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authorPéter Diviánszky <divipp@gmail.com>2016-02-10 21:49:11 +0100
committerPéter Diviánszky <divipp@gmail.com>2016-02-10 21:49:11 +0100
commitecc256e9bee36e5f8b14510975384262f6f7809b (patch)
tree33b4889995eaff6911bd27fd822eef4caf68bda3 /testdata/Graphics.out
parent3f720f880d72e6e3b5dad01556311846807246ed (diff)
update .out file
Diffstat (limited to 'testdata/Graphics.out')
-rw-r--r--testdata/Graphics.out2
1 files changed, 1 insertions, 1 deletions
diff --git a/testdata/Graphics.out b/testdata/Graphics.out
index 61065324..e2eff7f4 100644
--- a/testdata/Graphics.out
+++ b/testdata/Graphics.out
@@ -1 +1 @@
Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b26",Parameter {name = "position", ty = V3F}),("h26",Parameter {name = "color", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b26 ;\nin vec4 h26 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = h26;\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b26 ).x,( b26 ).y,( b26 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( ( 1.0 ) - ( ( vv0 ).x ),( 1.0 ) - ( ( vv0 ).y ),( 1.0 ) - ( ( vv0 ).z ),1.0 );\n}\n"},Program {programUniforms = fromList [("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("m57",Parameter {name = "position", ty = V3F}),("s57",Parameter {name = "color", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 m57 ;\nin vec4 s57 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( s57 ).x,( s57 ).y,( s57 ).z,0.5 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( m57 ).x,( m57 ).y,( m57 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a104",Parameter {name = "lightmapUV", ty = V2F}),("f104",Parameter {name = "color", ty = V4F}),("j103",Parameter {name = "position", ty = V3F}),("p103",Parameter {name = "normal", ty = V3F}),("v103",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j103 ;\nin vec3 p103 ;\nin vec2 v103 ;\nin vec2 a104 ;\nin vec4 f104 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a104;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j103 ).x,( j103 ).y,( j103 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3562558025",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a152",Parameter {name = "color", ty = V4F}),("e151",Parameter {name = "position", ty = V3F}),("k151",Parameter {name = "normal", ty = V3F}),("q151",Parameter {name = "diffuseUV", ty = V2F}),("v151",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("Tex_3562558025",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 e151 ;\nin vec3 k151 ;\nin vec2 q151 ;\nin vec2 v151 ;\nin vec4 a152 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q151;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( e151 ).x,( e151 ).y,( e151 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3562558025 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3562558025,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_47037129",FTexture2D),("time",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c197",Parameter {name = "normal", ty = V3F}),("i197",Parameter {name = "diffuseUV", ty = V2F}),("n197",Parameter {name = "lightmapUV", ty = V2F}),("s197",Parameter {name = "color", ty = V4F}),("w196",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("Tex_47037129",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float time ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 w196 ;\nin vec3 c197 ;\nin vec2 i197 ;\nin vec2 n197 ;\nin vec4 s197 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = ( ( ( i197 ) + ( ( vec2 ( 0.0,1.0 ) ) * ( time ) ) ) + ( ( sin ( vec2 ( ( 6.28 ) * ( ( ( ( ( w196 ).x ) + ( ( w196 ).z ) ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 1.6 ) ) ) ),( 6.28 ) * ( ( ( ( w196 ).y ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 1.6 ) ) ) ) ) ) ) * ( 0.25 ) ) ) * ( vec2 ( 4.0,4.0 ) );\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( w196 ).x,( w196 ).y,( w196 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_47037129 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_47037129,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1910997598",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d255",Parameter {name = "color", ty = V4F}),("h254",Parameter {name = "position", ty = V3F}),("n254",Parameter {name = "normal", ty = V3F}),("t254",Parameter {name = "diffuseUV", ty = V2F}),("y254",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("Tex_1910997598",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h254 ;\nin vec3 n254 ;\nin vec2 t254 ;\nin vec2 y254 ;\nin vec4 d255 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = t254;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h254 ).x,( h254 ).y,( h254 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1910997598 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1910997598,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f300",Parameter {name = "normal", ty = V3F}),("l300",Parameter {name = "diffuseUV", ty = V2F}),("q300",Parameter {name = "lightmapUV", ty = V2F}),("v300",Parameter {name = "color", ty = V4F}),("z299",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z299 ;\nin vec3 f300 ;\nin vec2 l300 ;\nin vec2 q300 ;\nin vec4 v300 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q300;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z299 ).x,( z299 ).y,( z299 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a348",Parameter {name = "normal", ty = V3F}),("g348",Parameter {name = "diffuseUV", ty = V2F}),("l348",Parameter {name = "lightmapUV", ty = V2F}),("q348",Parameter {name = "color", ty = V4F}),("u347",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 u347 ;\nin vec3 a348 ;\nin vec2 g348 ;\nin vec2 l348 ;\nin vec4 q348 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = l348;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( u347 ).x,( u347 ).y,( u347 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4077187607",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b396",Parameter {name = "diffuseUV", ty = V2F}),("g396",Parameter {name = "lightmapUV", ty = V2F}),("l396",Parameter {name = "color", ty = V4F}),("p395",Parameter {name = "position", ty = V3F}),("v395",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("Tex_4077187607",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p395 ;\nin vec3 v395 ;\nin vec2 b396 ;\nin vec2 g396 ;\nin vec4 l396 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = b396;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p395 ).x,( p395 ).y,( p395 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_4077187607 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4077187607,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3416962274",FTexture2D),("time",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d442",Parameter {name = "color", ty = V4F}),("h441",Parameter {name = "position", ty = V3F}),("n441",Parameter {name = "normal", ty = V3F}),("t441",Parameter {name = "diffuseUV", ty = V2F}),("y441",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("Tex_3416962274",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float time ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h441 ;\nin vec3 n441 ;\nin vec2 t441 ;\nin vec2 y441 ;\nin vec4 d442 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = ( ( ( t441 ) + ( ( vec2 ( 0.0,1.0 ) ) * ( time ) ) ) + ( ( sin ( vec2 ( ( 6.28 ) * ( ( ( ( ( h441 ).x ) + ( ( h441 ).z ) ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 5.6 ) ) ) ),( 6.28 ) * ( ( ( ( h441 ).y ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 5.6 ) ) ) ) ) ) ) * ( 0.25 ) ) ) * ( vec2 ( 1.5,1.5 ) );\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h441 ).x,( h441 ).y,( h441 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3416962274 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3416962274,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e499",Parameter {name = "diffuseUV", ty = V2F}),("j499",Parameter {name = "lightmapUV", ty = V2F}),("o499",Parameter {name = "color", ty = V4F}),("s498",Parameter {name = "position", ty = V3F}),("y498",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 s498 ;\nin vec3 y498 ;\nin vec2 e499 ;\nin vec2 j499 ;\nin vec4 o499 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = j499;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( s498 ).x,( s498 ).y,( s498 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4288602201",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c545",Parameter {name = "diffuseUV", ty = V2F}),("h545",Parameter {name = "lightmapUV", ty = V2F}),("m545",Parameter {name = "color", ty = V4F}),("q544",Parameter {name = "position", ty = V3F}),("w544",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("Tex_4288602201",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 q544 ;\nin vec3 w544 ;\nin vec2 c545 ;\nin vec2 h545 ;\nin vec4 m545 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = c545;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( q544 ).x,( q544 ).y,( q544 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_4288602201 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4288602201,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d593",Parameter {name = "diffuseUV", ty = V2F}),("i593",Parameter {name = "lightmapUV", ty = V2F}),("n593",Parameter {name = "color", ty = V4F}),("r592",Parameter {name = "position", ty = V3F}),("x592",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r592 ;\nin vec3 x592 ;\nin vec2 d593 ;\nin vec2 i593 ;\nin vec4 n593 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = i593;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r592 ).x,( r592 ).y,( r592 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3202786139",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b639",Parameter {name = "diffuseUV", ty = V2F}),("g639",Parameter {name = "lightmapUV", ty = V2F}),("l639",Parameter {name = "color", ty = V4F}),("p638",Parameter {name = "position", ty = V3F}),("v638",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("Tex_3202786139",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p638 ;\nin vec3 v638 ;\nin vec2 b639 ;\nin vec2 g639 ;\nin vec4 l639 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = b639;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p638 ).x,( p638 ).y,( p638 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3202786139 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3202786139,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c687",Parameter {name = "diffuseUV", ty = V2F}),("h687",Parameter {name = "lightmapUV", ty = V2F}),("m687",Parameter {name = "color", ty = V4F}),("q686",Parameter {name = "position", ty = V3F}),("w686",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 q686 ;\nin vec3 w686 ;\nin vec2 c687 ;\nin vec2 h687 ;\nin vec4 m687 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = h687;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( q686 ).x,( q686 ).y,( q686 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4255130505",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a733",Parameter {name = "diffuseUV", ty = V2F}),("f733",Parameter {name = "lightmapUV", ty = V2F}),("k733",Parameter {name = "color", ty = V4F}),("o732",Parameter {name = "position", ty = V3F}),("u732",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("Tex_4255130505",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 o732 ;\nin vec3 u732 ;\nin vec2 a733 ;\nin vec2 f733 ;\nin vec4 k733 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a733;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( o732 ).x,( o732 ).y,( o732 