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authorPéter Diviánszky <divipp@gmail.com>2016-02-14 11:40:34 +0100
committerPéter Diviánszky <divipp@gmail.com>2016-02-14 11:40:34 +0100
commitf2fa7476f0c19bb374c24324edda110333288926 (patch)
treee3d800d0fc8e838abfeeaf8f753287a6ade1defa /testdata/editor-examples
parent268a8cd6620701738366e2a94d54ce9b8dd6421c (diff)
use less space in generated shaders
Diffstat (limited to 'testdata/editor-examples')
-rw-r--r--testdata/editor-examples/Cube.out2
-rw-r--r--testdata/editor-examples/Heartbeat.out10
-rw-r--r--testdata/editor-examples/LambdaCube.out4
-rw-r--r--testdata/editor-examples/LambdaCube2.out4
-rw-r--r--testdata/editor-examples/MagicCube.out6
-rw-r--r--testdata/editor-examples/Stripes.out60
-rw-r--r--testdata/editor-examples/Tetrahedron.out4
-rw-r--r--testdata/editor-examples/Texturing.out4
8 files changed, 47 insertions, 47 deletions
diff --git a/testdata/editor-examples/Cube.out b/testdata/editor-examples/Cube.out
index 8639e0dd..7c4593ef 100644
--- a/testdata/editor-examples/Cube.out
+++ b/testdata/editor-examples/Cube.out
@@ -29,7 +29,7 @@ Pipeline
29 in vec4 vi1 ; 29 in vec4 vi1 ;
30 smooth out vec4 vo1 ; 30 smooth out vec4 vo1 ;
31 void main() { 31 void main() {
32 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 32 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0));
33 vo1 = vi1; 33 vo1 = vi1;
34 } 34 }
35 35
diff --git a/testdata/editor-examples/Heartbeat.out b/testdata/editor-examples/Heartbeat.out
index a0b3f01f..e3c59cf7 100644
--- a/testdata/editor-examples/Heartbeat.out
+++ b/testdata/editor-examples/Heartbeat.out
@@ -84,8 +84,8 @@ Pipeline
84 in vec2 vi2 ; 84 in vec2 vi2 ;
85 smooth out vec2 vo1 ; 85 smooth out vec2 vo1 ;
86 void main() { 86 void main() {
87 gl_Position = ( vi1 ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) ); 87 gl_Position = (vi1) * (vec4 (1.0,1.0,1.0,1.0));
88 vo1 = vec2 ( ( vi2 ).x,( 1.0 ) - ( ( vi2 ).y ) ); 88 vo1 = vec2 ((vi2).x,(1.0) - ((vi2).y));
89 } 89 }
90 90
91 """ 91 """
@@ -98,7 +98,7 @@ Pipeline
98 smooth in vec2 vo1 ; 98 smooth in vec2 vo1 ;
99 out vec4 f0 ; 99 out vec4 f0 ;
100 void main() { 100 void main() {
101 f0 = ( ( ( ( ( ( vo1 ).x ) - ( 0.85 ) ) * ( ( ( vo1 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vo1 ).y ) - ( 0.85 ) ) * ( ( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 5.0e-4 ) * ( sin ( ( ( 3.0 ) * ( atan ( ( ( vo1 ).x ) - ( 0.85 ),( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 15.0 ) * ( Time ) ) ) ) ) ) < ( ( 5.0e-3 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 0.0,0.0,0.5,1.0 ) : ( ( ( ( ( ( vo1 ).x ) - ( 0.85 ) ) * ( ( ( vo1 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vo1 ).y ) - ( 0.85 ) ) * ( ( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 2.0e-3 ) * ( sin ( ( ( 5.0 ) * ( atan ( ( ( vo1 ).x ) - ( 0.85 ),( ( vo1 ).y ) - ( 0.85 ) ) ) ) - ( ( 5.0 ) * ( Time ) ) ) ) ) ) < ( ( 2.0e-2 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 0.0,0.0,1.0,1.0 ) : ( ( ( ( ( ( vo1 ).x ) - ( 0.85 ) ) * ( ( ( vo1 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vo1 ).y ) - ( 0.85 ) ) * ( ( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 2.0e-3 ) * ( sin ( ( ( 7.0 ) * ( atan ( ( ( vo1 ).x ) - ( 0.85 ),( ( vo1 ).y ) - ( 0.85 ) ) ) ) + ( ( 3.0 ) * ( Time ) ) ) ) ) ) < ( ( 5.0e-2 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 1.0,1.0,1.0,1.0 ) : vec4 ( 1.0,1.0,0.0,1.0 ); 101 f0 = ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((5.0e-4) * (sin (((3.0) * (atan (((vo1).x) - (0.85),((vo1).y) - (0.85)))) + ((15.0) * (Time)))))) < ((5.0e-3) * (abs ((sin ((Time) * (4.0))) - (0.37)))) ? vec4 (0.0,0.0,0.5,1.0) : ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((2.0e-3) * (sin (((5.0) * (atan (((vo1).x) - (0.85),((vo1).y) - (0.85)))) - ((5.0) * (Time)))))) < ((2.0e-2) * (abs ((sin ((Time) * (4.0))) - (0.37)))) ? vec4 (0.0,0.0,1.0,1.0) : ((((((vo1).x) - (0.85)) * (((vo1).x) - (0.85))) + ((((vo1).y) - (0.85)) * (((vo1).y) - (0.85)))) + ((2.0e-3) * (sin (((7.0) * (atan (((vo1).x) - (0.85),((vo1).y) - (0.85)))) + ((3.0) * (Time)))))) < ((5.0e-2) * (abs ((sin ((Time) * (4.0))) - (0.37)))) ? vec4 (1.0,1.0,1.0,1.0) : vec4 (1.0,1.0,0.0,1.0);
102 } 102 }
