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authorPéter Diviánszky <divipp@gmail.com>2016-02-14 15:02:55 +0100
committerPéter Diviánszky <divipp@gmail.com>2016-02-14 15:02:55 +0100
commit34e78f10452d1a1628a85eab443a4a672fd44ec3 (patch)
tree56321512ba2cdc3f3f62395818fa5c2f8b9a17f4 /testdata/example08.out
parent87cefc9cacb9e82c4340c8552d9373175980faca (diff)
refactoring
Diffstat (limited to 'testdata/example08.out')
-rw-r--r--testdata/example08.out576
1 files changed, 297 insertions, 279 deletions
diff --git a/testdata/example08.out b/testdata/example08.out
index ff764f08..2b9339c8 100644
--- a/testdata/example08.out
+++ b/testdata/example08.out
@@ -25,45 +25,47 @@ Pipeline
25 , vertexShader = 25 , vertexShader =
26 """ 26 """
27 #version 330 core 27 #version 330 core
28 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 28 vec4 texture2D(sampler2D s,vec2 uv) {
29 uniform mat4 MVP ; 29 return texture(s,uv);
30 uniform float Time ; 30 }
31 in vec4 vi1 ; 31 uniform mat4 MVP;
32 smooth out vec4 vo1 ; 32 uniform float Time;
33 in vec4 vi1;
34 smooth out vec4 vo1;
33 void main() { 35 void main() {
34 gl_Position = (mat4 36 gl_Position = (mat4
35 (vec4 (cos ((Time) * (2.0)),sin ((Time) * (2.0)),0.0,0.0) 37 (vec4 (cos ((Time) * (2.0)),sin ((Time) * (2.0)),0.0,0.0)
36 ,vec4 38 ,vec4
37 ((0.0) - (sin ((Time) * (2.0))),cos ((Time) * (2.0)),0.0,0.0) 39 ((0.0) - (sin ((Time) * (2.0))),cos ((Time) * (2.0)),0.0,0.0)
38 ,vec4 (0.0,0.0,1.0,0.0) 40 ,vec4 (0.0,0.0,1.0,0.0)
39 ,vec4 (0.0,0.0,0.0,1.0))) * ((MVP) * ((vec4 41 ,vec4 (0.0,0.0,0.0,1.0))) * ((MVP) * ((vec4
40 ((1.0) + ((sin (Time)) * (0.1)),0.0,0.0,0.0)) + (((mat4 42 ((1.0) + ((sin (Time)) * (0.1)),0.0,0.0,0.0)) + (((mat4
41 (vec4 (1.0,0.0,0.0,0.0) 43 (vec4 (1.0,0.0,0.0,0.0)
42 ,vec4 (0.0 44 ,vec4 (0.0
43 ,cos (((Time) * (2.0)) * (2.0)) 45 ,cos (((Time) * (2.0)) * (2.0))
44 ,sin (((Time) * (2.0)) * (2.0)) 46 ,sin (((Time) * (2.0)) * (2.0))
45 ,0.0) 47 ,0.0)
46 ,vec4 (0.0 48 ,vec4 (0.0
47 ,(0.0) - (sin (((Time) * (2.0)) * (2.0))) 49 ,(0.0) - (sin (((Time) * (2.0)) * (2.0)))
48 ,cos (((Time) * (2.0)) * (2.0)) 50 ,cos (((Time) * (2.0)) * (2.0))
49 ,0.0) 51 ,0.0)
50 ,vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 52 ,vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4
51 (4.0e-2,4.0e-2,4.0e-2,1.0))))); 53 (4.0e-2,4.0e-2,4.0e-2,1.0)))));
52 vo1 = vi1; 54 vo1 = vi1;
53 } 55 }
54
55 """ 56 """
56 , geometryShader = Nothing 57 , geometryShader = Nothing
57 , fragmentShader = 58 , fragmentShader =
58 """ 59 """
59 #version 330 core 60 #version 330 core
60 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 61 vec4 texture2D(sampler2D s,vec2 uv) {
61 smooth in vec4 vo1 ; 62 return texture(s,uv);
