ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 35 gl_Position = ((MVP) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0))) * (vec4 (0.5,0.5,0.5,1.0));
36 vo1 = vi2; 36 vo1 = vi2;
37 gl_PointSize = 30.0; 37 gl_PointSize = 30.0;
38 } 38 }
diff --git a/testdata/recursivetexture02.out b/testdata/recursivetexture02.out
index 900e2418..4e9e1953 100644
--- a/testdata/recursivetexture02.out
+++ b/testdata/recursivetexture02.out
@@ -293,7 +293,7 @@ Pipeline
293 in vec2 vi2 ; 293 in vec2 vi2 ;
294 smooth out vec2 vo1 ; 294 smooth out vec2 vo1 ;
295 void main() { 295 void main() {
296 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 296 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0));
297 vo1 = vi2; 297 vo1 = vi2;
298 } 298 }
299 299
@@ -306,7 +306,7 @@ Pipeline
306 smooth in vec2 vo1 ; 306 smooth in vec2 vo1 ;
307 out vec4 f0 ; 307 out vec4 f0 ;
308 void main() { 308 void main() {
309 f0 = ( vo1 ).xyxy; 309 f0 = (vo1).xyxy;
310 } 310 }
311 311
312 """ 312 """
@@ -329,7 +329,7 @@ Pipeline
329 in vec2 vi2 ; 329 in vec2 vi2 ;
330 smooth out vec2 vo1 ; 330 smooth out vec2 vo1 ;
331 void main() { 331 void main() {
332 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) ); 332 gl_Position = ((MVP) * (vi1)) * (vec4 (1.0,1.0,1.0,1.0));
333 vo1 = vi2; 333 vo1 = vi2;
334 } 334 }
335 335
@@ -343,7 +343,7 @@ Pipeline
343 smooth in vec2 vo1 ; 343 smooth in vec2 vo1 ;
344 out vec4 f0 ; 344 out vec4 f0 ;
345 void main() { 345 void main() {
346 f0 = ( texture2D ( s0,vo1 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) ); 346 f0 = (texture2D (s0,vo1)) * (vec4 (0.7,0.7,0.7,1.0));
347 } 347 }
348 348
349 """ 349 """
@@ -366,7 +366,7 @@ Pipeline
366 in vec2 vi2 ; 366 in vec2 vi2 ;
367 smooth out vec2 vo1 ; 367 smooth out vec2 vo1 ;
368 void main() { 368 void main() {
369 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) ); 369 gl_Position = ((MVP) * (vi1)) * (vec4 (1.0,1.0,1.0,1.0));
370 vo1 = vi2; 370 vo1 = vi2;
371 } 371 }
372 372
@@ -380,7 +380,7 @@ Pipeline
380 smooth in vec2 vo1 ; 380 smooth in vec2 vo1 ;
381 out vec4 f0 ; 381 out vec4 f0 ;
382 void main() { 382 void main() {
383 f0 = ( texture2D ( s0,vo1 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) ); 383 f0 = (texture2D (s0,vo1)) * (vec4 (0.7,0.7,0.7,1.0));
384 } 384 }
385 385
386 """ 386 """
@@ -403,7 +403,7 @@ Pipeline
403 in vec2 vi2 ; 403 in vec2 vi2 ;
404 smooth out vec2 vo1 ; 404 smooth out vec2 vo1 ;
405 void main() { 405 void main() {
406 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) ); 406 gl_Position = ((MVP) * (vi1)) * (vec4 (1.0,1.0,1.0,1.0));
407 vo1 = vi2; 407 vo1 = vi2;
408 } 408 }
409 409
@@ -417,7 +417,7 @@ Pipeline
417 smooth in vec2 vo1 ; 417 smooth in vec2 vo1 ;
418 out vec4 f0 ; 418 out vec4 f0 ;
419 void main() { 419 void main() {
420 f0 = ( texture2D ( s0,vo1 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) ); 420 f0 = (texture2D (s0,vo1)) * (vec4 (0.7,0.7,0.7,1.0));
421 } 421 }
422 422
423 """ 423 """
@@ -440,7 +440,7 @@ Pipeline
440 in vec2 vi2 ; 440 in vec2 vi2 ;