103 103
104 """ 104 """
@@ -121,7 +121,7 @@ Pipeline
121 in vec2 vi2 ; 121 in vec2 vi2 ;
122 smooth out vec2 vo1 ; 122 smooth out vec2 vo1 ;
123 void main() { 123 void main() {
124 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 124 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0));
125 vo1 = vi2; 125 vo1 = vi2;
126 } 126 }
127 127
@@ -135,7 +135,7 @@ Pipeline
135 smooth in vec2 vo1 ; 135 smooth in vec2 vo1 ;
136 out vec4 f0 ; 136 out vec4 f0 ;
137 void main() { 137 void main() {
138 f0 = texture2D ( s0,vo1 ); 138 f0 = texture2D (s0,vo1);
139 } 139 }
140 140
141 """ 141 """
diff --git a/testdata/editor-examples/LambdaCube.out b/testdata/editor-examples/LambdaCube.out
index 55339e04..bcf66c9b 100644
--- a/testdata/editor-examples/LambdaCube.out
+++ b/testdata/editor-examples/LambdaCube.out
@@ -29,7 +29,7 @@ Pipeline
29 in vec4 vi1 ; 29 in vec4 vi1 ;
30 smooth out vec4 vo1 ; 30 smooth out vec4 vo1 ;
31 void main() { 31 void main() {
32 gl_Position = ( ( mat4 ( vec4 ( cos ( ( 4.1 ) + ( ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) * ( 6.28318530718 ) ) ),0.0,( 0.0 ) - ( sin ( ( 4.1 ) + ( ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) * ( 6.28318530718 ) ) ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( ( 4.1 ) + ( ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) * ( 6.28318530718 ) ) ),0.0,cos ( ( 4.1 ) + ( ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) * ( 6.28318530718 ) ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( 2.35619449017 ),sin ( 2.35619449017 ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( 2.35619449017 ) ),cos ( 2.35619449017 ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vi1 ) ) ) * ( vec4 ( ( 0.2 ) + ( ( abs ( ( 0.5 ) - ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) ) ) * ( 0.6 ) ),( 0.2 ) + ( ( abs ( ( 0.5 ) - ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) ) ) * ( 0.6 ) ),( 0.2 ) + ( ( abs ( ( 0.5 ) - ( ( ( fract ( ( Time ) * ( 0.2 ) ) ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) * ( ( 3.0 ) - ( ( 2.0 ) * ( fract ( ( Time ) * ( 0.2 ) ) ) ) ) ) ) ) * ( 0.6 ) ),1.0 ) ); 32 gl_Position = ((mat4 (vec4 (cos ((4.1) + ((((fract ((Time) * (0.2))) * (fract ((Time) * (0.2)))) * ((3.0) - ((2.0) * (fract ((Time) * (0.2)))))) * (6.28318530718))),0.0,(0.0) - (sin ((4.1) + ((((fract ((Time) * (0.2))) * (fract ((Time) * (0.2)))) * ((3.0) - ((2.0) * (fract ((Time) * (0.2)))))) * (6.28318530718)))),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin ((4.1) + ((((fract ((Time) * (0.2))) * (fract ((Time) * (0.2)))) * ((3.0) - ((2.0) * (fract ((Time) * (0.2)))))) * (6.28318530718))),0.0,cos ((4.1) + ((((fract ((Time) * (0.2))) * (fract ((Time) * (0.2)))) * ((3.0) - ((2.0) * (fract ((Time) * (0.2)))))) * (6.28318530718))),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (2.35619449017),sin (2.35619449017),0.0,0.0),vec4 ((0.0) - (sin (2.35619449017)),cos (2.35619449017),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * (vi1))) * (vec4 ((0.2) + ((abs ((0.5) - (((fract ((Time) * (0.2))) * (fract ((Time) * (0.2)))) * ((3.0) - ((2.0) * (fract ((Time) * (0.2)))))))) * (0.6)),(0.2) + ((abs ((0.5) - (((fract ((Time) * (0.2))) * (fract ((Time) * (0.2)))) * ((3.0) - ((2.0) * (fract ((Time) * (0.2)))))))) * (0.6)),(0.2) + ((abs ((0.5) - (((fract ((Time) * (0.2))) * (fract ((Time) * (0.2)))) * ((3.0) - ((2.0) * (fract ((Time) * (0.2)))))))) * (0.6)),1.0));
33 vo1 = vi1; 33 vo1 = vi1;
34 } 34 }
35 35
@@ -42,7 +42,7 @@ Pipeline
42 smooth in vec4 vo1 ; 42 smooth in vec4 vo1 ;
43 out vec4 f0 ; 43 out vec4 f0 ;
44 void main() { 44 void main() {