62 out vec4 f0 ; 63 }
64 smooth in vec4 vo1;
65 out vec4 f0;
63 void main() { 66 void main() {
64 f0 = vo1; 67 f0 = vo1;
65 } 68 }
66
67 """ 69 """
68 } 70 }
69 , Program 71 , Program
@@ -77,45 +79,47 @@ Pipeline
77 , vertexShader = 79 , vertexShader =
78 """ 80 """
79 #version 330 core 81 #version 330 core
80 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 82 vec4 texture2D(sampler2D s,vec2 uv) {
81 uniform mat4 MVP ; 83 return texture(s,uv);
82 uniform float Time ; 84 }
83 in vec4 vi1 ; 85 uniform mat4 MVP;
84 smooth out vec4 vo1 ; 86 uniform float Time;
87 in vec4 vi1;
88 smooth out vec4 vo1;
85 void main() { 89 void main() {
86 gl_Position = (mat4 90 gl_Position = (mat4
87 (vec4 (cos ((Time) * (1.0)),sin ((Time) * (1.0)),0.0,0.0) 91 (vec4 (cos ((Time) * (1.0)),sin ((Time) * (1.0)),0.0,0.0)
88 ,vec4 92 ,vec4
89 ((0.0) - (sin ((Time) * (1.0))),cos ((Time) * (1.0)),0.0,0.0) 93 ((0.0) - (sin ((Time) * (1.0))),cos ((Time) * (1.0)),0.0,0.0)
90 ,vec4 (0.0,0.0,1.0,0.0) 94 ,vec4 (0.0,0.0,1.0,0.0)
91 ,vec4 (0.0,0.0,0.0,1.0))) * ((MVP) * ((vec4 95 ,vec4 (0.0,0.0,0.0,1.0))) * ((MVP) * ((vec4
92 ((0.5) + ((sin (Time)) * (0.1)),0.0,0.0,0.0)) + (((mat4 96 ((0.5) + ((sin (Time)) * (0.1)),0.0,0.0,0.0)) + (((mat4
93 (vec4 (1.0,0.0,0.0,0.0) 97 (vec4 (1.0,0.0,0.0,0.0)
94 ,vec4 (0.0 98 ,vec4 (0.0
95 ,cos (((Time) * (2.0)) * (1.0)) 99 ,cos (((Time) * (2.0)) * (1.0))
96 ,sin (((Time) * (2.0)) * (1.0)) 100 ,sin (((Time) * (2.0)) * (1.0))
97 ,0.0) 101 ,0.0)
98 ,vec4 (0.0 102 ,vec4 (0.0
99 ,(0.0) - (sin (((Time) * (2.0)) * (1.0))) 103 ,(0.0) - (sin (((Time) * (2.0)) * (1.0)))
100 ,cos (((Time) * (2.0)) * (1.0)) 104 ,cos (((Time) * (2.0)) * (1.0))
101 ,0.0) 105 ,0.0)
102 ,vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 106 ,vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4
103 (4.0e-2,4.0e-2,4.0e-2,1.0))))); 107 (4.0e-2,4.0e-2,4.0e-2,1.0)))));
104 vo1 = vi1; 108 vo1 = vi1;
105 } 109 }
106
107 """ 110 """
108 , geometryShader = Nothing 111 , geometryShader = Nothing
109 , fragmentShader = 112 , fragmentShader =
110 """ 113 """
111 #version 330 core 114 #version 330 core
112 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 115 vec4 texture2D(sampler2D s,vec2 uv) {
113 smooth in vec4 vo1 ; 116 return texture(s,uv);
114 out vec4 f0 ; 117 }
118 smooth in vec4 vo1;
119 out vec4 f0;
115 void main() { 120 void main() {
116 f0 = vo1; 121 f0 = vo1;
117 } 122 }
118
119 """ 123 """
120 } 124 }
121 , Program 125 , Program
@@ -129,45 +133,47 @@ Pipeline
129 , vertexShader = 133 , vertexShader =
130 """ 134 """
131 #version 330 core 135 #version 330 core
132 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 136 vec4 texture2D(sampler2D s,vec2 uv) {