441 smooth out vec2 vo1 ; 441 smooth out vec2 vo1 ;
442 void main() { 442 void main() {
443 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) ); 443 gl_Position = ((MVP) * (vi1)) * (vec4 (1.0,1.0,1.0,1.0));
444 vo1 = vi2; 444 vo1 = vi2;
445 } 445 }
446 446
@@ -454,7 +454,7 @@ Pipeline
454 smooth in vec2 vo1 ; 454 smooth in vec2 vo1 ;
455 out vec4 f0 ; 455 out vec4 f0 ;
456 void main() { 456 void main() {
457 f0 = ( texture2D ( s0,vo1 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) ); 457 f0 = (texture2D (s0,vo1)) * (vec4 (0.7,0.7,0.7,1.0));
458 } 458 }
459 459
460 """ 460 """
@@ -477,7 +477,7 @@ Pipeline
477 in vec2 vi2 ; 477 in vec2 vi2 ;
478 smooth out vec2 vo1 ; 478 smooth out vec2 vo1 ;
479 void main() { 479 void main() {
480 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) ); 480 gl_Position = ((MVP) * (vi1)) * (vec4 (1.0,1.0,1.0,1.0));
481 vo1 = vi2; 481 vo1 = vi2;
482 } 482 }
483 483
@@ -491,7 +491,7 @@ Pipeline
491 smooth in vec2 vo1 ; 491 smooth in vec2 vo1 ;
492 out vec4 f0 ; 492 out vec4 f0 ;
493 void main() { 493 void main() {
494 f0 = ( texture2D ( s0,vo1 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) ); 494 f0 = (texture2D (s0,vo1)) * (vec4 (0.7,0.7,0.7,1.0));
495 } 495 }
496 496
497 """ 497 """
diff --git a/testdata/reduce05.out b/testdata/reduce05.out
index c0a7f5eb..b3cd59c2 100644
--- a/testdata/reduce05.out
+++ b/testdata/reduce05.out
@@ -39,7 +39,7 @@ Pipeline
39 smooth in vec4 vo1 ; 39 smooth in vec4 vo1 ;
40 out vec4 f0 ; 40 out vec4 f0 ;
41 void main() { 41 void main() {
42 f0 = vec4 ( 1.0,0.0,0.0,1.0 ); 42 f0 = vec4 (1.0,0.0,0.0,1.0);
43 } 43 }
44 44
45 """ 45 """
@@ -71,7 +71,7 @@ Pipeline
71 smooth in vec4 vo1 ; 71 smooth in vec4 vo1 ;
72 out vec4 f0 ; 72 out vec4 f0 ;
73 void main() { 73 void main() {
74 f0 = vec4 ( 0.0,1.0,0.0,1.0 ); 74 f0 = vec4 (0.0,1.0,0.0,1.0);
75 } 75 }
76 76
77 """ 77 """
diff --git a/testdata/simple02.out b/testdata/simple02.out
index 4700a01e..683bd02e 100644
--- a/testdata/simple02.out
+++ b/testdata/simple02.out
@@ -29,7 +29,7 @@ Pipeline
29 in vec4 vi1 ; 29 in vec4 vi1 ;
30 smooth out vec4 vo1 ; 30 smooth out vec4 vo1 ;
31 void main() { 31 void main() {
32 gl_Position = ( MVP ) * ( vi1 ); 32 gl_Position = (MVP) * (vi1);
33 vo1 = vi1; 33 vo1 = vi1;
34 } 34 }
35 35
@@ -42,7 +42,7 @@ Pipeline
42 smooth in vec4 vo1 ; 42 smooth in vec4 vo1 ;
43 out vec4 f0 ; 43 out vec4 f0 ;
44 void main() { 44 void main() {
45 f0 = ( vo1 ) * ( vec4 ( 1.0,0.4,0.0,0.2 ) ); 45 f0 = (vo1) * (vec4 (1.0,0.4,0.0,0.2));
46 } 46 }
47 47
48 """ 48 """
diff --git a/testdata/simple03.out b/testdata/simple03.out
index 8457ebe2..e72073e3 100644
--- a/testdata/simple03.out
+++ b/testdata/simple03.out
@@ -32,8 +32,8 @@ Pipeline
32 in vec3 vi2 ; 32 in vec3 vi2 ;
33 smooth out vec4 vo1 ; 33 smooth out vec4 vo1 ;
34 void main() { 34 void main() {
35 gl_Position = ( viewProj ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ); 35 gl_Position = (viewProj) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0));