45 f0 = ( abs ( ( vo1 ).x ) ) > ( 0.99999 ) ? vec4 ( ( ( ( ( ( ( vo1 ).yz ) * ( sign ( ( vo1 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).x ) * ( ( ( ( ( ( vo1 ).yz ) * ( sign ( ( vo1 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).x ),1.0,( ( 1.0 ) - ( ( ( ( ( ( vo1 ).yz ) * ( sign ( ( vo1 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).x ) ) * ( ( 1.0 ) - ( ( ( ( ( ( vo1 ).yz ) * ( sign ( ( vo1 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).x ) ),( ( ( ( ( ( vo1 ).yz ) * ( sign ( ( vo1 ).x ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).y ) > ( 0.75 ) ? 0.0 : 1.0 ) : ( abs ( ( vo1 ).y ) ) > ( 0.99999 ) ? vec4 ( ( dot ( ( ( ( ( vo1 ).zx ) * ( sign ( ( vo1 ).y ) ) ) * ( 0.5 ) ) + ( 0.5 ),vec2 ( -0.5,0.5 ) ) ) + ( 0.4 ),1.0,0.0,( ( dot ( ( ( ( ( vo1 ).zx ) * ( sign ( ( vo1 ).y ) ) ) * ( 0.5 ) ) + ( 0.5 ),vec2 ( 1.0,-1.0 ) ) ) > ( -0.25 ) ) && ( ( dot ( ( ( ( ( vo1 ).zx ) * ( sign ( ( vo1 ).y ) ) ) * ( 0.5 ) ) + ( 0.5 ),vec2 ( 1.0,-1.0 ) ) ) < ( 0.0 ) ) ? 0.0 : 1.0 ) : ( abs ( ( vo1 ).z ) ) > ( 0.99999 ) ? vec4 ( 0.0,1.0,( dot ( ( ( ( ( vo1 ).xy ) * ( sign ( ( vo1 ).z ) ) ) * ( 0.5 ) ) + ( 0.5 ),vec2 ( 0.5,-0.5 ) ) ) + ( 0.4 ),( ( ( ( ( ( vo1 ).xy ) * ( sign ( ( vo1 ).z ) ) ) * ( 0.5 ) ) + ( 0.5 ) ).y ) > ( 0.75 ) ? 0.0 : 1.0 ) : vec4 ( 0.0,0.0,0.0,1.0 ); 45 f0 = (abs ((vo1).x)) > (0.99999) ? vec4 (((((((vo1).yz) * (sign ((vo1).x))) * (0.5)) + (0.5)).x) * ((((((vo1).yz) * (sign ((vo1).x))) * (0.5)) + (0.5)).x),1.0,((1.0) - ((((((vo1).yz) * (sign ((vo1).x))) * (0.5)) + (0.5)).x)) * ((1.0) - ((((((vo1).yz) * (sign ((vo1).x))) * (0.5)) + (0.5)).x)),((((((vo1).yz) * (sign ((vo1).x))) * (0.5)) + (0.5)).y) > (0.75) ? 0.0 : 1.0) : (abs ((vo1).y)) > (0.99999) ? vec4 ((dot (((((vo1).zx) * (sign ((vo1).y))) * (0.5)) + (0.5),vec2 (-0.5,0.5))) + (0.4),1.0,0.0,((dot (((((vo1).zx) * (sign ((vo1).y))) * (0.5)) + (0.5),vec2 (1.0,-1.0))) > (-0.25)) && ((dot (((((vo1).zx) * (sign ((vo1).y))) * (0.5)) + (0.5),vec2 (1.0,-1.0))) < (0.0)) ? 0.0 : 1.0) : (abs ((vo1).z)) > (0.99999) ? vec4 (0.0,1.0,(dot (((((vo1).xy) * (sign ((vo1).z))) * (0.5)) + (0.5),vec2 (0.5,-0.5))) + (0.4),((((((vo1).xy) * (sign ((vo1).z))) * (0.5)) + (0.5)).y) > (0.75) ? 0.0 : 1.0) : vec4 (0.0,0.0,0.0,1.0);
46 } 46 }
47 47
48 """ 48 """
diff --git a/testdata/editor-examples/LambdaCube2.out b/testdata/editor-examples/LambdaCube2.out
index c3fe8ce7..b15645cb 100644
--- a/testdata/editor-examples/LambdaCube2.out
+++ b/testdata/editor-examples/LambdaCube2.out
@@ -30,7 +30,7 @@ Pipeline
30 in vec4 vi1 ; 30 in vec4 vi1 ;
31 smooth out vec4 vo1 ; 31 smooth out vec4 vo1 ;
32 void main() { 32 void main() {
33 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 33 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0));
34 vo1 = vi1; 34 vo1 = vi1;
35 } 35 }
36 36
@@ -44,7 +44,7 @@ Pipeline
44 smooth in vec4 vo1 ; 44 smooth in vec4 vo1 ;
45 out vec4 f0 ; 45 out vec4 f0 ;
46 void main() { 46 void main() {
47 if (!(( ( ( ( ( ( vo1 ).y ) + ( ( vo1 ).x ) ) + ( ( vo1 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vo1 ).y ) - ( ( vo1 ).x ) ) + ( ( vo1 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( ( vo1 ).y ) + ( ( vo1 ).x ) ) - ( ( vo1 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vo1 ).y ) + ( ( vo1 ).x ) ) + ( ( vo1 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( ( vo1 ).y ) - ( ( vo1 ).x ) ) - ( ( vo1 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vo1 ).y ) + ( ( vo1 ).x ) ) - ( ( vo1 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( ( vo1 ).y ) - ( ( vo1 ).x ) ) + ( ( vo1 ).z ) ) > ( 1.0 ) ) || ( ( abs ( ( ( ( ( vo1 ).y ) - ( ( vo1 ).x ) ) - ( ( vo1 ).z ) ) - ( 1.0 ) ) ) > ( 0.25 ) ) ) && ( ( ( ( ( ( sin ( ( vo1 ) * ( 20.0 ) ) ).x ) * ( ( sin ( ( vo1 ) * ( 20.0 ) ) ).x ) ) + ( ( ( sin ( ( vo1 ) * ( 20.0 ) ) ).y ) * ( ( sin ( ( vo1 ) * ( 20.0 ) ) ).y ) ) ) + ( ( ( sin ( ( vo1 ) * ( 20.0 ) ) ).z ) * ( ( sin ( ( vo1 ) * ( 20.0 ) ) ).z ) ) ) > ( abs ( ( 3.0 ) * ( sin ( ( 1.0 ) * ( Time ) ) ) ) ) ) ) ) ))) discard; 47 if (!(((((((vo1).y) + ((vo1).x)) + ((vo1).z)) > (1.0)) || ((abs (((((vo1).y) - ((vo1).x)) + ((vo1).z)) - (1.0))) > (0.25))) && (((((((vo1).y) + ((vo1).x)) - ((vo1).z)) > (1.0)) || ((abs (((((vo1).y) + ((vo1).x)) + ((vo1).z)) - (1.0))) > (0.25))) && (((((((vo1).y) - ((vo1).x)) - ((vo1).z)) > (1.0)) || ((abs (((((vo1).y) + ((vo1).x)) - ((vo1).z)) - (1.0))) > (0.25))) && (((((((vo1).y) - ((vo1).x)) + ((vo1).z)) > (1.0)) || ((abs (((((vo1).y) - ((vo1).x)) - ((vo1).z)) - (1.0))) > (0.25))) && ((((((sin ((vo1) * (20.0))).x) * ((sin ((vo1) * (20.0))).x)) + (((sin ((vo1) * (20.0))).y) * ((sin ((vo1) * (20.0))).y))) + (((sin ((vo1) * (20.0))).z) * ((sin ((vo1) * (20.0))).z))) > (abs ((3.0) * (sin ((1.0) * (Time))))))))))) discard;
48 f0 = vo1; 48 f0 = vo1;
49 } 49 }
50 50