133 uniform mat4 MVP ; 137 return texture(s,uv);
134 uniform float Time ; 138 }
135 in vec4 vi1 ; 139 uniform mat4 MVP;
136 smooth out vec4 vo1 ; 140 uniform float Time;
141 in vec4 vi1;
142 smooth out vec4 vo1;
137 void main() { 143 void main() {
138 gl_Position = (mat4 144 gl_Position = (mat4
139 (vec4 (cos ((Time) * (0.0)),sin ((Time) * (0.0)),0.0,0.0) 145 (vec4 (cos ((Time) * (0.0)),sin ((Time) * (0.0)),0.0,0.0)
140 ,vec4 146 ,vec4
141 ((0.0) - (sin ((Time) * (0.0))),cos ((Time) * (0.0)),0.0,0.0) 147 ((0.0) - (sin ((Time) * (0.0))),cos ((Time) * (0.0)),0.0,0.0)
142 ,vec4 (0.0,0.0,1.0,0.0) 148 ,vec4 (0.0,0.0,1.0,0.0)
143 ,vec4 (0.0,0.0,0.0,1.0))) * ((MVP) * ((vec4 149 ,vec4 (0.0,0.0,0.0,1.0))) * ((MVP) * ((vec4
144 ((0.0) + ((sin (Time)) * (0.1)),0.0,0.0,0.0)) + (((mat4 150 ((0.0) + ((sin (Time)) * (0.1)),0.0,0.0,0.0)) + (((mat4
145 (vec4 (1.0,0.0,0.0,0.0) 151 (vec4 (1.0,0.0,0.0,0.0)
146 ,vec4 (0.0 152 ,vec4 (0.0
147 ,cos (((Time) * (2.0)) * (0.0)) 153 ,cos (((Time) * (2.0)) * (0.0))
148 ,sin (((Time) * (2.0)) * (0.0)) 154 ,sin (((Time) * (2.0)) * (0.0))
149 ,0.0) 155 ,0.0)
150 ,vec4 (0.0 156 ,vec4 (0.0
151 ,(0.0) - (sin (((Time) * (2.0)) * (0.0))) 157 ,(0.0) - (sin (((Time) * (2.0)) * (0.0)))
152 ,cos (((Time) * (2.0)) * (0.0)) 158 ,cos (((Time) * (2.0)) * (0.0))
153 ,0.0) 159 ,0.0)
154 ,vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 160 ,vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4
155 (4.0e-2,4.0e-2,4.0e-2,1.0))))); 161 (4.0e-2,4.0e-2,4.0e-2,1.0)))));
156 vo1 = vi1; 162 vo1 = vi1;
157 } 163 }
158
159 """ 164 """
160 , geometryShader = Nothing 165 , geometryShader = Nothing
161 , fragmentShader = 166 , fragmentShader =
162 """ 167 """
163 #version 330 core 168 #version 330 core
164 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 169 vec4 texture2D(sampler2D s,vec2 uv) {
165 smooth in vec4 vo1 ; 170 return texture(s,uv);
166 out vec4 f0 ; 171 }
172 smooth in vec4 vo1;
173 out vec4 f0;
167 void main() { 174 void main() {
168 f0 = vo1; 175 f0 = vo1;
169 } 176 }
170
171 """ 177 """
172 } 178 }
173 , Program 179 , Program
@@ -181,45 +187,47 @@ Pipeline
181 , vertexShader = 187 , vertexShader =
182 """ 188 """
183 #version 330 core 189 #version 330 core
184 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 190 vec4 texture2D(sampler2D s,vec2 uv) {
185 uniform mat4 MVP ; 191 return texture(s,uv);
186 uniform float Time ; 192 }
187 in vec4 vi1 ; 193 uniform mat4 MVP;
188 smooth out vec4 vo1 ; 194 uniform float Time;
195 in vec4 vi1;
196 smooth out vec4 vo1;
189 void main() { 197 void main() {
190 gl_Position = (mat4 198 gl_Position = (mat4