36 vo1 = vec4 ( ( vi2 ).x,( vi2 ).y,( vi2 ).z,1.0 ); 36 vo1 = vec4 ((vi2).x,(vi2).y,(vi2).z,1.0);
37 } 37 }
38 38
39 """ 39 """
@@ -45,7 +45,7 @@ Pipeline
45 smooth in vec4 vo1 ; 45 smooth in vec4 vo1 ;
46 out vec4 f0 ; 46 out vec4 f0 ;
47 void main() { 47 void main() {
48 f0 = vec4 ( 1.0,1.0,1.0,1.0 ); 48 f0 = vec4 (1.0,1.0,1.0,1.0);
49 } 49 }
50 50
51 """ 51 """
@@ -68,8 +68,8 @@ Pipeline
68 in vec3 vi2 ; 68 in vec3 vi2 ;
69 smooth out vec4 vo1 ; 69 smooth out vec4 vo1 ;
70 void main() { 70 void main() {
71 gl_Position = ( viewProj ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ); 71 gl_Position = (viewProj) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0));
72 vo1 = vec4 ( ( vi2 ).x,( vi2 ).y,( vi2 ).z,1.0 ); 72 vo1 = vec4 ((vi2).x,(vi2).y,(vi2).z,1.0);
73 } 73 }
74 74
75 """ 75 """
diff --git a/testdata/texture01.out b/testdata/texture01.out
index c52b2a30..ec89a6c0 100644
--- a/testdata/texture01.out
+++ b/testdata/texture01.out
@@ -33,7 +33,7 @@ Pipeline
33 in vec2 vi2 ; 33 in vec2 vi2 ;
34 smooth out vec2 vo1 ; 34 smooth out vec2 vo1 ;
35 void main() { 35 void main() {
36 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 36 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0));
37 vo1 = vi2; 37 vo1 = vi2;
38 } 38 }
39 39
@@ -47,7 +47,7 @@ Pipeline
47 smooth in vec2 vo1 ; 47 smooth in vec2 vo1 ;
48 out vec4 f0 ; 48 out vec4 f0 ;
49 void main() { 49 void main() {
50 f0 = texture2D ( diffuse,vo1 ); 50 f0 = texture2D (diffuse,vo1);
51 } 51 }
52 52
53 """ 53 """
diff --git a/testdata/texture02.out b/testdata/texture02.out
index 0cf77de0..d57e830f 100644
--- a/testdata/texture02.out
+++ b/testdata/texture02.out
@@ -85,7 +85,7 @@ Pipeline
85 in vec2 vi2 ; 85 in vec2 vi2 ;
86 smooth out vec2 vo1 ; 86 smooth out vec2 vo1 ;
87 void main() { 87 void main() {
88 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 88 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0));
89 vo1 = vi2; 89 vo1 = vi2;
90 } 90 }
91 91
@@ -99,7 +99,7 @@ Pipeline
99 smooth in vec2 vo1 ; 99 smooth in vec2 vo1 ;
100 out vec4 f0 ; 100 out vec4 f0 ;
101 void main() { 101 void main() {
102 f0 = texture2D ( s0,vo1 ); 102 f0 = texture2D (s0,vo1);
103 } 103 }
104 104
105 """ 105 """
diff --git a/testdata/uniformparam01.out b/testdata/uniformparam01.out
index ed04ce62..be9f3748 100644
--- a/testdata/uniformparam01.out
+++ b/testdata/uniformparam01.out
@@ -27,7 +27,7 @@ Pipeline
27 in vec4 vi1 ; 27 in vec4 vi1 ;
28 flat out vec4 vo1 ; 28 flat out vec4 vo1 ;
29 void main() { 29 void main() {
30 gl_Position = ( MVP ) * ( vi1 ); 30 gl_Position = (MVP) * (vi1);
31 vo1 = vi1; 31 vo1 = vi1;
32 } 32 }
33 33
diff --git a/testdata/uniformparam03.out b/testdata/uniformparam03.out
index ed04ce62..be9f3748 100644
--- a/testdata/uniformparam03.out
+++ b/testdata/uniformparam03.out
@@ -27,7 +27,7 @@ Pipeline
27 in vec4 vi1 ; 27 in vec4 vi1 ;
28 flat out vec4 vo1 ; 28 flat out vec4 vo1 ;
29 void main() { 29 void main() {
30 gl_Position = ( MVP ) * ( vi1 ); 30 gl_Position = (MVP) * (vi1);
31 vo1 = vi1; 31 vo1 = vi1;
32 } 32 }
33 33