diff options
author | Péter Diviánszky <divipp@gmail.com> | 2016-02-14 15:02:55 +0100 |
---|---|---|
committer | Péter Diviánszky <divipp@gmail.com> | 2016-02-14 15:02:55 +0100 |
commit | 34e78f10452d1a1628a85eab443a4a672fd44ec3 (patch) | |
tree | 56321512ba2cdc3f3f62395818fa5c2f8b9a17f4 /testdata/example08.out | |
parent | 87cefc9cacb9e82c4340c8552d9373175980faca (diff) |
refactoring
Diffstat (limited to 'testdata/example08.out')
-rw-r--r-- | testdata/example08.out | 576 |
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 | ] |