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authorPéter Diviánszky <divipp@gmail.com>2016-02-29 11:42:54 +0100
committerPéter Diviánszky <divipp@gmail.com>2016-02-29 11:43:07 +0100
commit3f7ebace8562ff63e030f19af2841f9c2a537bc3 (patch)
treeca8018c7eddf26b2aecab953c9fd2ccf343fa5c6 /testdata/example08.out
parent1e7cd49b76c0764b9e424aa6702929005c235cb9 (diff)
dependency change: pretty-compact --> wl-pprint
Diffstat (limited to 'testdata/example08.out')
-rw-r--r--testdata/example08.out416
1 files changed, 312 insertions, 104 deletions
diff --git a/testdata/example08.out b/testdata/example08.out
index 66bca652..f0a3c3d4 100644
--- a/testdata/example08.out
+++ b/testdata/example08.out
@@ -25,7 +25,8 @@ Pipeline
25 , vertexShader = 25 , vertexShader =
26 """ 26 """
27 #version 330 core 27 #version 330 core
28 vec4 texture2D(sampler2D s,vec2 uv) { 28 vec4 texture2D(sampler2D s
29 ,vec2 uv) {
29 return texture(s,uv); 30 return texture(s,uv);
30 } 31 }
31 uniform mat4 MVP; 32 uniform mat4 MVP;
@@ -33,33 +34,57 @@ Pipeline
33 in vec4 vi1; 34 in vec4 vi1;
34 smooth out vec4 vo1; 35 smooth out vec4 vo1;
35 mat4 rotMatrixX(float z0) { 36 mat4 rotMatrixX(float z0) {
36 return mat4 (vec4 (1.0,0.0,0.0,0.0) 37 return mat4 (vec4 (1.0
37 ,vec4 (0.0,cos (z0),sin (z0),0.0) 38 ,0.0
38 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) 39 ,0.0
40 ,0.0)
41 ,vec4 (0.0
42 ,cos (z0)
43 ,sin (z0)
44 ,0.0)
45 ,vec4 (0.0
46 ,(0.0) - (sin (z0))
47 ,cos (z0)
48 ,0.0)
39 ,vec4 (0.0,0.0,0.0,1.0)); 49 ,vec4 (0.0,0.0,0.0,1.0));
40 } 50 }
41 mat4 rotMatrixZ(float z0) { 51 mat4 rotMatrixZ(float z0) {
42 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0) 52 return mat4 (vec4 (cos (z0)
43 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0) 53 ,sin (z0)
54 ,0.0
55 ,0.0)
56 ,vec4 ((0.0) - (sin (z0))
57 ,cos (z0)
58 ,0.0
59 ,0.0)
44 ,vec4 (0.0,0.0,1.0,0.0) 60 ,vec4 (0.0,0.0,1.0,0.0)
45 ,vec4 (0.0,0.0,0.0,1.0)); 61 ,vec4 (0.0,0.0,0.0,1.0));
46 } 62 }
47 vec4 scale(float z0,vec4 z1) { 63 vec4 scale(float z0,vec4 z1) {
48 return (z1) * (vec4 (z0,z0,z0,1.0)); 64 return (z1) * (vec4 (z0
65 ,z0
66 ,z0
67 ,1.0));
49 } 68 }
50 vec4 trMat_4_4_Float(mat4 z0,vec4 z1) { 69 vec4 trMat_4_4_Float(mat4 z0
70 ,vec4 z1) {
51 return (z0) * (z1); 71 return (z0) * (z1);
52 } 72 }
53 vec4 trX(float z0,vec4 z1) { 73 vec4 trX(float z0,vec4 z1) {
54 return (vec4 (z0,0.0,0.0,0.0)) + (z1); 74 return (vec4 (z0
75 ,0.0
76 ,0.0
77 ,0.0)) + (z1);
55 } 78 }
56 void main() { 79 void main() {
57 gl_Position = trMat_4_4_Float 80 gl_Position = trMat_4_4_Float
58 (rotMatrixZ ((Time) * (2.0)) 81 (rotMatrixZ ((Time) * (2.0))
