diff options
author | Péter Diviánszky <divipp@gmail.com> | 2016-02-16 07:15:29 +0100 |
---|---|---|
committer | Péter Diviánszky <divipp@gmail.com> | 2016-02-16 07:29:03 +0100 |
commit | 6700a057f30e8ca6c8aa2dde71d03516fd7ae6cd (patch) | |
tree | 5cafa9969ae9eb0884abd4b1ece21916d1680b91 /testdata/editor-examples/RecLC.out | |
parent | 2c1c5a8ae057c4e3a93ccf2a6f796af87188c0d1 (diff) |
generate functions in shaders
Diffstat (limited to 'testdata/editor-examples/RecLC.out')
-rw-r--r-- | testdata/editor-examples/RecLC.out | 68 |
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 | ] |