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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/Stripes.out
parent2c1c5a8ae057c4e3a93ccf2a6f796af87188c0d1 (diff)
generate functions in shaders
Diffstat (limited to 'testdata/editor-examples/Stripes.out')
-rw-r--r--testdata/editor-examples/Stripes.out290
1 files changed, 180 insertions, 110 deletions
diff --git a/testdata/editor-examples/Stripes.out b/testdata/editor-examples/Stripes.out
index b3e3724a..60662a5b 100644
--- a/testdata/editor-examples/Stripes.out
+++ b/testdata/editor-examples/Stripes.out
@@ -29,8 +29,11 @@ Pipeline
29 } 29 }
30 in vec4 vi1; 30 in vec4 vi1;
31 smooth out vec4 vo1; 31 smooth out vec4 vo1;
32 vec4 scale(float z0,vec4 z1) {
33 return (z1) * (vec4 (z0,z0,z0,1.0));
34 }
32 void main() { 35 void main() {
33 gl_Position = (vi1) * (vec4 (1.0,1.0,1.0,1.0)); 36 gl_Position = scale (1.0,vi1);
34 vo1 = vi1; 37 vo1 = vi1;
35 } 38 }
36 """ 39 """
@@ -44,17 +47,21 @@ Pipeline
44 uniform float Time; 47 uniform float Time;
45 smooth in vec4 vo1; 48 smooth in vec4 vo1;
46 out vec4 f0; 49 out vec4 f0;
50 mat4 rotMatrixY(float z0) {
51 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0)
52 ,vec4 (0.0,1.0,0.0,0.0)
53 ,vec4 (sin (z0),0.0,cos (z0),0.0)
54 ,vec4 (0.0,0.0,0.0,1.0));
55 }
56 mat4 rotMatrixZ(float z0) {
57 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0)
58 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0)
59 ,vec4 (0.0,0.0,1.0,0.0)
60 ,vec4 (0.0,0.0,0.0,1.0));
61 }
47 void main() { 62 void main() {
48 if (!((sin ((10.0) * (((mat4 63 if (!((sin ((10.0) * (((rotMatrixY (Time)) * ((rotMatrixZ
49 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0) 64 ((Time) * (1.0))) * (vo1))).x))) > (0.5))) discard;
50 ,vec4 (0.0,1.0,0.0,0.0)
51 ,vec4 (sin (Time),0.0,cos (Time),0.0)
52 ,vec4 (0.0,0.0,0.0,1.0))) * ((mat4
53 (vec4 (cos ((Time) * (1.0)),sin ((Time) * (1.0)),0.0,0.0)
54 ,vec4
55 ((0.0) - (sin ((Time) * (1.0))),cos ((Time) * (1.0)),0.0,0.0)
56 ,vec4 (0.0,0.0,1.0,0.0)
57 ,vec4 (0.0,0.0,0.0,1.0))) * (vo1))).x))) > (0.5))) discard;
58 f0 = vec4 (0.0,0.0,0.0,1.0); 65 f0 = vec4 (0.0,0.0,0.0,1.0);
59 } 66 }
60 """ 67 """
@@ -74,8 +81,11 @@ Pipeline
74 } 81 }
75 in vec4 vi1; 82 in vec4 vi1;
76 smooth out vec4 vo1; 83 smooth out vec4 vo1;
84 vec4 scale(float z0,vec4 z1) {
85 return (z1) * (vec4 (z0,z0,z0,1.0));
86 }
77 void main() { 87 void main() {
78 gl_Position = (vi1) * (vec4 (0.9,0.9,0.9,1.0)); 88 gl_Position = scale (0.9,vi1);
79 vo1 = vi1; 89 vo1 = vi1;
80 } 90 }
81 """ 91 """
@@ -89,17 +99,21 @@ Pipeline
89 uniform float Time; 99 uniform float Time;
90 smooth in vec4 vo1; 100 smooth in vec4 vo1;
91 out vec4 f0; 101 out vec4 f0;
102 mat4 rotMatrixY(float z0) {
103 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0)
104 ,vec4 (0.0,1.0,0.0,0.0)
105 ,vec4 (sin (z0),0.0,cos (z0),0.0)