191 (vec4 (cos ((Time) * (-1.0)),sin ((Time) * (-1.0)),0.0,0.0) 199 (vec4 (cos ((Time) * (-1.0)),sin ((Time) * (-1.0)),0.0,0.0)
192 ,vec4 200 ,vec4
193 ((0.0) - (sin ((Time) * (-1.0))),cos ((Time) * (-1.0)),0.0,0.0) 201 ((0.0) - (sin ((Time) * (-1.0))),cos ((Time) * (-1.0)),0.0,0.0)
194 ,vec4 (0.0,0.0,1.0,0.0) 202 ,vec4 (0.0,0.0,1.0,0.0)
195 ,vec4 (0.0,0.0,0.0,1.0))) * ((MVP) * ((vec4 203 ,vec4 (0.0,0.0,0.0,1.0))) * ((MVP) * ((vec4
196 ((-0.5) + ((sin (Time)) * (0.1)),0.0,0.0,0.0)) + (((mat4 204 ((-0.5) + ((sin (Time)) * (0.1)),0.0,0.0,0.0)) + (((mat4
197 (vec4 (1.0,0.0,0.0,0.0) 205 (vec4 (1.0,0.0,0.0,0.0)
198 ,vec4 (0.0 206 ,vec4 (0.0
199 ,cos (((Time) * (2.0)) * (-1.0)) 207 ,cos (((Time) * (2.0)) * (-1.0))
200 ,sin (((Time) * (2.0)) * (-1.0)) 208 ,sin (((Time) * (2.0)) * (-1.0))
201 ,0.0) 209 ,0.0)
202 ,vec4 (0.0 210 ,vec4 (0.0
203 ,(0.0) - (sin (((Time) * (2.0)) * (-1.0))) 211 ,(0.0) - (sin (((Time) * (2.0)) * (-1.0)))
204 ,cos (((Time) * (2.0)) * (-1.0)) 212 ,cos (((Time) * (2.0)) * (-1.0))
205 ,0.0) 213 ,0.0)
206 ,vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 214 ,vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4
207 (4.0e-2,4.0e-2,4.0e-2,1.0))))); 215 (4.0e-2,4.0e-2,4.0e-2,1.0)))));
208 vo1 = vi1; 216 vo1 = vi1;
209 } 217 }
210
211 """ 218 """
212 , geometryShader = Nothing 219 , geometryShader = Nothing
213 , fragmentShader = 220 , fragmentShader =
214 """ 221 """
215 #version 330 core 222 #version 330 core
216 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 223 vec4 texture2D(sampler2D s,vec2 uv) {
217 smooth in vec4 vo1 ; 224 return texture(s,uv);
218 out vec4 f0 ; 225 }
226 smooth in vec4 vo1;
227 out vec4 f0;
219 void main() { 228 void main() {
220 f0 = vo1; 229 f0 = vo1;
221 } 230 }
222
223 """ 231 """
224 } 232 }
225 , Program 233 , Program
@@ -233,45 +241,47 @@ Pipeline
233 , vertexShader = 241 , vertexShader =
234 """ 242 """
235 #version 330 core 243 #version 330 core
236 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 244 vec4 texture2D(sampler2D s,vec2 uv) {
237 uniform mat4 MVP ; 245 return texture(s,uv);
238 uniform float Time ; 246 }
239 in vec4 vi1 ; 247 uniform mat4 MVP;
240 smooth out vec4 vo1 ; 248 uniform float Time;
249 in vec4 vi1;
250 smooth out vec4 vo1;
241 void main() { 251 void main() {
242 gl_Position = (mat4 252 gl_Position = (mat4
243 (vec4 (cos ((Time) * (0.75)),sin ((Time) * (0.75)),0.0,0.0) 253 (vec4 (cos ((Time) * (0.75)),sin ((Time) * (0.75)),0.0,0.0)
244 ,vec4 254 ,vec4
245 ((0.0) - (sin ((Time) * (0.75))),cos ((Time) * (0.75)),0.0,0.0) 255 ((0.0) - (sin ((Time) * (0.75))),cos ((Time) * (0.75)),0.0,0.0)
246 ,vec4 (0.0,0.0,1.0,0.0) 256 ,vec4 (0.0,0.0,1.0,0.0)