diff --git a/testdata/editor-examples/MagicCube.out b/testdata/editor-examples/MagicCube.out
index 63df5899..ffeef28f 100644
--- a/testdata/editor-examples/MagicCube.out
+++ b/testdata/editor-examples/MagicCube.out
@@ -30,7 +30,7 @@ Pipeline
30 in vec4 vi1 ; 30 in vec4 vi1 ;
31 smooth out vec4 vo1 ; 31 smooth out vec4 vo1 ;
32 void main() { 32 void main() {
33 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 33 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0));
34 vo1 = vi1; 34 vo1 = vi1;
35 } 35 }
36 36
@@ -44,8 +44,8 @@ Pipeline
44 smooth in vec4 vo1 ; 44 smooth in vec4 vo1 ;
45 out vec4 f0 ; 45 out vec4 f0 ;
46 void main() { 46 void main() {
47 if (!(( ( ( ( ( vo1 ).y ) * ( ( vo1 ).y ) ) + ( ( ( vo1 ).x ) * ( ( vo1 ).x ) ) ) + ( ( ( vo1 ).z ) * ( ( vo1 ).z ) ) ) > ( 1.5 ))) discard; 47 if (!((((((vo1).y) * ((vo1).y)) + (((vo1).x) * ((vo1).x))) + (((vo1).z) * ((vo1).z))) > (1.5))) discard;
48 f0 = ( vec4 ( ( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( cos ( Time ),sin ( Time ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( vec4 ( ( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).x,( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).y,( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).z,( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).w ) ) * ( ( 1.0 ) + ( ( 0.5 ) * ( sin ( Time ) ) ) ) ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).x,( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( cos ( Time ),sin ( Time ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( vec4 ( ( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).x,( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).y,( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).z,( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).w ) ) * ( ( 1.0 ) + ( ( 0.5 ) * ( sin ( Time ) ) ) ) ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).y,( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( cos ( Time ),sin ( Time ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( vec4 ( ( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).x,( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).y,( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).z,( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).w ) ) * ( ( 1.0 ) + ( ( 0.5 ) * ( sin ( Time ) ) ) ) ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).z,( ( mat4 ( vec4 ( cos ( Time ),sin ( Time ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( vec4 ( ( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).x,( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).y,( ( vec3 ( 0.5,0.5,0.5 ) ) + ( ( cos ( ( ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).xyz ) + ( vec3 ( 0.0,0.1,0.2 ) ) ) * ( 6.28318 ) ) ) * ( 0.5 ) ) ).z,( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( Time ),sin ( Time ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).w ) ) * ( ( 1.0 ) + ( ( 0.5 ) * ( sin ( Time ) ) ) ) ) ) ).w ) ) * ( ( mod ( ( ( Time ) + ( sin ( Time ) ) ) + ( sin ( ( 1.1 ) * ( Time ) ) ),4.0 ) ) * ( 2.0 ) ); 48 f0 = (vec4 (((vec3 (0.5,0.5,0.5)) + ((cos (((((mat4 (vec4 (cos (Time),sin (Time),0.0,0.0),vec4 ((0.0) - (sin (Time)),cos (Time),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((vec4 (((vec3 (0.5,0.5,0.5)) + ((cos (((((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (Time),sin (Time),0.0),vec4 (0.0,(0.0) - (sin (Time)),cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).x,((vec3 (0.5,0.5,0.5)) + ((cos (((((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (Time),sin (Time),0.0),vec4 (0.0,(0.0) - (sin (Time)),cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).y,((vec3 (0.5,0.5,0.5)) + ((cos (((((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (Time),sin (Time),0.0),vec4 (0.0,(0.0) - (sin (Time)),cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).z,((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (Time),sin (Time),0.0),vec4 (0.0,(0.0) - (sin (Time)),cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).w)) * ((1.0) + ((0.5) * (sin (Time))))))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).x,((vec3 (0.5,0.5,0.5)) + ((cos (((((mat4 (vec4 (cos (Time),sin (Time),0.0,0.0),vec4 ((0.0) - (sin (Time)),cos (Time),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((vec4 (((vec3 (0.5,0.5,0.5)) + ((cos (((((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (Time),sin (Time),0.0),vec4 (0.0,(0.0) - (sin (Time)),cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).x,((vec3 (0.5,0.5,0.5)) + ((cos (((((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (Time),sin (Time),0.0),vec4 (0.0,(0.0) - (sin (Time)),cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).y,((vec3 (0.5,0.5,0.5)) + ((cos (((((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (Time),sin (Time),0.0),vec4 (0.0,(0.0) - (sin (Time)),cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).z,((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (Time),sin (Time),0.0),vec4 (0.0,(0.0) - (sin (Time)),cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).w)) * ((1.0) + ((0.5) * (sin (Time))))))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).y,((vec3 (0.5,0.5,0.5)) + ((cos (((((mat4 (vec4 (cos (Time),sin (Time),0.0,0.0),vec4 ((0.0) - (sin (Time)),cos (Time),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((vec4 (((vec3 (0.5,0.5,0.5)) + ((cos (((((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (Time),sin (Time),0.0),vec4 (0.0,(0.0) - (sin (Time)),cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).x,((vec3 (0.5,0.5,0.5)) + ((cos (((((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (Time),sin (Time),0.0),vec4 (0.0,(0.0) - (sin (Time)),cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).y,((vec3 (0.5,0.5,0.5)) + ((cos (((((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (Time),sin (Time),0.0),vec4 (0.0,(0.0) - (sin (Time)),cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).z,((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (Time),sin (Time),0.0),vec4 (0.0,(0.0) - (sin (Time)),cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).w)) * ((1.0) + ((0.5) * (sin (Time))))))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).z,((mat4 (vec4 (cos (Time),sin (Time),0.0,0.0),vec4 ((0.0) - (sin (Time)),cos (Time),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((vec4 (((vec3 (0.5,0.5,0.5)) + ((cos (((((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (Time),sin (Time),0.0),vec4 (0.0,(0.0) - (sin (Time)),cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).x,((vec3 (0.5,0.5,0.5)) + ((cos (((((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (Time),sin (Time),0.0),vec4 (0.0,(0.0) - (sin (Time)),cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).y,((vec3 (0.5,0.5,0.5)) + ((cos (((((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (Time),sin (Time),0.0),vec4 (0.0,(0.0) - (sin (Time)),cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).xyz) + (vec3 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).z,((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (Time),sin (Time),0.0),vec4 (0.0,(0.0) - (sin (Time)),cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).w)) * ((1.0) + ((0.5) * (sin (Time))))))).w)) * ((mod (((Time) + (sin (Time))) + (sin ((1.1) * (Time))),4.0)) * (2.0));
49 } 49 }
50 50
51 """ 51 """
diff --git a/testdata/editor-examples/Stripes.out b/testdata/editor-examples/Stripes.out
index da04c6e2..4de04470 100644
--- a/testdata/editor-examples/Stripes.out
+++ b/testdata/editor-examples/Stripes.out
@@ -28,7 +28,7 @@ Pipeline
28 in vec4 vi1 ; 28 in vec4 vi1 ;
29 smooth out vec4 vo1 ; 29 smooth out vec4 vo1 ;
30 void main() { 30 void main() {
31 gl_Position = ( vi1 ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) ); 31 gl_Position = (vi1) * (vec4 (1.0,1.0,1.0,1.0));
32 vo1 = vi1; 32 vo1 = vi1;
33 } 33 }
34 34
@@ -42,8 +42,8 @@ Pipeline
42 smooth in vec4 vo1 ; 42 smooth in vec4 vo1 ;
43 out vec4 f0 ; 43 out vec4 f0 ;
44 void main() { 44 void main() {
45 if (!(( sin ( ( 10.0 ) * ( ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 1.0 ) ),sin ( ( Time ) * ( 1.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 1.0 ) ) ),cos ( ( Time ) * ( 1.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; 45 if (!((sin ((10.0) * (((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos ((Time) * (1.0)),sin ((Time) * (1.0)),0.0,0.0),vec4 ((0.0) - (sin ((Time) * (1.0))),cos ((Time) * (1.0)),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).x))) > (0.5))) discard;