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_4255130505 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4255130505,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b781",Parameter {name = "diffuseUV", ty = V2F}),("g781",Parameter {name = "lightmapUV", ty = V2F}),("l781",Parameter {name = "color", ty = V4F}),("p780",Parameter {name = "position", ty = V3F}),("v780",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p780 ;\nin vec3 v780 ;\nin vec2 b781 ;\nin vec2 g781 ;\nin vec4 l781 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = g781;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p780 ).x,( p780 ).y,( p780 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_564811775",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e827",Parameter {name = "lightmapUV", ty = V2F}),("j827",Parameter {name = "color", ty = V4F}),("n826",Parameter {name = "position", ty = V3F}),("t826",Parameter {name = "normal", ty = V3F}),("z826",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("Tex_564811775",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n826 ;\nin vec3 t826 ;\nin vec2 z826 ;\nin vec2 e827 ;\nin vec4 j827 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = z826;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n826 ).x,( n826 ).y,( n826 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_564811775 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_564811775,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a875",Parameter {name = "diffuseUV", ty = V2F}),("f875",Parameter {name = "lightmapUV", ty = V2F}),("k875",Parameter {name = "color", ty = V4F}),("o874",Parameter {name = "position", ty = V3F}),("u874",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 o874 ;\nin vec3 u874 ;\nin vec2 a875 ;\nin vec2 f875 ;\nin vec4 k875 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = f875;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( o874 ).x,( o874 ).y,( o874 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2073154888",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d921",Parameter {name = "lightmapUV", ty = V2F}),("i921",Parameter {name = "color", ty = V4F}),("m920",Parameter {name = "position", ty = V3F}),("s920",Parameter {name = "normal", ty = V3F}),("y920",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("Tex_2073154888",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 m920 ;\nin vec3 s920 ;\nin vec2 y920 ;\nin vec2 d921 ;\nin vec4 i921 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = y920;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( m920 ).x,( m920 ).y,( m920 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2073154888 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2073154888,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e969",Parameter {name = "lightmapUV", ty = V2F}),("j969",Parameter {name = "color", ty = V4F}),("n968",Parameter {name = "position", ty = V3F}),("t968",Parameter {name = "normal", ty = V3F}),("z968",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n968 ;\nin vec3 t968 ;\nin vec2 z968 ;\nin vec2 e969 ;\nin vec4 j969 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = e969;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n968 ).x,( n968 ).y,( n968 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2099456856",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c1015",Parameter {name = "lightmapUV", ty = V2F}),("h1015",Parameter {name = "color", ty = V4F}),("l1014",Parameter {name = "position", ty = V3F}),("r1014",Parameter {name = "normal", ty = V3F}),("x1014",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("Tex_2099456856",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l1014 ;\nin vec3 r1014 ;\nin vec2 x1014 ;\nin vec2 c1015 ;\nin vec4 h1015 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = x1014;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l1014 ).x,( l1014 ).y,( l1014 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2099456856 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2099456856,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d1063",Parameter {name = "lightmapUV", ty = V2F}),("i1063",Parameter {name = "color", ty = V4F}),("m1062",Parameter {name = "position", ty = V3F}),("s1062",Parameter {name = "normal", ty = V3F}),("y1062",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 m1062 ;\nin vec3 s1062 ;\nin vec2 y1062 ;\nin vec2 d1063 ;\nin vec4 i1063 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = d1063;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( m1062 ).x,( m1062 ).y,( m1062 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1581337759",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b1109",Parameter {name = "lightmapUV", ty = V2F}),("g1109",Parameter {name = "color", ty = V4F}),("k1108",Parameter {name = "position", ty = V3F}),("q1108",Parameter {name = "normal", ty = V3F}),("w1108",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("Tex_1581337759",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 k1108 ;\nin vec3 q1108 ;\nin vec2 w1108 ;\nin vec2 b1109 ;\nin vec4 g1109 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = w1108;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( k1108 ).x,( k1108 ).y,( k1108 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1581337759 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1581337759,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c1157",Parameter {name = "lightmapUV", ty = V2F}),("h1157",Parameter {name = "color", ty = V4F}),("l1156",Parameter {name = "position", ty = V3F}),("r1156",Parameter {name = "normal", ty = V3F}),("x1156",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l1156 ;\nin vec3 r1156 ;\nin vec2 x1156 ;\nin vec2 c1157 ;\nin vec4 h1157 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = c1157;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l1156 ).x,( l1156 ).y,( l1156 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1062467595",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a1203",Parameter {name = "lightmapUV", ty = V2F}),("f1203",Parameter {name = "color", ty = V4F}),("j1202",Parameter {name = "position", ty = V3F}),("p1202",Parameter {name = "normal", ty = V3F}),("v1202",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("Tex_1062467595",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j1202 ;\nin vec3 p1202 ;\nin vec2 v1202 ;\nin vec2 a1203 ;\nin vec4 f1203 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = v1202;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j1202 ).x,( j1202 ).y,( j1202 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1062467595 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1062467595,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b1251",Parameter {name = "lightmapUV", ty = V2F}),("g1251",Parameter {name = "color", ty = V4F}),("k1250",Parameter {name = "position", ty = V3F}),("q1250",Parameter {name = "normal", ty = V3F}),("w1250",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 k1250 ;\nin vec3 q1250 ;\nin vec2 w1250 ;\nin vec2 b1251 ;\nin vec4 g1251 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = b1251;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( k1250 ).x,( k1250 ).y,( k1250 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2024854890",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e1297",Parameter {name = "color", ty = V4F}),("i1296",Parameter {name = "position", ty = V3F}),("o1296",Parameter {name = "normal", ty = V3F}),("u1296",Parameter {name = "diffuseUV", ty = V2F}),("z1296",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("Tex_2024854890",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 i1296 ;\nin vec3 o1296 ;\nin vec2 u1296 ;\nin vec2 z1296 ;\nin vec4 e1297 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = u1296;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( i1296 ).x,( i1296 ).y,( i1296 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2024854890 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2024854890,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a1345",Parameter {name = "lightmapUV", ty = V2F}),("f1345",Parameter {name = "color", ty = V4F}),("j1344",Parameter {name = "position", ty = V3F}),("p1344",Parameter {name = "normal", ty = V3F}),("v1344",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j1344 ;\nin vec3 p1344 ;\nin vec2 v1344 ;\nin vec2 a1345 ;\nin vec4 f1345 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a1345;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j1344 ).x,( j1344 ).y,( j1344 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1284708166",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d1391",Parameter {name = "color", ty = V4F}),("h1390",Parameter {name = "position", ty = V3F}),("n1390",Parameter {name = "normal", ty = V3F}),("t1390",Parameter {name = "diffuseUV", ty = V2F}),("y1390",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("Tex_1284708166",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h1390 ;\nin vec3 n1390 ;\nin vec2 t1390 ;\nin vec2 y1390 ;\nin vec4 d1391 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = t1390;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h1390 ).x,( h1390 ).y,( h1390 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1284708166 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1284708166,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e1439",Parameter {name = "color", ty = V4F}),("i1438",Parameter {name = "position", ty = V3F}),("o1438",Parameter {name = "normal", ty = V3F}),("u1438",Parameter {name = "diffuseUV", ty = V2F}),("z1438",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 i1438 ;\nin vec3 o1438 ;\nin vec2 u1438 ;\nin vec2 z1438 ;\nin vec4 e1439 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = z1438;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( i1438 ).x,( i1438 ).y,( i1438 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2432583247",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c1485",Parameter {name = "color", ty = V4F}),("g1484",Parameter {name = "position", ty = V3F}),("m1484",Parameter {name = "normal", ty = V3F}),("s1484",Parameter {name = "diffuseUV", ty = V2F}),("x1484",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("Tex_2432583247",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 g1484 ;\nin vec3 m1484 ;\nin vec2 s1484 ;\nin vec2 x1484 ;\nin vec4 c1485 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = s1484;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( g1484 ).x,( g1484 ).y,( g1484 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2432583247 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2432583247,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d1533",Parameter {name = "color", ty = V4F}),("h1532",Parameter {name = "position", ty = V3F}),("n1532",Parameter {name = "normal", ty = V3F}),("t1532",Parameter {name = "diffuseUV", ty = V2F}),("y1532",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h1532 ;\nin vec3 n1532 ;\nin vec2 t1532 ;\nin vec2 y1532 ;\nin vec4 d1533 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = y1532;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h1532 ).x,( h1532 ).y,( h1532 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1002517541",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b1579",Parameter {name = "color", ty = V4F}),("f1578",Parameter {name = "position", ty = V3F}),("l1578",Parameter {name = "normal", ty = V3F}),("r1578",Parameter {name = "diffuseUV", ty = V2F}),("w1578",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("Tex_1002517541",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f1578 ;\nin vec3 l1578 ;\nin vec2 r1578 ;\nin vec2 w1578 ;\nin vec4 b1579 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = r1578;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f1578 ).x,( f1578 ).y,( f1578 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1002517541 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1002517541,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c1627",Parameter {name = "color", ty = V4F}),("g1626",Parameter {name = "position", ty = V3F}),("m1626",Parameter {name = "normal", ty = V3F}),("s1626",Parameter {name = "diffuseUV", ty = V2F}),("x1626",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 g1626 ;\nin vec3 m1626 ;\nin vec2 s1626 ;\nin vec2 x1626 ;\nin vec4 c1627 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = x1626;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( g1626 ).x,( g1626 ).y,( g1626 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2639119078",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a1673",Parameter {name = "color", ty = V4F}),("e1672",Parameter {name = "position", ty = V3F}),("k1672",Parameter {name = "normal", ty = V3F}),("q1672",Parameter {name = "diffuseUV", ty = V2F}),("v1672",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("Tex_2639119078",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 e1672 ;\nin vec3 k1672 ;\nin vec2 q1672 ;\nin vec2 v1672 ;\nin vec4 a1673 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q1672;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( e1672 ).x,( e1672 ).y,( e1672 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2639119078 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2639119078,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b1721",Parameter {name = "color", ty = V4F}),("f1720",Parameter {name = "position", ty = V3F}),("l1720",Parameter {name = "normal", ty = V3F}),("r1720",Parameter {name = "diffuseUV", ty = V2F}),("w1720",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f1720 ;\nin vec3 l1720 ;\nin vec2 r1720 ;\nin vec2 w1720 ;\nin vec4 b1721 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = w1720;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f1720 ).x,( f1720 ).y,( f1720 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3479185666",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d1766",Parameter {name = "position", ty = V3F}),("j1766",Parameter {name = "normal", ty = V3F}),("p1766",Parameter {name = "diffuseUV", ty = V2F}),("u1766",Parameter {name = "lightmapUV", ty = V2F}),("z1766",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3479185666",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d1766 ;\nin vec3 j1766 ;\nin vec2 p1766 ;\nin vec2 u1766 ;\nin vec4 z1766 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = p1766;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d1766 ).x,( d1766 ).y,( d1766 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3479185666 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3479185666,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a1815",Parameter {name = "color", ty = V4F}),("e1814",Parameter {name = "position", ty = V3F}),("k1814",Parameter {name = "normal", ty = V3F}),("q1814",Parameter {name = "diffuseUV", ty = V2F}),("v1814",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 e1814 ;\nin vec3 k1814 ;\nin vec2 q1814 ;\nin vec2 v1814 ;\nin vec4 a1815 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = v1814;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( e1814 ).x,( e1814 ).y,( e1814 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3448884269",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c1860",Parameter {name = "position", ty = V3F}),("i1860",Parameter {name = "normal", ty = V3F}),("o1860",Parameter {name = "diffuseUV", ty = V2F}),("t1860",Parameter {name = "lightmapUV", ty = V2F}),("y1860",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3448884269",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 c1860 ;\nin vec3 i1860 ;\nin vec2 o1860 ;\nin vec2 t1860 ;\nin vec4 y1860 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = o1860;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( c1860 ).x,( c1860 ).y,( c1860 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3448884269 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3448884269,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d1908",Parameter {name = "position", ty = V3F}),("j1908",Parameter {name = "normal", ty = V3F}),("p1908",Parameter {name = "diffuseUV", ty = V2F}),("u1908",Parameter {name = "lightmapUV", ty = V2F}),("z1908",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d1908 ;\nin vec3 j1908 ;\nin vec2 p1908 ;\nin vec2 u1908 ;\nin vec4 z1908 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = u1908;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d1908 ).x,( d1908 ).y,( d1908 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1201212243",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b1954",Parameter {name = "position", ty = V3F}),("h1954",Parameter {name = "normal", ty = V3F}),("n1954",Parameter {name = "diffuseUV", ty = V2F}),("s1954",Parameter {name = "lightmapUV", ty = V2F}),("x1954",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1201212243",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b1954 ;\nin vec3 h1954 ;\nin vec2 n1954 ;\nin vec2 s1954 ;\nin vec4 x1954 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = n1954;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b1954 ).x,( b1954 ).y,( b1954 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1201212243 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1201212243,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c2002",Parameter {name = "position", ty = V3F}),("i2002",Parameter {name = "normal", ty = V3F}),("o2002",Parameter {name = "diffuseUV", ty = V2F}),("t2002",Parameter {name = "lightmapUV", ty = V2F}),("y2002",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 c2002 ;\nin vec3 i2002 ;\nin vec2 o2002 ;\nin vec2 t2002 ;\nin vec4 y2002 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = t2002;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( c2002 ).x,( c2002 ).y,( c2002 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3389727963",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a2048",Parameter {name = "position", ty = V3F}),("g2048",Parameter {name = "normal", ty = V3F}),("m2048",Parameter {name = "diffuseUV", ty = V2F}),("r2048",Parameter {name = "lightmapUV", ty = V2F}),("w2048",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3389727963",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 a2048 ;\nin vec3 g2048 ;\nin vec2 m2048 ;\nin vec2 r2048 ;\nin vec4 w2048 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = m2048;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( a2048 ).x,( a2048 ).y,( a2048 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3389727963 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3389727963,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b2096",Parameter {name = "position", ty = V3F}),("h2096",Parameter {name = "normal", ty = V3F}),("n2096",Parameter {name = "diffuseUV", ty = V2F}),("s2096",Parameter {name = "lightmapUV", ty = V2F}),("x2096",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b2096 ;\nin vec3 h2096 ;\nin vec2 n2096 ;\nin vec2 s2096 ;\nin vec4 x2096 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = s2096;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b2096 ).x,( b2096 ).y,( b2096 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3836020895",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f2142",Parameter {name = "normal", ty = V3F}),("l2142",Parameter {name = "diffuseUV", ty = V2F}),("q2142",Parameter {name = "lightmapUV", ty = V2F}),("v2142",Parameter {name = "color", ty = V4F}),("z2141",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("Tex_3836020895",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z2141 ;\nin vec3 f2142 ;\nin vec2 l2142 ;\nin vec2 q2142 ;\nin vec4 v2142 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = l2142;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z2141 ).x,( z2141 ).y,( z2141 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3836020895 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3836020895,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a2190",Parameter {name = "position", ty = V3F}),("g2190",Parameter {name = "normal", ty = V3F}),("m2190",Parameter {name = "diffuseUV", ty = V2F}),("r2190",Parameter {name = "lightmapUV", ty = V2F}),("w2190",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 a2190 ;\nin vec3 g2190 ;\nin vec2 m2190 ;\nin vec2 r2190 ;\nin vec4 w2190 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = r2190;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( a2190 ).x,( a2190 ).y,( a2190 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_209322640",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e2236",Parameter {name = "normal", ty = V3F}),("k2236",Parameter {name = "diffuseUV", ty = V2F}),("p2236",Parameter {name = "lightmapUV", ty = V2F}),("u2236",Parameter {name = "color", ty = V4F}),("y2235",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("Tex_209322640",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 y2235 ;\nin vec3 e2236 ;\nin vec2 k2236 ;\nin vec2 p2236 ;\nin vec4 u2236 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = k2236;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( y2235 ).x,( y2235 ).y,( y2235 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_209322640 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_209322640,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f2284",Parameter {name = "normal", ty = V3F}),("l2284",Parameter {name = "diffuseUV", ty = V2F}),("q2284",Parameter {name = "lightmapUV", ty = V2F}),("v2284",Parameter {name = "color", ty = V4F}),("z2283",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z2283 ;\nin vec3 f2284 ;\nin vec2 l2284 ;\nin vec2 q2284 ;\nin vec4 v2284 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q2284;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z2283 ).x,( z2283 ).y,( z2283 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2893650486",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d2330",Parameter {name = "normal", ty = V3F}),("j2330",Parameter {name = "diffuseUV", ty = V2F}),("o2330",Parameter {name = "lightmapUV", ty = V2F}),("t2330",Parameter {name = "color", ty = V4F}),("x2329",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("Tex_2893650486",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x2329 ;\nin vec3 d2330 ;\nin vec2 j2330 ;\nin vec2 o2330 ;\nin vec4 t2330 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = j2330;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x2329 ).x,( x2329 ).y,( x2329 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2893650486 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2893650486,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e2378",Parameter {name = "normal", ty = V3F}),("k2378",Parameter {name = "diffuseUV", ty = V2F}),("p2378",Parameter {name = "lightmapUV", ty = V2F}),("u2378",Parameter {name = "color", ty = V4F}),("y2377",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 y2377 ;\nin vec3 e2378 ;\nin vec2 k2378 ;\nin vec2 p2378 ;\nin vec4 u2378 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = p2378;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( y2377 ).x,( y2377 ).y,( y2377 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3814342582",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c2424",Parameter {name = "normal", ty = V3F}),("i2424",Parameter {name = "diffuseUV", ty = V2F}),("n2424",Parameter {name = "lightmapUV", ty = V2F}),("s2424",Parameter {name = "color", ty = V4F}),("w2423",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("Tex_3814342582",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 w2423 ;\nin vec3 c2424 ;\nin vec2 i2424 ;\nin vec2 n2424 ;\nin vec4 s2424 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = i2424;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( w2423 ).x,( w2423 ).y,( w2423 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3814342582 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3814342582,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d2472",Parameter {name = "normal", ty = V3F}),("j2472",Parameter {name = "diffuseUV", ty = V2F}),("o2472",Parameter {name = "lightmapUV", ty = V2F}),("t2472",Parameter {name = "color", ty = V4F}),("x2471",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x2471 ;\nin vec3 d2472 ;\nin vec2 j2472 ;\nin vec2 o2472 ;\nin vec4 t2472 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = o2472;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x2471 ).x,( x2471 ).y,( x2471 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4189195777",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b2518",Parameter {name = "normal", ty = V3F}),("h2518",Parameter {name = "diffuseUV", ty = V2F}),("m2518",Parameter {name = "lightmapUV", ty = V2F}),("r2518",Parameter {name = "color", ty = V4F}),("v2517",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("Tex_4189195777",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v2517 ;\nin vec3 b2518 ;\nin vec2 h2518 ;\nin vec2 m2518 ;\nin vec4 r2518 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = h2518;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v2517 ).x,( v2517 ).y,( v2517 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_4189195777 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4189195777,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c2566",Parameter {name = "normal", ty = V3F}),("i2566",Parameter {name = "diffuseUV", ty = V2F}),("n2566",Parameter {name = "lightmapUV", ty = V2F}),("s2566",Parameter {name = "color", ty = V4F}),("w2565",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 w2565 ;\nin vec3 c2566 ;\nin vec2 i2566 ;\nin vec2 n2566 ;\nin vec4 s2566 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = n2566;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( w2565 ).x,( w2565 ).y,( w2565 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2239853403",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a2612",Parameter {name = "normal", ty = V3F}),("g2612",Parameter {name = "diffuseUV", ty = V2F}),("l2612",Parameter {name = "lightmapUV", ty = V2F}),("q2612",Parameter {name = "color", ty = V4F}),("u2611",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("Tex_2239853403",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 u2611 ;\nin vec3 a2612 ;\nin vec2 g2612 ;\nin vec2 l2612 ;\nin vec4 q2612 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = g2612;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( u2611 ).x,( u2611 ).y,( u2611 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2239853403 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2239853403,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b2660",Parameter {name = "normal", ty = V3F}),("h2660",Parameter {name = "diffuseUV", ty = V2F}),("m2660",Parameter {name = "lightmapUV", ty = V2F}),("r2660",Parameter {name = "color", ty = V4F}),("v2659",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v2659 ;\nin vec3 b2660 ;\nin vec2 h2660 ;\nin vec2 m2660 ;\nin vec4 r2660 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = m2660;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v2659 ).x,( v2659 ).y,( v2659 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2367525081",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f2706",Parameter {name = "diffuseUV", ty = V2F}),("k2706",Parameter {name = "lightmapUV", ty = V2F}),("p2706",Parameter {name = "color", ty = V4F}),("t2705",Parameter {name = "position", ty = V3F}),("z2705",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("Tex_2367525081",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 t2705 ;\nin vec3 z2705 ;\nin vec2 f2706 ;\nin vec2 k2706 ;\nin vec4 p2706 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = f2706;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( t2705 ).x,( t2705 ).y,( t2705 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2367525081 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2367525081,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a2754",Parameter {name = "normal", ty = V3F}),("g2754",Parameter {name = "diffuseUV", ty = V2F}),("l2754",Parameter {name = "lightmapUV", ty = V2F}),("q2754",Parameter {name = "color", ty = V4F}),("u2753",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 u2753 ;\nin vec3 a2754 ;\nin vec2 g2754 ;\nin vec2 l2754 ;\nin vec4 q2754 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = l2754;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( u2753 ).x,( u2753 ).y,( u2753 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2523116863",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e2800",Parameter {name = "diffuseUV", ty = V2F}),("j2800",Parameter {name = "lightmapUV", ty = V2F}),("o2800",Parameter {name = "color", ty = V4F}),("s2799",Parameter {name = "position", ty = V3F}),("y2799",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("Tex_2523116863",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 s2799 ;\nin vec3 y2799 ;\nin vec2 e2800 ;\nin vec2 j2800 ;\nin vec4 o2800 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = e2800;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( s2799 ).x,( s2799 ).y,( s2799 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2523116863 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2523116863,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f2848",Parameter {name = "diffuseUV", ty = V2F}),("k2848",Parameter {name = "lightmapUV", ty = V2F}),("p2848",Parameter {name = "color", ty = V4F}),("t2847",Parameter {name = "position", ty = V3F}),("z2847",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 t2847 ;\nin vec3 z2847 ;\nin vec2 f2848 ;\nin vec2 k2848 ;\nin vec4 p2848 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = k2848;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( t2847 ).x,( t2847 ).y,( t2847 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2512757607",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d2894",Parameter {name = "diffuseUV", ty = V2F}),("i2894",Parameter {name = "lightmapUV", ty = V2F}),("n2894",Parameter {name = "color", ty = V4F}),("r2893",Parameter {name = "position", ty = V3F}),("x2893",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("Tex_2512757607",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r2893 ;\nin vec3 x2893 ;\nin vec2 d2894 ;\nin vec2 i2894 ;\nin vec4 n2894 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = d2894;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r2893 ).x,( r2893 ).y,( r2893 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2512757607 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2512757607,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e2942",Parameter {name = "diffuseUV", ty = V2F}),("j2942",Parameter {name = "lightmapUV", ty = V2F}),("o2942",Parameter {name = "color", ty = V4F}),("s2941",Parameter {name = "position", ty = V3F}),("y2941",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 s2941 ;\nin vec3 y2941 ;\nin vec2 e2942 ;\nin vec2 j2942 ;\nin vec4 o2942 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = j2942;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( s2941 ).x,( s2941 ).y,( s2941 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4289279309",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c2988",Parameter {name = "diffuseUV", ty = V2F}),("h2988",Parameter {name = "lightmapUV", ty = V2F}),("m2988",Parameter {name = "color", ty = V4F}),("q2987",Parameter {name = "position", ty = V3F}),("w2987",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("Tex_4289279309",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 q2987 ;\nin vec3 w2987 ;\nin vec2 c2988 ;\nin vec2 h2988 ;\nin vec4 m2988 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = c2988;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( q2987 ).x,( q2987 ).y,( q2987 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_4289279309 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4289279309,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d3036",Parameter {name = "diffuseUV", ty = V2F}),("i3036",Parameter {name = "lightmapUV", ty = V2F}),("n3036",Parameter {name = "color", ty = V4F}),("r3035",Parameter {name = "position", ty = V3F}),("x3035",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r3035 ;\nin vec3 x3035 ;\nin vec2 d3036 ;\nin vec2 i3036 ;\nin vec4 n3036 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = i3036;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r3035 ).x,( r3035 ).y,( r3035 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2525124732",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b3082",Parameter {name = "diffuseUV", ty = V2F}),("g3082",Parameter {name = "lightmapUV", ty = V2F}),("l3082",Parameter {name = "color", ty = V4F}),("p3081",Parameter {name = "position", ty = V3F}),("v3081",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("Tex_2525124732",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p3081 ;\nin vec3 v3081 ;\nin vec2 b3082 ;\nin vec2 g3082 ;\nin vec4 l3082 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = b3082;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p3081 ).x,( p3081 ).y,( p3081 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2525124732 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2525124732,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c3130",Parameter {name = "diffuseUV", ty = V2F}),("h3130",Parameter {name = "lightmapUV", ty = V2F}),("m3130",Parameter {name = "color", ty = V4F}),("q3129",Parameter {name = "position", ty = V3F}),("w3129",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 q3129 ;\nin vec3 w3129 ;\nin vec2 c3130 ;\nin vec2 h3130 ;\nin vec4 m3130 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = h3130;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( q3129 ).x,( q3129 ).y,( q3129 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3071107621",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a3176",Parameter {name = "diffuseUV", ty = V2F}),("f3176",Parameter {name = "lightmapUV", ty = V2F}),("k3176",Parameter {name = "color", ty = V4F}),("o3175",Parameter {name = "position", ty = V3F}),("u3175",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("Tex_3071107621",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 o3175 ;\nin vec3 u3175 ;\nin vec2 a3176 ;\nin vec2 f3176 ;\nin vec4 k3176 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a3176;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( o3175 ).x,( o3175 ).y,( o3175 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3071107621 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3071107621,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b3224",Parameter {name = "diffuseUV", ty = V2F}),("g3224",Parameter {name = "lightmapUV", ty = V2F}),("l3224",Parameter {name = "color", ty = V4F}),("p3223",Parameter {name = "position", ty = V3F}),("v3223",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p3223 ;\nin vec3 v3223 ;\nin vec2 b3224 ;\nin vec2 g3224 ;\nin vec4 l3224 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = g3224;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p3223 ).x,( p3223 ).y,( p3223 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3921745736",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e3270",Parameter {name = "lightmapUV", ty = V2F}),("j3270",Parameter {name = "color", ty = V4F}),("n3269",Parameter {name = "position", ty = V3F}),("t3269",Parameter {name = "normal", ty = V3F}),("z3269",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("Tex_3921745736",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n3269 ;\nin vec3 t3269 ;\nin vec2 z3269 ;\nin vec2 e3270 ;\nin vec4 j3270 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = z3269;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n3269 ).x,( n3269 ).y,( n3269 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3921745736 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3921745736,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a3318",Parameter {name = "diffuseUV", ty = V2F}),("f3318",Parameter {name = "lightmapUV", ty = V2F}),("k3318",Parameter {name = "color", ty = V4F}),("o3317",Parameter {name = "position", ty = V3F}),("u3317",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 o3317 ;\nin vec3 u3317 ;\nin vec2 a3318 ;\nin vec2 f3318 ;\nin vec4 k3318 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = f3318;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( o3317 ).x,( o3317 ).y,( o3317 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3647563961",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d3364",Parameter {name = "lightmapUV", ty = V2F}),("i3364",Parameter {name = "color", ty = V4F}),("m3363",Parameter {name = "position", ty = V3F}),("s3363",Parameter {name = "normal", ty = V3F}),("y3363",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("Tex_3647563961",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 m3363 ;\nin vec3 s3363 ;\nin vec2 y3363 ;\nin vec2 d3364 ;\nin vec4 i3364 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = y3363;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( m3363 ).x,( m3363 ).y,( m3363 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3647563961 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3647563961,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e3412",Parameter {name = "lightmapUV", ty = V2F}),("j3412",Parameter {name = "color", ty = V4F}),("n3411",Parameter {name = "position", ty = V3F}),("t3411",Parameter {name = "normal", ty = V3F}),("z3411",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n3411 ;\nin vec3 t3411 ;\nin vec2 z3411 ;\nin vec2 e3412 ;\nin vec4 j3412 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = e3412;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n3411 ).x,( n3411 ).y,( n3411 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3593923076",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c3458",Parameter {name = "lightmapUV", ty = V2F}),("h3458",Parameter {name = "color", ty = V4F}),("l3457",Parameter {name = "position", ty = V3F}),("r3457",Parameter {name = "normal", ty = V3F}),("x3457",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("Tex_3593923076",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l3457 ;\nin vec3 r3457 ;\nin vec2 x3457 ;\nin vec2 c3458 ;\nin vec4 h3458 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = x3457;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l3457 ).x,( l3457 ).y,( l3457 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3593923076 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3593923076,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d3506",Parameter {name = "lightmapUV", ty = V2F}),("i3506",Parameter {name = "color", ty = V4F}),("m3505",Parameter {name = "position", ty = V3F}),("s3505",Parameter {name = "normal", ty = V3F}),("y3505",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 m3505 ;\nin vec3 s3505 ;\nin vec2 y3505 ;\nin vec2 d3506 ;\nin vec4 i3506 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = d3506;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( m3505 ).x,( m3505 ).y,( m3505 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1435187472",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b3552",Parameter {name = "lightmapUV", ty = V2F}),("g3552",Parameter {name = "color", ty = V4F}),("k3551",Parameter {name = "position", ty = V3F}),("q3551",Parameter {name = "normal", ty = V3F}),("w3551",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("Tex_1435187472",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 k3551 ;\nin vec3 q3551 ;\nin vec2 w3551 ;\nin vec2 b3552 ;\nin vec4 g3552 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = w3551;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( k3551 ).x,( k3551 ).y,( k3551 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1435187472 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1435187472,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c3600",Parameter {name = "lightmapUV", ty = V2F}),("h3600",Parameter {name = "color", ty = V4F}),("l3599",Parameter {name = "position", ty = V3F}),("r3599",Parameter {name = "normal", ty = V3F}),("x3599",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l3599 ;\nin vec3 r3599 ;\nin vec2 x3599 ;\nin vec2 c3600 ;\nin vec4 h3600 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = c3600;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l3599 ).x,( l3599 ).y,( l3599 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1318715778",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a3646",Parameter {name = "lightmapUV", ty = V2F}),("f3646",Parameter {name = "color", ty = V4F}),("j3645",Parameter {name = "position", ty = V3F}),("p3645",Parameter {name = "normal", ty = V3F}),("v3645",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("Tex_1318715778",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j3645 ;\nin vec3 p3645 ;\nin vec2 v3645 ;\nin vec2 a3646 ;\nin vec4 f3646 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = v3645;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j3645 ).x,( j3645 ).y,( j3645 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1318715778 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1318715778,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b3694",Parameter {name = "lightmapUV", ty = V2F}),("g3694",Parameter {name = "color", ty = V4F}),("k3693",Parameter {name = "position", ty = V3F}),("q3693",Parameter {name = "normal", ty = V3F}),("w3693",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 k3693 ;\nin vec3 q3693 ;\nin vec2 w3693 ;\nin vec2 b3694 ;\nin vec4 g3694 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = b3694;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( k3693 ).x,( k3693 ).y,( k3693 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_442868841",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e3740",Parameter {name = "color", ty = V4F}),("i3739",Parameter {name = "position", ty = V3F}),("o3739",Parameter {name = "normal", ty = V3F}),("u3739",Parameter {name = "diffuseUV", ty = V2F}),("z3739",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("Tex_442868841",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 i3739 ;\nin vec3 o3739 ;\nin vec2 u3739 ;\nin vec2 z3739 ;\nin vec4 e3740 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = u3739;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( i3739 ).x,( i3739 ).y,( i3739 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_442868841 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_442868841,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a3788",Parameter {name = "lightmapUV", ty = V2F}),("f3788",Parameter {name = "color", ty = V4F}),("j3787",Parameter {name = "position", ty = V3F}),("p3787",Parameter {name = "normal", ty = V3F}),("v3787",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j3787 ;\nin vec3 p3787 ;\nin vec2 v3787 ;\nin vec2 a3788 ;\nin vec4 f3788 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a3788;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j3787 ).x,( j3787 ).y,( j3787 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2289735512",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d3834",Parameter {name = "color", ty = V4F}),("h3833",Parameter {name = "position", ty = V3F}),("n3833",Parameter {name = "normal", ty = V3F}),("t3833",Parameter {name = "diffuseUV", ty = V2F}),("y3833",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("Tex_2289735512",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h3833 ;\nin vec3 n3833 ;\nin vec2 t3833 ;\nin vec2 y3833 ;\nin vec4 d3834 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = t3833;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h3833 ).x,( h3833 ).y,( h3833 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2289735512 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2289735512,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e3882",Parameter {name = "color", ty = V4F}),("i3881",Parameter {name = "position", ty = V3F}),("o3881",Parameter {name = "normal", ty = V3F}),("u3881",Parameter {name = "diffuseUV", ty = V2F}),("z3881",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 i3881 ;\nin vec3 o3881 ;\nin vec2 u3881 ;\nin vec2 z3881 ;\nin vec4 e3882 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = z3881;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( i3881 ).x,( i3881 ).y,( i3881 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3939430064",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c3928",Parameter {name = "color", ty = V4F}),("g3927",Parameter {name = "position", ty = V3F}),("m3927",Parameter {name = "normal", ty = V3F}),("s3927",Parameter {name = "diffuseUV", ty = V2F}),("x3927",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("Tex_3939430064",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 g3927 ;\nin vec3 m3927 ;\nin vec2 s3927 ;\nin vec2 x3927 ;\nin vec4 c3928 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = s3927;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( g3927 ).x,( g3927 ).y,( g3927 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3939430064 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3939430064,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d3976",Parameter {name = "color", ty = V4F}),("h3975",Parameter {name = "position", ty = V3F}),("n3975",Parameter {name = "normal", ty = V3F}),("t3975",Parameter {name = "diffuseUV", ty = V2F}),("y3975",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h3975 ;\nin vec3 n3975 ;\nin vec2 t3975 ;\nin vec2 y3975 ;\nin vec4 d3976 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = y3975;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h3975 ).x,( h3975 ).y,( h3975 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3012001075",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b4022",Parameter {name = "color", ty = V4F}),("f4021",Parameter {name = "position", ty = V3F}),("l4021",Parameter {name = "normal", ty = V3F}),("r4021",Parameter {name = "diffuseUV", ty = V2F}),("w4021",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("Tex_3012001075",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f4021 ;\nin vec3 l4021 ;\nin vec2 r4021 ;\nin vec2 w4021 ;\nin vec4 b4022 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = r4021;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f4021 ).x,( f4021 ).y,( f4021 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3012001075 