247 ,vec4 (0.0,0.0,0.0,1.0))) * ((MVP) * ((vec4 257 ,vec4 (0.0,0.0,0.0,1.0))) * ((MVP) * ((vec4
248 ((0.375) + ((sin (Time)) * (0.1)),0.0,0.0,0.0)) + (((mat4 258 ((0.375) + ((sin (Time)) * (0.1)),0.0,0.0,0.0)) + (((mat4
249 (vec4 (1.0,0.0,0.0,0.0) 259 (vec4 (1.0,0.0,0.0,0.0)
250 ,vec4 (0.0 260 ,vec4 (0.0
251 ,cos (((Time) * (2.0)) * (0.75)) 261 ,cos (((Time) * (2.0)) * (0.75))
252 ,sin (((Time) * (2.0)) * (0.75)) 262 ,sin (((Time) * (2.0)) * (0.75))
253 ,0.0) 263 ,0.0)
254 ,vec4 (0.0 264 ,vec4 (0.0
255 ,(0.0) - (sin (((Time) * (2.0)) * (0.75))) 265 ,(0.0) - (sin (((Time) * (2.0)) * (0.75)))
256 ,cos (((Time) * (2.0)) * (0.75)) 266 ,cos (((Time) * (2.0)) * (0.75))
257 ,0.0) 267 ,0.0)
258 ,vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 268 ,vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4
259 (4.0e-2,4.0e-2,4.0e-2,1.0))))); 269 (4.0e-2,4.0e-2,4.0e-2,1.0)))));
260 vo1 = vi1; 270 vo1 = vi1;
261 } 271 }
262
263 """ 272 """
264 , geometryShader = Nothing 273 , geometryShader = Nothing
265 , fragmentShader = 274 , fragmentShader =
266 """ 275 """
267 #version 330 core 276 #version 330 core
268 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 277 vec4 texture2D(sampler2D s,vec2 uv) {
269 smooth in vec4 vo1 ; 278 return texture(s,uv);
270 out vec4 f0 ; 279 }
280 smooth in vec4 vo1;
281 out vec4 f0;
271 void main() { 282 void main() {
272 f0 = vo1; 283 f0 = vo1;
273 } 284 }
274
275 """ 285 """
276 } 286 }
277 , Program 287 , Program
@@ -285,45 +295,47 @@ Pipeline
285 , vertexShader = 295 , vertexShader =
286 """ 296 """
287 #version 330 core 297 #version 330 core
288 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 298 vec4 texture2D(sampler2D s,vec2 uv) {
289 uniform mat4 MVP ; 299 return texture(s,uv);
290 uniform float Time ; 300 }
291 in vec4 vi1 ; 301 uniform mat4 MVP;
292 smooth out vec4 vo1 ; 302 uniform float Time;
303 in vec4 vi1;
304 smooth out vec4 vo1;
293 void main() { 305 void main() {
294 gl_Position = (mat4 306 gl_Position = (mat4
295 (vec4 (cos ((Time) * (0.3)),sin ((Time) * (0.3)),0.0,0.0) 307 (vec4 (cos ((Time) * (0.3)),sin ((Time) * (0.3)),0.0,0.0)
296 ,vec4 308 ,vec4
297 ((0.0) - (sin ((Time) * (0.3))),cos ((Time) * (0.3)),0.0,0.0) 309 ((0.0) - (sin ((Time) * (0.3))),cos ((Time) * (0.3)),0.0,0.0)
298 ,vec4 (0.0,0.0,1.0,0.0) 310 ,vec4 (0.0,0.0,1.0,0.0)
299 ,vec4 (0.0,0.0,0.0,1.0))) * ((MVP) * ((vec4 311 ,vec4 (0.0,0.0,0.0,1.0))) * ((MVP) * ((vec4
300 ((0.15) + ((sin (Time)) * (0.1)),0.0,0.0,0.0)) + (((mat4 312 ((0.15) + ((sin (Time)) * (0.1)),0.0,0.0,0.0)) + (((mat4
301 (vec4 (1.0,0.0,0.0,0.0) 313 (vec4 (1.0,0.0,0.0,0.0)
302 ,vec4 (0.0 314 ,vec4 (0.0
303 ,cos (((Time) * (2.0)) * (0.3)) 315 ,cos (((Time) * (2.0)) * (0.3))