106 ,vec4 (0.0,0.0,0.0,1.0));
107 }
108 mat4 rotMatrixZ(float z0) {
109 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0)
110 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0)
111 ,vec4 (0.0,0.0,1.0,0.0)
112 ,vec4 (0.0,0.0,0.0,1.0));
113 }
92 void main() { 114 void main() {
93 if (!((sin ((10.0) * (((mat4 115 if (!((sin ((10.0) * (((rotMatrixY (Time)) * ((rotMatrixZ
94 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0) 116 ((Time) * (0.9))) * (vo1))).x))) > (0.5))) discard;
95 ,vec4 (0.0,1.0,0.0,0.0)
96 ,vec4 (sin (Time),0.0,cos (Time),0.0)
97 ,vec4 (0.0,0.0,0.0,1.0))) * ((mat4
98 (vec4 (cos ((Time) * (0.9)),sin ((Time) * (0.9)),0.0,0.0)
99 ,vec4
100 ((0.0) - (sin ((Time) * (0.9))),cos ((Time) * (0.9)),0.0,0.0)
101 ,vec4 (0.0,0.0,1.0,0.0)
102 ,vec4 (0.0,0.0,0.0,1.0))) * (vo1))).x))) > (0.5))) discard;
103 f0 = vec4 (9.999999999999998e-2 117 f0 = vec4 (9.999999999999998e-2
104 ,9.999999999999998e-2 118 ,9.999999999999998e-2
105 ,9.999999999999998e-2 119 ,9.999999999999998e-2
@@ -122,8 +136,11 @@ Pipeline
122 } 136 }
123 in vec4 vi1; 137 in vec4 vi1;
124 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 }
125 void main() { 142 void main() {
126 gl_Position = (vi1) * (vec4 (0.8,0.8,0.8,1.0)); 143 gl_Position = scale (0.8,vi1);
127 vo1 = vi1; 144 vo1 = vi1;
128 } 145 }
129 """ 146 """
@@ -137,17 +154,21 @@ Pipeline
137 uniform float Time; 154 uniform float Time;
138 smooth in vec4 vo1; 155 smooth in vec4 vo1;
139 out vec4 f0; 156 out vec4 f0;
157 mat4 rotMatrixY(float z0) {
158 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0)
159 ,vec4 (0.0,1.0,0.0,0.0)
160 ,vec4 (sin (z0),0.0,cos (z0),0.0)
161 ,vec4 (0.0,0.0,0.0,1.0));
162 }
163 mat4 rotMatrixZ(float z0) {
164 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0)
165 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0)
166 ,vec4 (0.0,0.0,1.0,0.0)
167 ,vec4 (0.0,0.0,0.0,1.0));
168 }
140 void main() { 169 void main() {
141 if (!((sin ((10.0) * (((mat4 170 if (!((sin ((10.0) * (((rotMatrixY (Time)) * ((rotMatrixZ
142 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0) 171 ((Time) * (0.8))) * (vo1))).x))) > (0.5))) discard;
143 ,vec4 (0.0,1.0,0.0,0.0)
144 ,vec4 (sin (Time),0.0,cos (Time),0.0)
145 ,vec4 (0.0,0.0,0.0,1.0))) * ((mat4
146 (vec4 (cos ((Time) * (0.8)),sin ((Time) * (0.8)),0.0,0.0)
147 ,vec4
148 ((0.0) - (sin ((Time) * (0.8))),cos ((Time) * (0.8)),0.0,0.0)
149 ,vec4 (0.0,0.0,1.0,0.0)
150 ,vec4 (0.0,0.0,0.0,1.0))) * (vo1))).x))) > (0.5))) discard;
151 f0 = vec4 (0.19999999999999996 172 f0 = vec4 (0.19999999999999996
152 ,0.19999999999999996 173 ,0.19999999999999996
153 ,0.19999999999999996 174 ,0.19999999999999996
@@ -170,8 +191,11 @@ Pipeline
170 } 191 }
171 in vec4 vi1; 192 in vec4 vi1;
172 smooth out vec4 vo1; 193 smooth out vec4 vo1;
194 vec4 scale(float z0,vec4 z1) {
195 return (z1) * (vec4 (z0,z0,z0,1.0));