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3012001075,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c4070",Parameter {name = "color", ty = V4F}),("g4069",Parameter {name = "position", ty = V3F}),("m4069",Parameter {name = "normal", ty = V3F}),("s4069",Parameter {name = "diffuseUV", ty = V2F}),("x4069",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 g4069 ;\nin vec3 m4069 ;\nin vec2 s4069 ;\nin vec2 x4069 ;\nin vec4 c4070 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = x4069;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( g4069 ).x,( g4069 ).y,( g4069 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3768122504",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a4116",Parameter {name = "color", ty = V4F}),("e4115",Parameter {name = "position", ty = V3F}),("k4115",Parameter {name = "normal", ty = V3F}),("q4115",Parameter {name = "diffuseUV", ty = V2F}),("v4115",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("Tex_3768122504",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 e4115 ;\nin vec3 k4115 ;\nin vec2 q4115 ;\nin vec2 v4115 ;\nin vec4 a4116 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q4115;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( e4115 ).x,( e4115 ).y,( e4115 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3768122504 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3768122504,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b4164",Parameter {name = "color", ty = V4F}),("f4163",Parameter {name = "position", ty = V3F}),("l4163",Parameter {name = "normal", ty = V3F}),("r4163",Parameter {name = "diffuseUV", ty = V2F}),("w4163",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f4163 ;\nin vec3 l4163 ;\nin vec2 r4163 ;\nin vec2 w4163 ;\nin vec4 b4164 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = w4163;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f4163 ).x,( f4163 ).y,( f4163 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2634868983",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d4209",Parameter {name = "position", ty = V3F}),("j4209",Parameter {name = "normal", ty = V3F}),("p4209",Parameter {name = "diffuseUV", ty = V2F}),("u4209",Parameter {name = "lightmapUV", ty = V2F}),("z4209",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2634868983",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d4209 ;\nin vec3 j4209 ;\nin vec2 p4209 ;\nin vec2 u4209 ;\nin vec4 z4209 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = p4209;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d4209 ).x,( d4209 ).y,( d4209 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2634868983 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2634868983,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a4258",Parameter {name = "color", ty = V4F}),("e4257",Parameter {name = "position", ty = V3F}),("k4257",Parameter {name = "normal", ty = V3F}),("q4257",Parameter {name = "diffuseUV", ty = V2F}),("v4257",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 e4257 ;\nin vec3 k4257 ;\nin vec2 q4257 ;\nin vec2 v4257 ;\nin vec4 a4258 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = v4257;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( e4257 ).x,( e4257 ).y,( e4257 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3269743316",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c4303",Parameter {name = "position", ty = V3F}),("i4303",Parameter {name = "normal", ty = V3F}),("o4303",Parameter {name = "diffuseUV", ty = V2F}),("t4303",Parameter {name = "lightmapUV", ty = V2F}),("y4303",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3269743316",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 c4303 ;\nin vec3 i4303 ;\nin vec2 o4303 ;\nin vec2 t4303 ;\nin vec4 y4303 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = o4303;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( c4303 ).x,( c4303 ).y,( c4303 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3269743316 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3269743316,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d4351",Parameter {name = "position", ty = V3F}),("j4351",Parameter {name = "normal", ty = V3F}),("p4351",Parameter {name = "diffuseUV", ty = V2F}),("u4351",Parameter {name = "lightmapUV", ty = V2F}),("z4351",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d4351 ;\nin vec3 j4351 ;\nin vec2 p4351 ;\nin vec2 u4351 ;\nin vec4 z4351 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = u4351;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d4351 ).x,( d4351 ).y,( d4351 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3617993418",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b4397",Parameter {name = "position", ty = V3F}),("h4397",Parameter {name = "normal", ty = V3F}),("n4397",Parameter {name = "diffuseUV", ty = V2F}),("s4397",Parameter {name = "lightmapUV", ty = V2F}),("x4397",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3617993418",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b4397 ;\nin vec3 h4397 ;\nin vec2 n4397 ;\nin vec2 s4397 ;\nin vec4 x4397 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = n4397;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b4397 ).x,( b4397 ).y,( b4397 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3617993418 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3617993418,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c4445",Parameter {name = "position", ty = V3F}),("i4445",Parameter {name = "normal", ty = V3F}),("o4445",Parameter {name = "diffuseUV", ty = V2F}),("t4445",Parameter {name = "lightmapUV", ty = V2F}),("y4445",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 c4445 ;\nin vec3 i4445 ;\nin vec2 o4445 ;\nin vec2 t4445 ;\nin vec4 y4445 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = t4445;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( c4445 ).x,( c4445 ).y,( c4445 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1243894392",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a4491",Parameter {name = "position", ty = V3F}),("g4491",Parameter {name = "normal", ty = V3F}),("m4491",Parameter {name = "diffuseUV", ty = V2F}),("r4491",Parameter {name = "lightmapUV", ty = V2F}),("w4491",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1243894392",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 a4491 ;\nin vec3 g4491 ;\nin vec2 m4491 ;\nin vec2 r4491 ;\nin vec4 w4491 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = m4491;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( a4491 ).x,( a4491 ).y,( a4491 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1243894392 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1243894392,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b4539",Parameter {name = "position", ty = V3F}),("h4539",Parameter {name = "normal", ty = V3F}),("n4539",Parameter {name = "diffuseUV", ty = V2F}),("s4539",Parameter {name = "lightmapUV", ty = V2F}),("x4539",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b4539 ;\nin vec3 h4539 ;\nin vec2 n4539 ;\nin vec2 s4539 ;\nin vec4 x4539 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = s4539;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b4539 ).x,( b4539 ).y,( b4539 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2966885788",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f4585",Parameter {name = "normal", ty = V3F}),("l4585",Parameter {name = "diffuseUV", ty = V2F}),("q4585",Parameter {name = "lightmapUV", ty = V2F}),("v4585",Parameter {name = "color", ty = V4F}),("z4584",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("Tex_2966885788",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z4584 ;\nin vec3 f4585 ;\nin vec2 l4585 ;\nin vec2 q4585 ;\nin vec4 v4585 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = l4585;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z4584 ).x,( z4584 ).y,( z4584 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2966885788 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2966885788,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a4633",Parameter {name = "position", ty = V3F}),("g4633",Parameter {name = "normal", ty = V3F}),("m4633",Parameter {name = "diffuseUV", ty = V2F}),("r4633",Parameter {name = "lightmapUV", ty = V2F}),("w4633",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 a4633 ;\nin vec3 g4633 ;\nin vec2 m4633 ;\nin vec2 r4633 ;\nin vec4 w4633 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = r4633;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( a4633 ).x,( a4633 ).y,( a4633 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1250438154",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e4679",Parameter {name = "normal", ty = V3F}),("k4679",Parameter {name = "diffuseUV", ty = V2F}),("p4679",Parameter {name = "lightmapUV", ty = V2F}),("u4679",Parameter {name = "color", ty = V4F}),("y4678",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("Tex_1250438154",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 y4678 ;\nin vec3 e4679 ;\nin vec2 k4679 ;\nin vec2 p4679 ;\nin vec4 u4679 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = k4679;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( y4678 ).x,( y4678 ).y,( y4678 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1250438154 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1250438154,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f4727",Parameter {name = "normal", ty = V3F}),("l4727",Parameter {name = "diffuseUV", ty = V2F}),("q4727",Parameter {name = "lightmapUV", ty = V2F}),("v4727",Parameter {name = "color", ty = V4F}),("z4726",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin 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{accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 28,SetProgram 57,SetSamplerUniform "Tex_2367525081" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 27,SetProgram 56,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 27,SetProgram 55,SetSamplerUniform "Tex_2239853403" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 26,SetProgram 54,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 26,SetProgram 53,SetSamplerUniform "Tex_4189195777" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 25,SetProgram 52,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 25,SetProgram 51,SetSamplerUniform "Tex_3814342582" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 24,SetProgram 50,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 24,SetProgram 49,SetSamplerUniform "Tex_2893650486" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 23,SetProgram 48,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 23,SetProgram 47,SetSamplerUniform "Tex_209322640" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 22,SetProgram 46,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 22,SetProgram 45,SetSamplerUniform "Tex_3836020895" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 21,SetProgram 44,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 21,SetProgram 43,SetSamplerUniform "Tex_3389727963" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 20,SetProgram 42,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 20,SetProgram 41,SetSamplerUniform "Tex_1201212243" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 19,SetProgram 40,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 19,SetProgram 39,SetSamplerUniform "Tex_3448884269" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 18,SetProgram 38,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 18,SetProgram 37,SetSamplerUniform "Tex_3479185666" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 17,SetProgram 