304 ,sin (((Time) * (2.0)) * (0.3)) 316 ,sin (((Time) * (2.0)) * (0.3))
305 ,0.0) 317 ,0.0)
306 ,vec4 (0.0 318 ,vec4 (0.0
307 ,(0.0) - (sin (((Time) * (2.0)) * (0.3))) 319 ,(0.0) - (sin (((Time) * (2.0)) * (0.3)))
308 ,cos (((Time) * (2.0)) * (0.3)) 320 ,cos (((Time) * (2.0)) * (0.3))
309 ,0.0) 321 ,0.0)
310 ,vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 322 ,vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4
311 (4.0e-2,4.0e-2,4.0e-2,1.0))))); 323 (4.0e-2,4.0e-2,4.0e-2,1.0)))));
312 vo1 = vi1; 324 vo1 = vi1;
313 } 325 }
314
315 """ 326 """
316 , geometryShader = Nothing 327 , geometryShader = Nothing
317 , fragmentShader = 328 , fragmentShader =
318 """ 329 """
319 #version 330 core 330 #version 330 core
320 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 331 vec4 texture2D(sampler2D s,vec2 uv) {
321 smooth in vec4 vo1 ; 332 return texture(s,uv);
322 out vec4 f0 ; 333 }
334 smooth in vec4 vo1;
335 out vec4 f0;
323 void main() { 336 void main() {
324 f0 = vo1; 337 f0 = vo1;
325 } 338 }
326
327 """ 339 """
328 } 340 }
329 , Program 341 , Program
@@ -337,45 +349,47 @@ Pipeline
337 , vertexShader = 349 , vertexShader =
338 """ 350 """
339 #version 330 core 351 #version 330 core
340 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 352 vec4 texture2D(sampler2D s,vec2 uv) {
341 uniform mat4 MVP ; 353 return texture(s,uv);
342 uniform float Time ; 354 }
343 in vec4 vi1 ; 355 uniform mat4 MVP;
344 smooth out vec4 vo1 ; 356 uniform float Time;
357 in vec4 vi1;
358 smooth out vec4 vo1;
345 void main() { 359 void main() {
346 gl_Position = (mat4 360 gl_Position = (mat4
347 (vec4 (cos ((Time) * (0.5)),sin ((Time) * (0.5)),0.0,0.0) 361 (vec4 (cos ((Time) * (0.5)),sin ((Time) * (0.5)),0.0,0.0)
348 ,vec4 362 ,vec4
349 ((0.0) - (sin ((Time) * (0.5))),cos ((Time) * (0.5)),0.0,0.0) 363 ((0.0) - (sin ((Time) * (0.5))),cos ((Time) * (0.5)),0.0,0.0)
350 ,vec4 (0.0,0.0,1.0,0.0) 364 ,vec4 (0.0,0.0,1.0,0.0)
351 ,vec4 (0.0,0.0,0.0,1.0))) * ((MVP) * ((vec4 365 ,vec4 (0.0,0.0,0.0,1.0))) * ((MVP) * ((vec4
352 ((0.25) + ((sin (Time)) * (0.1)),0.0,0.0,0.0)) + (((mat4 366 ((0.25) + ((sin (Time)) * (0.1)),0.0,0.0,0.0)) + (((mat4
353 (vec4 (1.0,0.0,0.0,0.0) 367 (vec4 (1.0,0.0,0.0,0.0)
354 ,vec4 (0.0 368 ,vec4 (0.0
355 ,cos (((Time) * (2.0)) * (0.5)) 369 ,cos (((Time) * (2.0)) * (0.5))
356 ,sin (((Time) * (2.0)) * (0.5)) 370 ,sin (((Time) * (2.0)) * (0.5))
357 ,0.0) 371 ,0.0)
358 ,vec4 (0.0 372 ,vec4 (0.0
359 ,(0.0) - (sin (((Time) * (2.0)) * (0.5))) 373 ,(0.0) - (sin (((Time) * (2.0)) * (0.5)))
360 ,cos (((Time) * (2.0)) * (0.5)) 374 ,cos (((Time) * (2.0)) * (0.5))
361 ,0.0) 375 ,0.0)
