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/Stripes.out | |
parent | 2c1c5a8ae057c4e3a93ccf2a6f796af87188c0d1 (diff) |
generate functions in shaders
Diffstat (limited to 'testdata/editor-examples/Stripes.out')
-rw-r--r-- | testdata/editor-examples/Stripes.out | 290 |
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 | """ |