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authorPéter Diviánszky <divipp@gmail.com>2016-02-16 07:15:29 +0100
committerPéter Diviánszky <divipp@gmail.com>2016-02-16 07:29:03 +0100
commit6700a057f30e8ca6c8aa2dde71d03516fd7ae6cd (patch)
tree5cafa9969ae9eb0884abd4b1ece21916d1680b91 /testdata/editor-examples/RecLC.out
parent2c1c5a8ae057c4e3a93ccf2a6f796af87188c0d1 (diff)
generate functions in shaders
Diffstat (limited to 'testdata/editor-examples/RecLC.out')
-rw-r--r--testdata/editor-examples/RecLC.out68
1 files changed, 46 insertions, 22 deletions
diff --git a/testdata/editor-examples/RecLC.out b/testdata/editor-examples/RecLC.out
index 72fa337a..4dc75416 100644
--- a/testdata/editor-examples/RecLC.out
+++ b/testdata/editor-examples/RecLC.out
@@ -136,8 +136,11 @@ Pipeline
136 uniform mat4 MVP; 136 uniform mat4 MVP;
137 in vec4 vi1; 137 in vec4 vi1;
138 smooth out vec4 vo1; 138 smooth out vec4 vo1;
139 vec4 scale(float z0,vec4 z1) {
140 return (z1) * (vec4 (z0,z0,z0,1.0));
141 }
139 void main() { 142 void main() {
140 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0)); 143 gl_Position = scale (0.5,(MVP) * (vi1));
141 vo1 = vi1; 144 vo1 = vi1;
142 } 145 }
143 """ 146 """
@@ -151,16 +154,17 @@ Pipeline
151 uniform float Time; 154 uniform float Time;
152 smooth in vec4 vo1; 155 smooth in vec4 vo1;
153 out vec4 f0; 156 out vec4 f0;
157 float len2(vec4 z0) {
158 return ((((z0).x) * ((z0).x)) + (((z0).y) * ((z0).y))) + (((z0).z) * ((z0).z));
159 }
154 void main() { 160 void main() {
155 if (!(((((((vo1).y) + ((vo1).x)) + ((vo1).z)) > (1.0)) || ((abs 161 if (!(((((((vo1).y) + ((vo1).x)) + ((vo1).z)) > (1.0)) || ((abs
156 (((((vo1).y) - ((vo1).x)) + ((vo1).z)) - (1.0))) > (0.25))) && (((((((vo1).y) + ((vo1).x)) - ((vo1).z)) > (1.0)) || ((abs 162 (((((vo1).y) - ((vo1).x)) + ((vo1).z)) - (1.0))) > (0.25))) && (((((((vo1).y) + ((vo1).x)) - ((vo1).z)) > (1.0)) || ((abs
157 (((((vo1).y) + ((vo1).x)) + ((vo1).z)) - (1.0))) > (0.25))) && (((((((vo1).y) - ((vo1).x)) - ((vo1).z)) > (1.0)) || ((abs 163 (((((vo1).y) + ((vo1).x)) + ((vo1).z)) - (1.0))) > (0.25))) && (((((((vo1).y) - ((vo1).x)) - ((vo1).z)) > (1.0)) || ((abs
158 (((((vo1).y) + ((vo1).x)) - ((vo1).z)) - (1.0))) > (0.25))) && (((((((vo1).y) - ((vo1).x)) + ((vo1).z)) > (1.0)) || ((abs 164 (((((vo1).y) + ((vo1).x)) - ((vo1).z)) - (1.0))) > (0.25))) && (((((((vo1).y) - ((vo1).x)) + ((vo1).z)) > (1.0)) || ((abs
159 (((((vo1).y) - ((vo1).x)) - ((vo1).z)) - (1.0))) > (0.25))) && ((((((sin 165 (((((vo1).y) - ((vo1).x)) - ((vo1).z)) - (1.0))) > (0.25))) && ((len2
160 ((vo1) * (20.0))).x) * ((sin ((vo1) * (20.0))).x)) + (((sin 166 (sin ((vo1) * (20.0)))) > (abs ((3.0) * (sin
161 ((vo1) * (20.0))).y) * ((sin ((vo1) * (20.0))).y))) + (((sin 167 ((1.0) * (Time))))))))))) discard;
162 ((vo1) * (20.0))).z) * ((sin ((vo1) * (20.0))).z))) > (abs
163 ((3.0) * (sin ((1.0) * (Time))))))))))) discard;
164 f0 = vo1; 168 f0 = vo1;
165 } 169 }