46 f0 = vec4 ( 0.0,0.0,0.0,1.0 ); 46 f0 = vec4 (0.0,0.0,0.0,1.0);
47 } 47 }
48 48
49 """ 49 """
@@ -62,7 +62,7 @@ Pipeline
62 in vec4 vi1 ; 62 in vec4 vi1 ;
63 smooth out vec4 vo1 ; 63 smooth out vec4 vo1 ;
64 void main() { 64 void main() {
65 gl_Position = ( vi1 ) * ( vec4 ( 0.9,0.9,0.9,1.0 ) ); 65 gl_Position = (vi1) * (vec4 (0.9,0.9,0.9,1.0));
66 vo1 = vi1; 66 vo1 = vi1;
67 } 67 }
68 68
@@ -76,8 +76,8 @@ Pipeline
76 smooth in vec4 vo1 ; 76 smooth in vec4 vo1 ;
77 out vec4 f0 ; 77 out vec4 f0 ;
78 void main() { 78 void main() {
79 if (!(( sin ( ( 10.0 ) * ( ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.9 ) ),sin ( ( Time ) * ( 0.9 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.9 ) ) ),cos ( ( Time ) * ( 0.9 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; 79 if (!((sin ((10.0) * (((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos ((Time) * (0.9)),sin ((Time) * (0.9)),0.0,0.0),vec4 ((0.0) - (sin ((Time) * (0.9))),cos ((Time) * (0.9)),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).x))) > (0.5))) discard;
80 f0 = vec4 ( 9.999999999999998e-2,9.999999999999998e-2,9.999999999999998e-2,1.0 ); 80 f0 = vec4 (9.999999999999998e-2,9.999999999999998e-2,9.999999999999998e-2,1.0);
81 } 81 }
82 82
83 """ 83 """
@@ -96,7 +96,7 @@ Pipeline
96 in vec4 vi1 ; 96 in vec4 vi1 ;
97 smooth out vec4 vo1 ; 97 smooth out vec4 vo1 ;
98 void main() { 98 void main() {
99 gl_Position = ( vi1 ) * ( vec4 ( 0.8,0.8,0.8,1.0 ) ); 99 gl_Position = (vi1) * (vec4 (0.8,0.8,0.8,1.0));
100 vo1 = vi1; 100 vo1 = vi1;
101 } 101 }
102 102
@@ -110,8 +110,8 @@ Pipeline
110 smooth in vec4 vo1 ; 110 smooth in vec4 vo1 ;
111 out vec4 f0 ; 111 out vec4 f0 ;
112 void main() { 112 void main() {
113 if (!(( sin ( ( 10.0 ) * ( ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.8 ) ),sin ( ( Time ) * ( 0.8 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.8 ) ) ),cos ( ( Time ) * ( 0.8 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; 113 if (!((sin ((10.0) * (((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos ((Time) * (0.8)),sin ((Time) * (0.8)),0.0,0.0),vec4 ((0.0) - (sin ((Time) * (0.8))),cos ((Time) * (0.8)),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).x))) > (0.5))) discard;
114 f0 = vec4 ( 0.19999999999999996,0.19999999999999996,0.19999999999999996,1.0 ); 114 f0 = vec4 (0.19999999999999996,0.19999999999999996,0.19999999999999996,1.0);
115 } 115 }
116 116
117 """ 117 """
@@ -130,7 +130,7 @@ Pipeline
130 in vec4 vi1 ; 130 in vec4 vi1 ;
131 smooth out vec4 vo1 ; 131 smooth out vec4 vo1 ;
132 void main() { 132 void main() {
133 gl_Position = ( vi1 ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) ); 133 gl_Position = (vi1) * (vec4 (0.7,0.7,0.7,1.0));
134 vo1 = vi1; 134 vo1 = vi1;
135 } 135 }
136 136
@@ -144,8 +144,8 @@ Pipeline
144 smooth in vec4 vo1 ; 144 smooth in vec4 vo1 ;
145 out vec4 f0 ; 145 out vec4 f0 ;
146 void main() { 146 void main() {
147 if (!(( sin ( ( 10.0 ) * ( ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.7 ) ),sin ( ( Time ) * ( 0.7 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.7 ) ) ),cos ( ( Time ) * ( 0.7 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; 147 if (!((sin ((10.0) * (((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos ((Time) * (0.7)),sin ((Time) * (0.7)),0.0,0.0),vec4 ((0.0) - (sin ((Time) * (0.7))),cos ((Time) * (0.7)),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).x))) > (0.5))) discard;
148 f0 = vec4 ( 0.30000000000000004,0.30000000000000004,0.30000000000000004,1.0 ); 148 f0 = vec4 (0.30000000000000004,0.30000000000000004,0.30000000000000004,1.0);
149 } 149 }
150 150
151 """ 151 """
@@ -164,7 +164,7 @@ Pipeline
164 in vec4 vi1 ; 164 in vec4 vi1 ;
165 smooth out vec4 vo1 ; 165 smooth out vec4 vo1 ;
166 void main() { 166 void main() {
167 gl_Position = ( vi1 ) * ( vec4 ( 0.6,0.6,0.6,1.0 ) ); 167 gl_Position = (vi1) * (vec4 (0.6,0.6,0.6,1.0));
168 vo1 = vi1; 168 vo1 = vi1;
169 } 169 }
170 170
@@ -178,8 +178,8 @@ Pipeline
178 smooth in vec4 vo1 ; 178 smooth in vec4 vo1 ;
179 out vec4 f0 ; 179 out vec4 f0 ;
180 void main() { 180 void main() {