59 ,(MVP) * (trX ((1.0) + ((sin (Time)) * (0.1)) 82 ,(MVP) * (trX ((1.0) + ((sin
83 (Time)) * (0.1))
60 ,scale (4.0e-2 84 ,scale (4.0e-2
61 ,trMat_4_4_Float 85 ,trMat_4_4_Float (rotMatrixX
62 (rotMatrixX (((Time) * (2.0)) * (2.0)),vi1))))); 86 (((Time) * (2.0)) * (2.0))
87 ,vi1)))));
63 vo1 = vi1; 88 vo1 = vi1;
64 } 89 }
65 """ 90 """
@@ -67,7 +92,8 @@ Pipeline
67 , fragmentShader = 92 , fragmentShader =
68 """ 93 """
69 #version 330 core 94 #version 330 core
70 vec4 texture2D(sampler2D s,vec2 uv) { 95 vec4 texture2D(sampler2D s
96 ,vec2 uv) {
71 return texture(s,uv); 97 return texture(s,uv);
72 } 98 }
73 smooth in vec4 vo1; 99 smooth in vec4 vo1;
@@ -88,7 +114,8 @@ Pipeline
88 , vertexShader = 114 , vertexShader =
89 """ 115 """
90 #version 330 core 116 #version 330 core
91 vec4 texture2D(sampler2D s,vec2 uv) { 117 vec4 texture2D(sampler2D s
118 ,vec2 uv) {
92 return texture(s,uv); 119 return texture(s,uv);
93 } 120 }
94 uniform mat4 MVP; 121 uniform mat4 MVP;
@@ -96,33 +123,57 @@ Pipeline
96 in vec4 vi1; 123 in vec4 vi1;
97 smooth out vec4 vo1; 124 smooth out vec4 vo1;
98 mat4 rotMatrixX(float z0) { 125 mat4 rotMatrixX(float z0) {
99 return mat4 (vec4 (1.0,0.0,0.0,0.0) 126 return mat4 (vec4 (1.0
100 ,vec4 (0.0,cos (z0),sin (z0),0.0) 127 ,0.0
101 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) 128 ,0.0
129 ,0.0)
130 ,vec4 (0.0
131 ,cos (z0)
132 ,sin (z0)
133 ,0.0)
134 ,vec4 (0.0
135 ,(0.0) - (sin (z0))
136 ,cos (z0)
137 ,0.0)
102 ,vec4 (0.0,0.0,0.0,1.0)); 138 ,vec4 (0.0,0.0,0.0,1.0));
103 } 139 }
104 mat4 rotMatrixZ(float z0) { 140 mat4 rotMatrixZ(float z0) {
105 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0) 141 return mat4 (vec4 (cos (z0)
106 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0) 142 ,sin (z0)
143 ,0.0
144 ,0.0)
145 ,vec4 ((0.0) - (sin (z0))
146 ,cos (z0)
147 ,0.0
148 ,0.0)
107 ,vec4 (0.0,0.0,1.0,0.0) 149 ,vec4 (0.0,0.0,1.0,0.0)
108 ,vec4 (0.0,0.0,0.0,1.0)); 150 ,vec4 (0.0,0.0,0.0,1.0));
109 } 151 }
110 vec4 scale(float z0,vec4 z1) { 152 vec4 scale(float z0,vec4 z1) {
111 return (z1) * (vec4 (z0,z0,z0,1.0)); 153 return (z1) * (vec4 (z0
154 ,z0
155 ,z0
156 ,1.0));
112 } 157 }
113 vec4 trMat_4_4_Float(mat4 z0,vec4 z1) { 158 vec4 trMat_4_4_Float(mat4 z0
159 ,vec4 z1) {
114 return (z0) * (z1); 160 return (z0) * (z1);
115 } 161 }
116 vec4 trX(float z0,vec4 z1) { 162 vec4 trX(float z0,vec4 z1) {
117 return (vec4 (z0,0.0,0.0,0.0)) + (z1); 163 return (vec4 (z0
164 ,0.0
165 ,0.0
166 ,0.0)) + (z1);
118 } 167 }
119 void main() { 168 void main() {
120 gl_Position = trMat_4_4_Float 169 gl_Position = trMat_4_4_Float
121 (rotMatrixZ ((Time) * (1.0)) 170 (rotMatrixZ ((Time) * (1.0))