36,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 17,SetProgram 35,SetSamplerUniform "Tex_2639119078" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 16,SetProgram 34,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 16,SetProgram 33,SetSamplerUniform "Tex_1002517541" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 15,SetProgram 32,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 15,SetProgram 31,SetSamplerUniform "Tex_2432583247" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 14,SetProgram 30,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 14,SetProgram 29,SetSamplerUniform "Tex_1284708166" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 13,SetProgram 28,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 13,SetProgram 27,SetSamplerUniform "Tex_2024854890" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 12,SetProgram 26,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 12,SetProgram 25,SetSamplerUniform "Tex_1062467595" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 11,SetProgram 24,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 11,SetProgram 23,SetSamplerUniform "Tex_1581337759" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 10,SetProgram 22,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 10,SetProgram 21,SetSamplerUniform "Tex_2099456856" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 9,SetProgram 20,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 9,SetProgram 19,SetSamplerUniform "Tex_2073154888" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 8,SetProgram 18,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 8,SetProgram 17,SetSamplerUniform "Tex_564811775" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 7,SetProgram 16,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 7,SetProgram 15,SetSamplerUniform "Tex_4255130505" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 6,SetProgram 14,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 6,SetProgram 13,SetSamplerUniform "Tex_3202786139" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 5,SetProgram 12,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 5,SetProgram 11,SetSamplerUniform "Tex_4288602201" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 4,SetProgram 10,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 4,SetProgram 9,SetSamplerUniform "Tex_3416962274" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 3,SetProgram 8,SetSamplerUniform "Tex_4077187607" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 3,SetProgram 7,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 3,SetProgram 6,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 2,SetProgram 5,SetSamplerUniform "Tex_1910997598" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 2,SetProgram 4,SetSamplerUniform "Tex_47037129" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 3,SetSamplerUniform "Tex_3562558025" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 2,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = OneMinusDstAlpha, alphaFSrc = DstColor, alphaFDst = OneMinusDstAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = Min, colorFSrc = One, colorFDst = One, alphaFSrc = One, alphaFDst = One, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 0,SetRasterContext (TriangleCtx CullNone (PolygonLine 1.0) NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "color", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec4 vi2 ;\nsmooth out vec4 gl_Position ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi2;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 gl_Position ;\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( ( 1.0 ) - ( ( vo1 ).x ),( 1.0 ) - ( ( vo1 ).y ),( 1.0 ) - ( ( vo1 ).z ),1.0 );\n}\n"},Program {programUniforms = fromList [("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "color", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec4 vi2 ;\nsmooth out vec4 gl_Position ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vec4 ( ( vi2 ).x,( vi2 ).y,( vi2 ).z,0.5 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 gl_Position ;\nout vec4 f0 ;\nvoid main() {\nf0 = vo1;\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( 1.0,1.0,1.0,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3562558025",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3562558025",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( 1.0,1.0,1.0,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3562558025 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_3562558025,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_47037129",FTexture2D),("time",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_47037129",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float time ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = ( ( ( 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 ) );\nvo2 = vec4 ( 1.0,1.0,1.0,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_47037129 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_47037129,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1910997598",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1910997598",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( 1.0,1.0,1.0,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1910997598 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_1910997598,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( 1.0,1.0,1.0,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( 1.0,1.0,1.0,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4077187607",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_4077187607",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( 1.0,1.0,1.0,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_4077187607 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_4077187607,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3416962274",FTexture2D),("time",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3416962274",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float time ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = ( ( ( 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 ) );\nvo2 = vec4 ( 1.0,1.0,1.0,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3416962274 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_3416962274,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4288602201",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_4288602201",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_4288602201 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_4288602201,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3202786139",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3202786139",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3202786139 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_3202786139,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4255130505",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_4255130505",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_4255130505 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_4255130505,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_564811775",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_564811775",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_564811775 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_564811775,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2073154888",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2073154888",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2073154888 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_2073154888,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2099456856",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2099456856",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2099456856 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_2099456856,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1581337759",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1581337759",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1581337759 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_1581337759,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1062467595",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1062467595",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1062467595 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_1062467595,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2024854890",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2024854890",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2024854890 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_2024854890,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1284708166",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1284708166",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1284708166 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_1284708166,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2432583247",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2432583247",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2432583247 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_2432583247,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1002517541",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1002517541",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1002517541 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_1002517541,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2639119078",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2639119078",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2639119078 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_2639119078,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3479185666",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3479185666",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3479185666 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_3479185666,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3448884269",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3448884269",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3448884269 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_3448884269,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1201212243",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1201212243",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1201212243 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_1201212243,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3389727963",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3389727963",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3389727963 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_3389727963,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3836020895",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3836020895",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3836020895 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_3836020895,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_209322640",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_209322640",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_209322640 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_209322640,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2893650486",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2893650486",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2893650486 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_2893650486,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3814342582",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3814342582",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3814342582 