196 }
173 void main() { 197 void main() {
174 gl_Position = (vi1) * (vec4 (0.7,0.7,0.7,1.0)); 198 gl_Position = scale (0.7,vi1);
175 vo1 = vi1; 199 vo1 = vi1;
176 } 200 }
177 """ 201 """
@@ -185,17 +209,21 @@ Pipeline
185 uniform float Time; 209 uniform float Time;
186 smooth in vec4 vo1; 210 smooth in vec4 vo1;
187 out vec4 f0; 211 out vec4 f0;
212 mat4 rotMatrixY(float z0) {
213 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0)
214 ,vec4 (0.0,1.0,0.0,0.0)
215 ,vec4 (sin (z0),0.0,cos (z0),0.0)
216 ,vec4 (0.0,0.0,0.0,1.0));
217 }
218 mat4 rotMatrixZ(float z0) {
219 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0)
220 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0)
221 ,vec4 (0.0,0.0,1.0,0.0)
222 ,vec4 (0.0,0.0,0.0,1.0));
223 }
188 void main() { 224 void main() {
189 if (!((sin ((10.0) * (((mat4 225 if (!((sin ((10.0) * (((rotMatrixY (Time)) * ((rotMatrixZ
190 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0) 226 ((Time) * (0.7))) * (vo1))).x))) > (0.5))) discard;
191 ,vec4 (0.0,1.0,0.0,0.0)
192 ,vec4 (sin (Time),0.0,cos (Time),0.0)
193 ,vec4 (0.0,0.0,0.0,1.0))) * ((mat4
194 (vec4 (cos ((Time) * (0.7)),sin ((Time) * (0.7)),0.0,0.0)
195 ,vec4
196 ((0.0) - (sin ((Time) * (0.7))),cos ((Time) * (0.7)),0.0,0.0)
197 ,vec4 (0.0,0.0,1.0,0.0)
198 ,vec4 (0.0,0.0,0.0,1.0))) * (vo1))).x))) > (0.5))) discard;
199 f0 = vec4 (0.30000000000000004 227 f0 = vec4 (0.30000000000000004
200 ,0.30000000000000004 228 ,0.30000000000000004
201 ,0.30000000000000004 229 ,0.30000000000000004
@@ -218,8 +246,11 @@ Pipeline
218 } 246 }
219 in vec4 vi1; 247 in vec4 vi1;
220 smooth out vec4 vo1; 248 smooth out vec4 vo1;
249 vec4 scale(float z0,vec4 z1) {
250 return (z1) * (vec4 (z0,z0,z0,1.0));
251 }
221 void main() { 252 void main() {
222 gl_Position = (vi1) * (vec4 (0.6,0.6,0.6,1.0)); 253 gl_Position = scale (0.6,vi1);
223 vo1 = vi1; 254 vo1 = vi1;
224 } 255 }
225 """ 256 """
@@ -233,17 +264,21 @@ Pipeline
233 uniform float Time; 264 uniform float Time;
234 smooth in vec4 vo1; 265 smooth in vec4 vo1;
235 out vec4 f0; 266 out vec4 f0;
267 mat4 rotMatrixY(float z0) {
268 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0)
269 ,vec4 (0.0,1.0,0.0,0.0)
270 ,vec4 (sin (z0),0.0,cos (z0),0.0)
271 ,vec4 (0.0,0.0,0.0,1.0));
272 }
273 mat4 rotMatrixZ(float z0) {
274 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0)
275 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0)
276 ,vec4 (0.0,0.0,1.0,0.0)
277 ,vec4 (0.0,0.0,0.0,1.0));
278 }
236 void main() { 279 void main() {
237 if (!((sin ((10.0) * (((mat4 280 if (!((sin ((10.0) * (((rotMatrixY (Time)) * ((rotMatrixZ
238 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0) 281 ((Time) * (0.6))) * (vo1))).x))) > (0.5))) discard;
239 ,vec4 (0.0,1.0,0.0,0.0)
240 ,vec4 (sin (Time),0.0,cos (Time),0.0)
241 ,vec4 (0.0,0.0,0.0,1.0))) * ((mat4