122 ,(MVP) * (trX ((0.5) + ((sin (Time)) * (0.1)) 171 ,(MVP) * (trX ((0.5) + ((sin
172 (Time)) * (0.1))
123 ,scale (4.0e-2 173 ,scale (4.0e-2
124 ,trMat_4_4_Float 174 ,trMat_4_4_Float (rotMatrixX
125 (rotMatrixX (((Time) * (2.0)) * (1.0)),vi1))))); 175 (((Time) * (2.0)) * (1.0))
176 ,vi1)))));
126 vo1 = vi1; 177 vo1 = vi1;
127 } 178 }
128 """ 179 """
@@ -130,7 +181,8 @@ Pipeline
130 , fragmentShader = 181 , fragmentShader =
131 """ 182 """
132 #version 330 core 183 #version 330 core
133 vec4 texture2D(sampler2D s,vec2 uv) { 184 vec4 texture2D(sampler2D s
185 ,vec2 uv) {
134 return texture(s,uv); 186 return texture(s,uv);
135 } 187 }
136 smooth in vec4 vo1; 188 smooth in vec4 vo1;
@@ -151,7 +203,8 @@ Pipeline
151 , vertexShader = 203 , vertexShader =
152 """ 204 """
153 #version 330 core 205 #version 330 core
154 vec4 texture2D(sampler2D s,vec2 uv) { 206 vec4 texture2D(sampler2D s
207 ,vec2 uv) {
155 return texture(s,uv); 208 return texture(s,uv);
156 } 209 }
157 uniform mat4 MVP; 210 uniform mat4 MVP;
@@ -159,33 +212,57 @@ Pipeline
159 in vec4 vi1; 212 in vec4 vi1;
160 smooth out vec4 vo1; 213 smooth out vec4 vo1;
161 mat4 rotMatrixX(float z0) { 214 mat4 rotMatrixX(float z0) {
162 return mat4 (vec4 (1.0,0.0,0.0,0.0) 215 return mat4 (vec4 (1.0
163 ,vec4 (0.0,cos (z0),sin (z0),0.0) 216 ,0.0
164 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) 217 ,0.0
218 ,0.0)
219 ,vec4 (0.0
220 ,cos (z0)
221 ,sin (z0)
222 ,0.0)
223 ,vec4 (0.0
224 ,(0.0) - (sin (z0))
225 ,cos (z0)
226 ,0.0)
165 ,vec4 (0.0,0.0,0.0,1.0)); 227 ,vec4 (0.0,0.0,0.0,1.0));
166 } 228 }
167 mat4 rotMatrixZ(float z0) { 229 mat4 rotMatrixZ(float z0) {
168 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0) 230 return mat4 (vec4 (cos (z0)
169 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0) 231 ,sin (z0)
232 ,0.0
233 ,0.0)
234 ,vec4 ((0.0) - (sin (z0))
235 ,cos (z0)
236 ,0.0
237 ,0.0)
170 ,vec4 (0.0,0.0,1.0,0.0) 238 ,vec4 (0.0,0.0,1.0,0.0)
171 ,vec4 (0.0,0.0,0.0,1.0)); 239 ,vec4 (0.0,0.0,0.0,1.0));
172 } 240 }
173 vec4 scale(float z0,vec4 z1) { 241 vec4 scale(float z0,vec4 z1) {
174 return (z1) * (vec4 (z0,z0,z0,1.0)); 242 return (z1) * (vec4 (z0
243 ,z0
244 ,z0
245 ,1.0));
175 } 246 }
176 vec4 trMat_4_4_Float(mat4 z0,vec4 z1) { 247 vec4 trMat_4_4_Float(mat4 z0
248 ,vec4 z1) {
177 return (z0) * (z1); 249 return (z0) * (z1);
178 } 250 }
179 vec4 trX(float z0,vec4 z1) { 251 vec4 trX(float z0,vec4 z1) {
180 return (vec4 (z0,0.0,0.0,0.0)) + (z1); 252 return (vec4 (z0
253 ,0.0
254 ,0.0
255 ,0.0)) + (z1);
181 } 256 }
182 void main() { 257 void main() {