166 """ 170 """
@@ -184,12 +188,19 @@ Pipeline
184 in vec4 vi1; 188 in vec4 vi1;
185 in vec2 vi2; 189 in vec2 vi2;
186 smooth out vec2 vo1; 190 smooth out vec2 vo1;
191 mat4 rotMatrix = MVP;
192 mat4 rotMatrixX(float z0) {
193 return mat4 (vec4 (1.0,0.0,0.0,0.0)
194 ,vec4 (0.0,cos (z0),sin (z0),0.0)
195 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0)
196 ,vec4 (0.0,0.0,0.0,1.0));
197 }
198 vec4 scale(float z0,vec4 z1) {
199 return (z1) * (vec4 (z0,z0,z0,1.0));
200 }
187 void main() { 201 void main() {
188 gl_Position = (MVP) * (((mat4 (vec4 (1.0,0.0,0.0,0.0) 202 gl_Position = (rotMatrix) * (scale
189 ,vec4 (0.0,cos (0.0),sin (0.0),0.0) 203 (0.4,(rotMatrixX (0.0)) * (vi1)));
190 ,vec4 (0.0,(0.0) - (sin (0.0)),cos (0.0),0.0)
191 ,vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4
192 (0.4,0.4,0.4,1.0)));
193 vo1 = vi2; 204 vo1 = vi2;
194 } 205 }
195 """ 206 """
@@ -203,11 +214,14 @@ Pipeline
203 uniform sampler2D s0; 214 uniform sampler2D s0;
204 smooth in vec2 vo1; 215 smooth in vec2 vo1;
205 out vec4 f0; 216 out vec4 f0;
206 void main() { 217 vec4 setAlpha(vec4 z0) {
207 f0 = ((((((vo1).yyyx) * (0.5)) + (texture2D 218 return ((z0) * (vec4 (1.0,1.0,1.0,0.0))) + (vec4
208 (s0,vo1))) * (0.7)) * (vec4 (1.0,1.0,1.0,0.0))) + (vec4
209 (0.0,0.0,0.0,1.0)); 219 (0.0,0.0,0.0,1.0));
210 } 220 }
221 void main() {
222 f0 = setAlpha (((((vo1).yyyx) * (0.5)) + (texture2D
223 (s0,vo1))) * (0.7));
224 }
211 """ 225 """
212 } 226 }
213 , Program 227 , Program
@@ -229,12 +243,19 @@ Pipeline
229 in vec4 vi1; 243 in vec4 vi1;
230 in vec2 vi2; 244 in vec2 vi2;
231 smooth out vec2 vo1; 245 smooth out vec2 vo1;
246 mat4 rotMatrix = MVP;
247 mat4 rotMatrixX(float z0) {
248 return mat4 (vec4 (1.0,0.0,0.0,0.0)
249 ,vec4 (0.0,cos (z0),sin (z0),0.0)
250 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0)
251 ,vec4 (0.0,0.0,0.0,1.0));
252 }
253 vec4 scale(float z0,vec4 z1) {
254 return (z1) * (vec4 (z0,z0,z0,1.0));
255 }
232 void main() { 256 void main() {
233 gl_Position = (MVP) * (((mat4 (vec4 (1.0,0.0,0.0,0.0) 257 gl_Position = (rotMatrix) * (scale
234 ,vec4 (0.0,cos (0.1),sin (0.1),0.0) 258 (0.4,(rotMatrixX (0.1)) * (vi1)));
235 ,vec4 (0.0,(0.0) - (sin (0.1)),cos (0.1),0.0)
236 ,vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4
237 (0.4,0.4,0.4,1.0)));
238 vo1 = vi2; 259 vo1 = vi2;
239 } 260 }
240 """ 261 """
@@ -248,11 +269,14 @@ Pipeline
248 uniform sampler2D s0; 269 uniform sampler2D s0;
249 smooth in vec2 vo1; 270 smooth in vec2 vo1;
250 out vec4 f0; 271 out vec4 f0;
251 void main() { 272 vec4 setAlpha(vec4 z0) {
252 f0 = ((((((vo1).yyyx) * (0.5)) + (texture2D 273 return ((z0) * (vec4 (1.0,1.0,1.0,0.0))) + (vec4
253 (s0,vo1))) * (0.7)) * (vec4 (1.0,1.0,1.0,0.0))) + (vec4
254 (0.0,0.0,0.0,1.0)); 274 (0.0,0.0,0.0,1.0));
255 } 275 }
276 void main() {
277 f0 = setAlpha (((((vo1).yyyx) * (0.5)) + (texture2D
278 (s0,vo1))) * (0.7));
279 }
256 """ 280 """
257 } 281 }
258 ] 282 ]