242 (vec4 (cos ((Time) * (0.6)),sin ((Time) * (0.6)),0.0,0.0)
243 ,vec4
244 ((0.0) - (sin ((Time) * (0.6))),cos ((Time) * (0.6)),0.0,0.0)
245 ,vec4 (0.0,0.0,1.0,0.0)
246 ,vec4 (0.0,0.0,0.0,1.0))) * (vo1))).x))) > (0.5))) discard;
247 f0 = vec4 (0.4,0.4,0.4,1.0); 282 f0 = vec4 (0.4,0.4,0.4,1.0);
248 } 283 }
249 """ 284 """
@@ -263,8 +298,11 @@ Pipeline
263 } 298 }
264 in vec4 vi1; 299 in vec4 vi1;
265 smooth out vec4 vo1; 300 smooth out vec4 vo1;
301 vec4 scale(float z0,vec4 z1) {
302 return (z1) * (vec4 (z0,z0,z0,1.0));
303 }
266 void main() { 304 void main() {
267 gl_Position = (vi1) * (vec4 (0.5,0.5,0.5,1.0)); 305 gl_Position = scale (0.5,vi1);
268 vo1 = vi1; 306 vo1 = vi1;
269 } 307 }
270 """ 308 """
@@ -278,17 +316,21 @@ Pipeline
278 uniform float Time; 316 uniform float Time;
279 smooth in vec4 vo1; 317 smooth in vec4 vo1;
280 out vec4 f0; 318 out vec4 f0;
319 mat4 rotMatrixY(float z0) {
320 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0)
321 ,vec4 (0.0,1.0,0.0,0.0)
322 ,vec4 (sin (z0),0.0,cos (z0),0.0)
323 ,vec4 (0.0,0.0,0.0,1.0));
324 }
325 mat4 rotMatrixZ(float z0) {
326 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0)
327 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0)
328 ,vec4 (0.0,0.0,1.0,0.0)
329 ,vec4 (0.0,0.0,0.0,1.0));
330 }
281 void main() { 331 void main() {
282 if (!((sin ((10.0) * (((mat4 332 if (!((sin ((10.0) * (((rotMatrixY (Time)) * ((rotMatrixZ
283 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0) 333 ((Time) * (0.5))) * (vo1))).x))) > (0.5))) discard;
284 ,vec4 (0.0,1.0,0.0,0.0)
285 ,vec4 (sin (Time),0.0,cos (Time),0.0)
286 ,vec4 (0.0,0.0,0.0,1.0))) * ((mat4
287 (vec4 (cos ((Time) * (0.5)),sin ((Time) * (0.5)),0.0,0.0)
288 ,vec4
289 ((0.0) - (sin ((Time) * (0.5))),cos ((Time) * (0.5)),0.0,0.0)
290 ,vec4 (0.0,0.0,1.0,0.0)
291 ,vec4 (0.0,0.0,0.0,1.0))) * (vo1))).x))) > (0.5))) discard;
292 f0 = vec4 (0.5,0.5,0.5,1.0); 334 f0 = vec4 (0.5,0.5,0.5,1.0);
293 } 335 }
294 """ 336 """
@@ -308,8 +350,11 @@ Pipeline
308 } 350 }
309 in vec4 vi1; 351 in vec4 vi1;
310 smooth out vec4 vo1; 352 smooth out vec4 vo1;
353 vec4 scale(float z0,vec4 z1) {
354 return (z1) * (vec4 (z0,z0,z0,1.0));
355 }
311 void main() { 356 void main() {
312 gl_Position = (vi1) * (vec4 (0.4,0.4,0.4,1.0)); 357 gl_Position = scale (0.4,vi1);
313 vo1 = vi1; 358 vo1 = vi1;
314 } 359 }
315 """ 360 """
@@ -323,17 +368,21 @@ Pipeline
323 uniform float Time; 368 uniform float Time;
324 smooth in vec4 vo1; 369 smooth in vec4 vo1;
325 out vec4 f0; 370 out vec4 f0;
371 mat4 rotMatrixY(float z0) {
372 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0)
373 ,vec4 (0.0,1.0,0.0,0.0)
374 ,vec4 (sin (z0),0.0,cos (z0),0.0)
375 ,vec4 (0.0,0.0,0.0,1.0));
376 }
377 mat4 rotMatrixZ(float z0) {
378 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0)
379 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0)