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_3814342582,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4189195777",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_4189195777",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_4189195777 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_4189195777,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2239853403",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2239853403",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2239853403 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_2239853403,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2367525081",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2367525081",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2367525081 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_2367525081,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2523116863",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2523116863",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2523116863 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_2523116863,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2512757607",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2512757607",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2512757607 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_2512757607,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4289279309",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_4289279309",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_4289279309 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_4289279309,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2525124732",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2525124732",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2525124732 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_2525124732,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3071107621",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3071107621",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3071107621 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_3071107621,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3921745736",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3921745736",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3921745736 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_3921745736,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3647563961",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3647563961",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3647563961 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_3647563961,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3593923076",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3593923076",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3593923076 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_3593923076,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1435187472",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1435187472",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1435187472 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_1435187472,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1318715778",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1318715778",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1318715778 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_1318715778,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_442868841",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_442868841",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_442868841 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_442868841,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2289735512",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2289735512",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2289735512 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_2289735512,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3939430064",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3939430064",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3939430064 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_3939430064,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3012001075",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3012001075",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3012001075 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_3012001075,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3768122504",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3768122504",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3768122504 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_3768122504,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2634868983",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2634868983",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2634868983 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_2634868983,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3269743316",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3269743316",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3269743316 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_3269743316,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3617993418",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3617993418",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3617993418 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_3617993418,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1243894392",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1243894392",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1243894392 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_1243894392,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2966885788",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2966885788",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2966885788 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_2966885788,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1250438154",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1250438154",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1250438154 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_1250438154,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2490648334",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2490648334",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 gl_Position ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2490648334 ;\nsmooth in vec2 gl_Position ;\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_2490648334,vo1 ) );\n}\n"},Program {programUniforms = fromList 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LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 25,SetProgram 51,SetSamplerUniform "Tex_3814342582" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 24,SetProgram 50,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 24,SetProgram 49,SetSamplerUniform "Tex_2893650486" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 23,SetProgram 48,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 23,SetProgram 47,SetSamplerUniform "Tex_209322640" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 22,SetProgram 46,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 22,SetProgram 45,SetSamplerUniform "Tex_3836020895" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 21,SetProgram 44,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 21,SetProgram 43,SetSamplerUniform "Tex_3389727963" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 20,SetProgram 42,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 20,SetProgram 41,SetSamplerUniform "Tex_1201212243" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 19,SetProgram 40,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 19,SetProgram 39,SetSamplerUniform "Tex_3448884269" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 18,SetProgram 38,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 18,SetProgram 37,SetSamplerUniform "Tex_3479185666" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 17,SetProgram 36,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 17,SetProgram 35,SetSamplerUniform "Tex_2639119078" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 16,SetProgram 34,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 16,SetProgram 33,SetSamplerUniform "Tex_1002517541" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 15,SetProgram 32,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 15,SetProgram 31,SetSamplerUniform "Tex_2432583247" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 14,SetProgram 30,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 14,SetProgram 29,SetSamplerUniform "Tex_1284708166" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 13,SetProgram 28,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 13,SetProgram 27,SetSamplerUniform "Tex_2024854890" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 12,SetProgram 26,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 12,SetProgram 25,SetSamplerUniform "Tex_1062467595" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 11,SetProgram 24,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 11,SetProgram 23,SetSamplerUniform "Tex_1581337759" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 10,SetProgram 22,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 10,SetProgram 21,SetSamplerUniform "Tex_2099456856" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 9,SetProgram 20,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 9,SetProgram 19,SetSamplerUniform "Tex_2073154888" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 8,SetProgram 18,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 8,SetProgram 17,SetSamplerUniform "Tex_564811775" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 7,SetProgram 16,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 7,SetProgram 15,SetSamplerUniform "Tex_4255130505" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 6,SetProgram 14,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 6,SetProgram 13,SetSamplerUniform "Tex_3202786139" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 5,SetProgram 12,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 5,SetProgram 11,SetSamplerUniform "Tex_4288602201" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 4,SetProgram 10,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 4,SetProgram 9,SetSamplerUniform "Tex_3416962274" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 3,SetProgram 8,SetSamplerUniform "Tex_4077187607" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 3,SetProgram 7,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 3,SetProgram 6,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 2,SetProgram 5,SetSamplerUniform "Tex_1910997598" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 2,SetProgram 4,SetSamplerUniform "Tex_47037129" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 3,SetSamplerUniform "Tex_3562558025" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 2,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = OneMinusDstAlpha, alphaFSrc = DstColor, alphaFDst = OneMinusDstAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = Min, colorFSrc = One, colorFDst = One, alphaFSrc = One, alphaFDst = One, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 0,SetRasterContext (TriangleCtx CullNone (PolygonLine 1.0) NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file