183 gl_Position = trMat_4_4_Float 258 gl_Position = trMat_4_4_Float
184 (rotMatrixZ ((Time) * (0.0)) 259 (rotMatrixZ ((Time) * (0.0))
185 ,(MVP) * (trX ((0.0) + ((sin (Time)) * (0.1)) 260 ,(MVP) * (trX ((0.0) + ((sin
261 (Time)) * (0.1))
186 ,scale (4.0e-2 262 ,scale (4.0e-2
187 ,trMat_4_4_Float 263 ,trMat_4_4_Float (rotMatrixX
188 (rotMatrixX (((Time) * (2.0)) * (0.0)),vi1))))); 264 (((Time) * (2.0)) * (0.0))
265 ,vi1)))));
189 vo1 = vi1; 266 vo1 = vi1;
190 } 267 }
191 """ 268 """
@@ -193,7 +270,8 @@ Pipeline
193 , fragmentShader = 270 , fragmentShader =
194 """ 271 """
195 #version 330 core 272 #version 330 core
196 vec4 texture2D(sampler2D s,vec2 uv) { 273 vec4 texture2D(sampler2D s
274 ,vec2 uv) {
197 return texture(s,uv); 275 return texture(s,uv);
198 } 276 }
199 smooth in vec4 vo1; 277 smooth in vec4 vo1;
@@ -214,7 +292,8 @@ Pipeline
214 , vertexShader = 292 , vertexShader =
215 """ 293 """
216 #version 330 core 294 #version 330 core
217 vec4 texture2D(sampler2D s,vec2 uv) { 295 vec4 texture2D(sampler2D s
296 ,vec2 uv) {
218 return texture(s,uv); 297 return texture(s,uv);
219 } 298 }
220 uniform mat4 MVP; 299 uniform mat4 MVP;
@@ -222,33 +301,57 @@ Pipeline
222 in vec4 vi1; 301 in vec4 vi1;
223 smooth out vec4 vo1; 302 smooth out vec4 vo1;
224 mat4 rotMatrixX(float z0) { 303 mat4 rotMatrixX(float z0) {
225 return mat4 (vec4 (1.0,0.0,0.0,0.0) 304 return mat4 (vec4 (1.0
226 ,vec4 (0.0,cos (z0),sin (z0),0.0) 305 ,0.0
227 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) 306 ,0.0
307 ,0.0)
308 ,vec4 (0.0
309 ,cos (z0)
310 ,sin (z0)
311 ,0.0)
312 ,vec4 (0.0
313 ,(0.0) - (sin (z0))
314 ,cos (z0)
315 ,0.0)
228 ,vec4 (0.0,0.0,0.0,1.0)); 316 ,vec4 (0.0,0.0,0.0,1.0));
229 } 317 }
230 mat4 rotMatrixZ(float z0) { 318 mat4 rotMatrixZ(float z0) {
231 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0) 319 return mat4 (vec4 (cos (z0)
232 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0) 320 ,sin (z0)
321 ,0.0
322 ,0.0)
323 ,vec4 ((0.0) - (sin (z0))
324 ,cos (z0)
325 ,0.0
326 ,0.0)
233 ,vec4 (0.0,0.0,1.0,0.0) 327 ,vec4 (0.0,0.0,1.0,0.0)
234 ,vec4 (0.0,0.0,0.0,1.0)); 328 ,vec4 (0.0,0.0,0.0,1.0));
235 } 329 }
236 vec4 scale(float z0,vec4 z1) { 330 vec4 scale(float z0,vec4 z1) {
237 return (z1) * (vec4 (z0,z0,z0,1.0)); 331 return (z1) * (vec4 (z0
332 ,z0
333 ,z0
334 ,1.0));
238 } 335 }
239 vec4 trMat_4_4_Float(mat4 z0,vec4 z1) { 336 vec4 trMat_4_4_Float(mat4 z0
337 ,vec4 z1) {
240 return (z0) * (z1); 338 return (z0) * (z1);
241 } 339 }
242 vec4 trX(float z0,vec4 z1) { 340 vec4 trX(float z0,vec4 z1) {
243 return (vec4 (z0,0.0,0.0,0.0)) + (z1); 341 return (vec4 (z0
342 ,0.0
343 ,0.0
344 ,0.0)) + (z1);