380 ,vec4 (0.0,0.0,1.0,0.0)
381 ,vec4 (0.0,0.0,0.0,1.0));
382 }
326 void main() { 383 void main() {
327 if (!((sin ((10.0) * (((mat4 384 if (!((sin ((10.0) * (((rotMatrixY (Time)) * ((rotMatrixZ
328 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0) 385 ((Time) * (0.4))) * (vo1))).x))) > (0.5))) discard;
329 ,vec4 (0.0,1.0,0.0,0.0)
330 ,vec4 (sin (Time),0.0,cos (Time),0.0)
331 ,vec4 (0.0,0.0,0.0,1.0))) * ((mat4
332 (vec4 (cos ((Time) * (0.4)),sin ((Time) * (0.4)),0.0,0.0)
333 ,vec4
334 ((0.0) - (sin ((Time) * (0.4))),cos ((Time) * (0.4)),0.0,0.0)
335 ,vec4 (0.0,0.0,1.0,0.0)
336 ,vec4 (0.0,0.0,0.0,1.0))) * (vo1))).x))) > (0.5))) discard;
337 f0 = vec4 (0.6,0.6,0.6,1.0); 386 f0 = vec4 (0.6,0.6,0.6,1.0);
338 } 387 }
339 """ 388 """
@@ -353,8 +402,11 @@ Pipeline
353 } 402 }
354 in vec4 vi1; 403 in vec4 vi1;
355 smooth out vec4 vo1; 404 smooth out vec4 vo1;
405 vec4 scale(float z0,vec4 z1) {
406 return (z1) * (vec4 (z0,z0,z0,1.0));
407 }
356 void main() { 408 void main() {
357 gl_Position = (vi1) * (vec4 (0.3,0.3,0.3,1.0)); 409 gl_Position = scale (0.3,vi1);
358 vo1 = vi1; 410 vo1 = vi1;
359 } 411 }
360 """ 412 """
@@ -368,17 +420,21 @@ Pipeline
368 uniform float Time; 420 uniform float Time;
369 smooth in vec4 vo1; 421 smooth in vec4 vo1;
370 out vec4 f0; 422 out vec4 f0;
423 mat4 rotMatrixY(float z0) {
424 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0)
425 ,vec4 (0.0,1.0,0.0,0.0)
426 ,vec4 (sin (z0),0.0,cos (z0),0.0)
427 ,vec4 (0.0,0.0,0.0,1.0));
428 }
429 mat4 rotMatrixZ(float z0) {
430 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0)
431 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0)
432 ,vec4 (0.0,0.0,1.0,0.0)
433 ,vec4 (0.0,0.0,0.0,1.0));
434 }
371 void main() { 435 void main() {
372 if (!((sin ((10.0) * (((mat4 436 if (!((sin ((10.0) * (((rotMatrixY (Time)) * ((rotMatrixZ
373 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0) 437 ((Time) * (0.3))) * (vo1))).x))) > (0.5))) discard;
374 ,vec4 (0.0,1.0,0.0,0.0)
375 ,vec4 (sin (Time),0.0,cos (Time),0.0)
376 ,vec4 (0.0,0.0,0.0,1.0))) * ((mat4
377 (vec4 (cos ((Time) * (0.3)),sin ((Time) * (0.3)),0.0,0.0)
378 ,vec4
379 ((0.0) - (sin ((Time) * (0.3))),cos ((Time) * (0.3)),0.0,0.0)
380 ,vec4 (0.0,0.0,1.0,0.0)
381 ,vec4 (0.0,0.0,0.0,1.0))) * (vo1))).x))) > (0.5))) discard;
382 f0 = vec4 (0.7,0.7,0.7,1.0); 438 f0 = vec4 (0.7,0.7,0.7,1.0);
383 } 439 }
384 """ 440 """
@@ -398,8 +454,11 @@ Pipeline
398 } 454 }
399 in vec4 vi1; 455 in vec4 vi1;
400 smooth out vec4 vo1; 456 smooth out vec4 vo1;
457 vec4 scale(float z0,vec4 z1) {
458 return (z1) * (vec4 (z0,z0,z0,1.0));
459 }
401 void main() { 460 void main() {
402 gl_Position = (vi1) * (vec4 (0.2,0.2,0.2,1.0)); 461 gl_Position = scale (0.2,vi1);
403 vo1 = vi1; 462 vo1 = vi1;
404 } 463 }
405 """ 464 """
@@ -413,17 +472,21 @@ Pipeline