362 ,vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 376 ,vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4
363 (4.0e-2,4.0e-2,4.0e-2,1.0))))); 377 (4.0e-2,4.0e-2,4.0e-2,1.0)))));
364 vo1 = vi1; 378 vo1 = vi1;
365 } 379 }
366
367 """ 380 """
368 , geometryShader = Nothing 381 , geometryShader = Nothing
369 , fragmentShader = 382 , fragmentShader =
370 """ 383 """
371 #version 330 core 384 #version 330 core
372 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 385 vec4 texture2D(sampler2D s,vec2 uv) {
373 smooth in vec4 vo1 ; 386 return texture(s,uv);
374 out vec4 f0 ; 387 }
388 smooth in vec4 vo1;
389 out vec4 f0;
375 void main() { 390 void main() {
376 f0 = vo1; 391 f0 = vo1;
377 } 392 }
378
379 """ 393 """
380 } 394 }
381 , Program 395 , Program
@@ -389,45 +403,47 @@ Pipeline
389 , vertexShader = 403 , vertexShader =
390 """ 404 """
391 #version 330 core 405 #version 330 core
392 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 406 vec4 texture2D(sampler2D s,vec2 uv) {
393 uniform mat4 MVP ; 407 return texture(s,uv);
394 uniform float Time ; 408 }
395 in vec4 vi1 ; 409 uniform mat4 MVP;
396 smooth out vec4 vo1 ; 410 uniform float Time;
411 in vec4 vi1;
412 smooth out vec4 vo1;
397 void main() { 413 void main() {
398 gl_Position = (mat4 414 gl_Position = (mat4
399 (vec4 (cos ((Time) * (0.0)),sin ((Time) * (0.0)),0.0,0.0) 415 (vec4 (cos ((Time) * (0.0)),sin ((Time) * (0.0)),0.0,0.0)
400 ,vec4 416 ,vec4
401 ((0.0) - (sin ((Time) * (0.0))),cos ((Time) * (0.0)),0.0,0.0) 417 ((0.0) - (sin ((Time) * (0.0))),cos ((Time) * (0.0)),0.0,0.0)
402 ,vec4 (0.0,0.0,1.0,0.0) 418 ,vec4 (0.0,0.0,1.0,0.0)
403 ,vec4 (0.0,0.0,0.0,1.0))) * ((MVP) * ((vec4 419 ,vec4 (0.0,0.0,0.0,1.0))) * ((MVP) * ((vec4
404 ((0.0) + ((sin (Time)) * (0.1)),0.0,0.0,0.0)) + (((mat4 420 ((0.0) + ((sin (Time)) * (0.1)),0.0,0.0,0.0)) + (((mat4
405 (vec4 (1.0,0.0,0.0,0.0) 421 (vec4 (1.0,0.0,0.0,0.0)
406 ,vec4 (0.0 422 ,vec4 (0.0
407 ,cos (((Time) * (2.0)) * (0.0)) 423 ,cos (((Time) * (2.0)) * (0.0))
408 ,sin (((Time) * (2.0)) * (0.0)) 424 ,sin (((Time) * (2.0)) * (0.0))
409 ,0.0) 425 ,0.0)
410 ,vec4 (0.0 426 ,vec4 (0.0
411 ,(0.0) - (sin (((Time) * (2.0)) * (0.0))) 427 ,(0.0) - (sin (((Time) * (2.0)) * (0.0)))
412 ,cos (((Time) * (2.0)) * (0.0)) 428 ,cos (((Time) * (2.0)) * (0.0))
413 ,0.0) 429 ,0.0)
414 ,vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 430 ,vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4
415 (4.0e-2,4.0e-2,4.0e-2,1.0))))); 431 (4.0e-2,4.0e-2,4.0e-2,1.0)))));
416 vo1 = vi1; 432 vo1 = vi1;
417 } 433 }
418
419 """ 434 """
420 , geometryShader = Nothing 435 , geometryShader = Nothing
421 , fragmentShader = 436 , fragmentShader =
422 """ 437 """
423 #version 330 core 438 #version 330 core