181 if (!(( sin ( ( 10.0 ) * ( ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.6 ) ),sin ( ( Time ) * ( 0.6 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.6 ) ) ),cos ( ( Time ) * ( 0.6 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; 181 if (!((sin ((10.0) * (((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos ((Time) * (0.6)),sin ((Time) * (0.6)),0.0,0.0),vec4 ((0.0) - (sin ((Time) * (0.6))),cos ((Time) * (0.6)),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).x))) > (0.5))) discard;
182 f0 = vec4 ( 0.4,0.4,0.4,1.0 ); 182 f0 = vec4 (0.4,0.4,0.4,1.0);
183 } 183 }
184 184
185 """ 185 """
@@ -198,7 +198,7 @@ Pipeline
198 in vec4 vi1 ; 198 in vec4 vi1 ;
199 smooth out vec4 vo1 ; 199 smooth out vec4 vo1 ;
200 void main() { 200 void main() {
201 gl_Position = ( vi1 ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 201 gl_Position = (vi1) * (vec4 (0.5,0.5,0.5,1.0));
202 vo1 = vi1; 202 vo1 = vi1;
203 } 203 }
204 204
@@ -212,8 +212,8 @@ Pipeline
212 smooth in vec4 vo1 ; 212 smooth in vec4 vo1 ;
213 out vec4 f0 ; 213 out vec4 f0 ;
214 void main() { 214 void main() {
215 if (!(( sin ( ( 10.0 ) * ( ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.5 ) ),sin ( ( Time ) * ( 0.5 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.5 ) ) ),cos ( ( Time ) * ( 0.5 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; 215 if (!((sin ((10.0) * (((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos ((Time) * (0.5)),sin ((Time) * (0.5)),0.0,0.0),vec4 ((0.0) - (sin ((Time) * (0.5))),cos ((Time) * (0.5)),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).x))) > (0.5))) discard;
216 f0 = vec4 ( 0.5,0.5,0.5,1.0 ); 216 f0 = vec4 (0.5,0.5,0.5,1.0);
217 } 217 }
218 218
219 """ 219 """
@@ -232,7 +232,7 @@ Pipeline
232 in vec4 vi1 ; 232 in vec4 vi1 ;
233 smooth out vec4 vo1 ; 233 smooth out vec4 vo1 ;
234 void main() { 234 void main() {
235 gl_Position = ( vi1 ) * ( vec4 ( 0.4,0.4,0.4,1.0 ) ); 235 gl_Position = (vi1) * (vec4 (0.4,0.4,0.4,1.0));
236 vo1 = vi1; 236 vo1 = vi1;
237 } 237 }
238 238
@@ -246,8 +246,8 @@ Pipeline
246 smooth in vec4 vo1 ; 246 smooth in vec4 vo1 ;
247 out vec4 f0 ; 247 out vec4 f0 ;
248 void main() { 248 void main() {
249 if (!(( sin ( ( 10.0 ) * ( ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.4 ) ),sin ( ( Time ) * ( 0.4 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.4 ) ) ),cos ( ( Time ) * ( 0.4 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; 249 if (!((sin ((10.0) * (((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos ((Time) * (0.4)),sin ((Time) * (0.4)),0.0,0.0),vec4 ((0.0) - (sin ((Time) * (0.4))),cos ((Time) * (0.4)),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).x))) > (0.5))) discard;
250 f0 = vec4 ( 0.6,0.6,0.6,1.0 ); 250 f0 = vec4 (0.6,0.6,0.6,1.0);
251 } 251 }
252 252
253 """ 253 """
@@ -266,7 +266,7 @@ Pipeline
266 in vec4 vi1 ; 266 in vec4 vi1 ;
267 smooth out vec4 vo1 ; 267 smooth out vec4 vo1 ;
268 void main() { 268 void main() {
269 gl_Position = ( vi1 ) * ( vec4 ( 0.3,0.3,0.3,1.0 ) ); 269 gl_Position = (vi1) * (vec4 (0.3,0.3,0.3,1.0));
270 vo1 = vi1; 270 vo1 = vi1;
271 } 271 }
272 272
@@ -280,8 +280,8 @@ Pipeline
280 smooth in vec4 vo1 ; 280 smooth in vec4 vo1 ;
281 out vec4 f0 ; 281 out vec4 f0 ;
282 void main() { 282 void main() {
283 if (!(( sin ( ( 10.0 ) * ( ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.3 ) ),sin ( ( Time ) * ( 0.3 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.3 ) ) ),cos ( ( Time ) * ( 0.3 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; 283 if (!((sin ((10.0) * (((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos ((Time) * (0.3)),sin ((Time) * (0.3)),0.0,0.0),vec4 ((0.0) - (sin ((Time) * (0.3))),cos ((Time) * (0.3)),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).x))) > (0.5))) discard;
284 f0 = vec4 ( 0.7,0.7,0.7,1.0 ); 284 f0 = vec4 (0.7,0.7,0.7,1.0);
285 } 285 }
286 286
287 """ 287 """
@@ -300,7 +300,7 @@ Pipeline
300 in vec4 vi1 ; 300 in vec4 vi1 ;
301 smooth out vec4 vo1 ; 301 smooth out vec4 vo1 ;
302 void main() { 302 void main() {
303 gl_Position = ( vi1 ) * ( vec4 ( 0.2,0.2,0.2,1.0 ) ); 303 gl_Position = (vi1) * (vec4 (0.2,0.2,0.2,1.0));
304 vo1 = vi1; 304 vo1 = vi1;
305 } 305 }
306 306
@@ -314,8 +314,8 @@ Pipeline