413 uniform float Time; 472 uniform float Time;
414 smooth in vec4 vo1; 473 smooth in vec4 vo1;
415 out vec4 f0; 474 out vec4 f0;
475 mat4 rotMatrixY(float z0) {
476 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0)
477 ,vec4 (0.0,1.0,0.0,0.0)
478 ,vec4 (sin (z0),0.0,cos (z0),0.0)
479 ,vec4 (0.0,0.0,0.0,1.0));
480 }
481 mat4 rotMatrixZ(float z0) {
482 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0)
483 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0)
484 ,vec4 (0.0,0.0,1.0,0.0)
485 ,vec4 (0.0,0.0,0.0,1.0));
486 }
416 void main() { 487 void main() {
417 if (!((sin ((10.0) * (((mat4 488 if (!((sin ((10.0) * (((rotMatrixY (Time)) * ((rotMatrixZ
418 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0) 489 ((Time) * (0.2))) * (vo1))).x))) > (0.5))) discard;
419 ,vec4 (0.0,1.0,0.0,0.0)
420 ,vec4 (sin (Time),0.0,cos (Time),0.0)
421 ,vec4 (0.0,0.0,0.0,1.0))) * ((mat4
422 (vec4 (cos ((Time) * (0.2)),sin ((Time) * (0.2)),0.0,0.0)
423 ,vec4
424 ((0.0) - (sin ((Time) * (0.2))),cos ((Time) * (0.2)),0.0,0.0)
425 ,vec4 (0.0,0.0,1.0,0.0)
426 ,vec4 (0.0,0.0,0.0,1.0))) * (vo1))).x))) > (0.5))) discard;
427 f0 = vec4 (0.8,0.8,0.8,1.0); 490 f0 = vec4 (0.8,0.8,0.8,1.0);
428 } 491 }
429 """ 492 """
@@ -443,8 +506,11 @@ Pipeline
443 } 506 }
444 in vec4 vi1; 507 in vec4 vi1;
445 smooth out vec4 vo1; 508 smooth out vec4 vo1;
509 vec4 scale(float z0,vec4 z1) {
510 return (z1) * (vec4 (z0,z0,z0,1.0));
511 }
446 void main() { 512 void main() {
447 gl_Position = (vi1) * (vec4 (0.1,0.1,0.1,1.0)); 513 gl_Position = scale (0.1,vi1);
448 vo1 = vi1; 514 vo1 = vi1;
449 } 515 }
450 """ 516 """
@@ -458,17 +524,21 @@ Pipeline
458 uniform float Time; 524 uniform float Time;
459 smooth in vec4 vo1; 525 smooth in vec4 vo1;
460 out vec4 f0; 526 out vec4 f0;
527 mat4 rotMatrixY(float z0) {
528 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0)
529 ,vec4 (0.0,1.0,0.0,0.0)
530 ,vec4 (sin (z0),0.0,cos (z0),0.0)
531 ,vec4 (0.0,0.0,0.0,1.0));
532 }
533 mat4 rotMatrixZ(float z0) {
534 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0)
535 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0)
536 ,vec4 (0.0,0.0,1.0,0.0)
537 ,vec4 (0.0,0.0,0.0,1.0));
538 }
461 void main() { 539 void main() {
462 if (!((sin ((10.0) * (((mat4 540 if (!((sin ((10.0) * (((rotMatrixY (Time)) * ((rotMatrixZ
463 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0) 541 ((Time) * (0.1))) * (vo1))).x))) > (0.5))) discard;
464 ,vec4 (0.0,1.0,0.0,0.0)
465 ,vec4 (sin (Time),0.0,cos (Time),0.0)
466 ,vec4 (0.0,0.0,0.0,1.0))) * ((mat4
467 (vec4 (cos ((Time) * (0.1)),sin ((Time) * (0.1)),0.0,0.0)
468 ,vec4
469 ((0.0) - (sin ((Time) * (0.1))),cos ((Time) * (0.1)),0.0,0.0)
470 ,vec4 (0.0,0.0,1.0,0.0)
471 ,vec4 (0.0,0.0,0.0,1.0))) * (vo1))).x))) > (0.5))) discard;
472 f0 = vec4 (0.9,0.9,0.9,1.0); 542 f0 = vec4 (0.9,0.9,0.9,1.0);
473 } 543 }
474 """ 544 """