424 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 439 vec4 texture2D(sampler2D s,vec2 uv) {
425 smooth in vec4 vo1 ; 440 return texture(s,uv);
426 out vec4 f0 ; 441 }
442 smooth in vec4 vo1;
443 out vec4 f0;
427 void main() { 444 void main() {
428 f0 = vo1; 445 f0 = vo1;
429 } 446 }
430
431 """ 447 """
432 } 448 }
433 , Program 449 , Program
@@ -441,45 +457,47 @@ Pipeline
441 , vertexShader = 457 , vertexShader =
442 """ 458 """
443 #version 330 core 459 #version 330 core
444 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 460 vec4 texture2D(sampler2D s,vec2 uv) {
445 uniform mat4 MVP ; 461 return texture(s,uv);
446 uniform float Time ; 462 }
447 in vec4 vi1 ; 463 uniform mat4 MVP;
448 smooth out vec4 vo1 ; 464 uniform float Time;
465 in vec4 vi1;
466 smooth out vec4 vo1;
449 void main() { 467 void main() {
450 gl_Position = (mat4 468 gl_Position = (mat4
451 (vec4 (cos ((Time) * (-0.5)),sin ((Time) * (-0.5)),0.0,0.0) 469 (vec4 (cos ((Time) * (-0.5)),sin ((Time) * (-0.5)),0.0,0.0)
452 ,vec4 470 ,vec4
453 ((0.0) - (sin ((Time) * (-0.5))),cos ((Time) * (-0.5)),0.0,0.0) 471 ((0.0) - (sin ((Time) * (-0.5))),cos ((Time) * (-0.5)),0.0,0.0)
454 ,vec4 (0.0,0.0,1.0,0.0) 472 ,vec4 (0.0,0.0,1.0,0.0)
455 ,vec4 (0.0,0.0,0.0,1.0))) * ((MVP) * ((vec4 473 ,vec4 (0.0,0.0,0.0,1.0))) * ((MVP) * ((vec4
456 ((-0.25) + ((sin (Time)) * (0.1)),0.0,0.0,0.0)) + (((mat4 474 ((-0.25) + ((sin (Time)) * (0.1)),0.0,0.0,0.0)) + (((mat4
457 (vec4 (1.0,0.0,0.0,0.0) 475 (vec4 (1.0,0.0,0.0,0.0)
458 ,vec4 (0.0 476 ,vec4 (0.0
459 ,cos (((Time) * (2.0)) * (-0.5)) 477 ,cos (((Time) * (2.0)) * (-0.5))
460 ,sin (((Time) * (2.0)) * (-0.5)) 478 ,sin (((Time) * (2.0)) * (-0.5))
461 ,0.0) 479 ,0.0)
462 ,vec4 (0.0 480 ,vec4 (0.0
463 ,(0.0) - (sin (((Time) * (2.0)) * (-0.5))) 481 ,(0.0) - (sin (((Time) * (2.0)) * (-0.5)))
464 ,cos (((Time) * (2.0)) * (-0.5)) 482 ,cos (((Time) * (2.0)) * (-0.5))
465 ,0.0) 483 ,0.0)
466 ,vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 484 ,vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4
467 (4.0e-2,4.0e-2,4.0e-2,1.0))))); 485 (4.0e-2,4.0e-2,4.0e-2,1.0)))));
468 vo1 = vi1; 486 vo1 = vi1;
469 } 487 }
470
471 """ 488 """
472 , geometryShader = Nothing 489 , geometryShader = Nothing
473 , fragmentShader = 490 , fragmentShader =
474 """ 491 """
475 #version 330 core 492 #version 330 core
476 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} 493 vec4 texture2D(sampler2D s,vec2 uv) {
477 smooth in vec4 vo1 ; 494 return texture(s,uv);
478 out vec4 f0 ; 495 }
496 smooth in vec4 vo1;
497 out vec4 f0;
479 void main() { 498 void main() {
480 f0 = vo1; 499 f0 = vo1;
481 } 500 }
482
483 """ 501 """
484 } 502 }
485 ] 503 ]