314 smooth in vec4 vo1 ; 314 smooth in vec4 vo1 ;
315 out vec4 f0 ; 315 out vec4 f0 ;
316 void main() { 316 void main() {
317 if (!(( sin ( ( 10.0 ) * ( ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.2 ) ),sin ( ( Time ) * ( 0.2 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.2 ) ) ),cos ( ( Time ) * ( 0.2 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; 317 if (!((sin ((10.0) * (((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos ((Time) * (0.2)),sin ((Time) * (0.2)),0.0,0.0),vec4 ((0.0) - (sin ((Time) * (0.2))),cos ((Time) * (0.2)),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).x))) > (0.5))) discard;
318 f0 = vec4 ( 0.8,0.8,0.8,1.0 ); 318 f0 = vec4 (0.8,0.8,0.8,1.0);
319 } 319 }
320 320
321 """ 321 """
@@ -334,7 +334,7 @@ Pipeline
334 in vec4 vi1 ; 334 in vec4 vi1 ;
335 smooth out vec4 vo1 ; 335 smooth out vec4 vo1 ;
336 void main() { 336 void main() {
337 gl_Position = ( vi1 ) * ( vec4 ( 0.1,0.1,0.1,1.0 ) ); 337 gl_Position = (vi1) * (vec4 (0.1,0.1,0.1,1.0));
338 vo1 = vi1; 338 vo1 = vi1;
339 } 339 }
340 340
@@ -348,8 +348,8 @@ Pipeline
348 smooth in vec4 vo1 ; 348 smooth in vec4 vo1 ;
349 out vec4 f0 ; 349 out vec4 f0 ;
350 void main() { 350 void main() {
351 if (!(( sin ( ( 10.0 ) * ( ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.1 ) ),sin ( ( Time ) * ( 0.1 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.1 ) ) ),cos ( ( Time ) * ( 0.1 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ).x ) ) ) > ( 0.5 ))) discard; 351 if (!((sin ((10.0) * (((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos ((Time) * (0.1)),sin ((Time) * (0.1)),0.0,0.0),vec4 ((0.0) - (sin ((Time) * (0.1))),cos ((Time) * (0.1)),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))).x))) > (0.5))) discard;
352 f0 = vec4 ( 0.9,0.9,0.9,1.0 ); 352 f0 = vec4 (0.9,0.9,0.9,1.0);
353 } 353 }
354 354
355 """ 355 """
diff --git a/testdata/editor-examples/Tetrahedron.out b/testdata/editor-examples/Tetrahedron.out
index aa4413f8..27346162 100644
--- a/testdata/editor-examples/Tetrahedron.out
+++ b/testdata/editor-examples/Tetrahedron.out
@@ -30,7 +30,7 @@ Pipeline
30 in vec4 vi1 ; 30 in vec4 vi1 ;
31 smooth out vec4 vo1 ; 31 smooth out vec4 vo1 ;
32 void main() { 32 void main() {
33 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 33 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0));
34 vo1 = vi1; 34 vo1 = vi1;
35 } 35 }
36 36
@@ -45,7 +45,7 @@ Pipeline
45 out vec4 f0 ; 45 out vec4 f0 ;
46 void main() { 46 void main() {
47 if (!(true)) discard; 47 if (!(true)) discard;
48 f0 = ( ( mat4 ( vec4 ( cos ( Time ),sin ( Time ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( Time ) ),cos ( Time ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( mat4 ( vec4 ( cos ( Time ),0.0,( 0.0 ) - ( sin ( Time ) ),0.0 ),vec4 ( 0.0,1.0,0.0,0.0 ),vec4 ( sin ( Time ),0.0,cos ( Time ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( vo1 ) ) ) * ( ( mod ( ( ( Time ) + ( sin ( Time ) ) ) + ( sin ( ( 1.1 ) * ( Time ) ) ),4.0 ) ) * ( 2.0 ) ); 48 f0 = ((mat4 (vec4 (cos (Time),sin (Time),0.0,0.0),vec4 ((0.0) - (sin (Time)),cos (Time),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * ((mat4 (vec4 (cos (Time),0.0,(0.0) - (sin (Time)),0.0),vec4 (0.0,1.0,0.0,0.0),vec4 (sin (Time),0.0,cos (Time),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vo1))) * ((mod (((Time) + (sin (Time))) + (sin ((1.1) * (Time))),4.0)) * (2.0));
49 } 49 }
50 50
51 """ 51 """
diff --git a/testdata/editor-examples/Texturing.out b/testdata/editor-examples/Texturing.out
index 6d66f98d..305c4a1c 100644
--- a/testdata/editor-examples/Texturing.out
+++ b/testdata/editor-examples/Texturing.out
@@ -33,7 +33,7 @@ Pipeline
33 in vec2 vi2 ; 33 in vec2 vi2 ;
34 smooth out vec2 vo1 ; 34 smooth out vec2 vo1 ;
35 void main() { 35 void main() {
36 gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); 36 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0));
37 vo1 = vi2; 37 vo1 = vi2;
38 } 38 }
39 39
@@ -47,7 +47,7 @@ Pipeline
47 smooth in vec2 vo1 ; 47 smooth in vec2 vo1 ;
48 out vec4 f0 ; 48 out vec4 f0 ;
49 void main() { 49 void main() {
50 f0 = texture2D ( Diffuse,vo1 ); 50 f0 = texture2D (Diffuse,vo1);
51 } 51 }
52 52
53 """ 53 """