244 } 345 }
245 void main() { 346 void main() {
246 gl_Position = trMat_4_4_Float 347 gl_Position = trMat_4_4_Float
247 (rotMatrixZ ((Time) * (-1.0)) 348 (rotMatrixZ ((Time) * (-1.0))
248 ,(MVP) * (trX ((-0.5) + ((sin (Time)) * (0.1)) 349 ,(MVP) * (trX ((-0.5) + ((sin
350 (Time)) * (0.1))
249 ,scale (4.0e-2 351 ,scale (4.0e-2
250 ,trMat_4_4_Float 352 ,trMat_4_4_Float (rotMatrixX
251 (rotMatrixX (((Time) * (2.0)) * (-1.0)),vi1))))); 353 (((Time) * (2.0)) * (-1.0))
354 ,vi1)))));
252 vo1 = vi1; 355 vo1 = vi1;
253 } 356 }
254 """ 357 """
@@ -256,7 +359,8 @@ Pipeline
256 , fragmentShader = 359 , fragmentShader =
257 """ 360 """
258 #version 330 core 361 #version 330 core
259 vec4 texture2D(sampler2D s,vec2 uv) { 362 vec4 texture2D(sampler2D s
363 ,vec2 uv) {
260 return texture(s,uv); 364 return texture(s,uv);
261 } 365 }
262 smooth in vec4 vo1; 366 smooth in vec4 vo1;
@@ -277,7 +381,8 @@ Pipeline
277 , vertexShader = 381 , vertexShader =
278 """ 382 """
279 #version 330 core 383 #version 330 core
280 vec4 texture2D(sampler2D s,vec2 uv) { 384 vec4 texture2D(sampler2D s
385 ,vec2 uv) {
281 return texture(s,uv); 386 return texture(s,uv);
282 } 387 }
283 uniform mat4 MVP; 388 uniform mat4 MVP;
@@ -285,33 +390,57 @@ Pipeline
285 in vec4 vi1; 390 in vec4 vi1;
286 smooth out vec4 vo1; 391 smooth out vec4 vo1;
287 mat4 rotMatrixX(float z0) { 392 mat4 rotMatrixX(float z0) {
288 return mat4 (vec4 (1.0,0.0,0.0,0.0) 393 return mat4 (vec4 (1.0
289 ,vec4 (0.0,cos (z0),sin (z0),0.0) 394 ,0.0
290 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) 395 ,0.0
396 ,0.0)
397 ,vec4 (0.0
398 ,cos (z0)
399 ,sin (z0)
400 ,0.0)
401 ,vec4 (0.0
402 ,(0.0) - (sin (z0))
403 ,cos (z0)
404 ,0.0)
291 ,vec4 (0.0,0.0,0.0,1.0)); 405 ,vec4 (0.0,0.0,0.0,1.0));
292 } 406 }
293 mat4 rotMatrixZ(float z0) { 407 mat4 rotMatrixZ(float z0) {
294 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0) 408 return mat4 (vec4 (cos (z0)
295 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0) 409 ,sin (z0)
410 ,0.0
411 ,0.0)
412 ,vec4 ((0.0) - (sin (z0))
413 ,cos (z0)
414 ,0.0
415 ,0.0)
296 ,vec4 (0.0,0.0,1.0,0.0) 416 ,vec4 (0.0,0.0,1.0,0.0)
297 ,vec4 (0.0,0.0,0.0,1.0)); 417 ,vec4 (0.0,0.0,0.0,1.0));
298 } 418 }
299 vec4 scale(float z0,vec4 z1) { 419 vec4 scale(float z0,vec4 z1) {
300 return (z1) * (vec4 (z0,z0,z0,1.0)); 420 return (z1) * (vec4 (z0
421 ,z0
422 ,z0
423 ,1.0));
301 } 424 }
302 vec4 trMat_4_4_Float(mat4 z0,vec4 z1) { 425 vec4 trMat_4_4_Float(mat4 z0
426 ,vec4 z1) {
303 return (z0) * (z1); 427 return (z0) * (z1);
304 } 428 }
305 vec4 trX(float z0,vec4 z1) { 429 vec4 trX(float z0,vec4 z1) {
306 return (vec4 (z0,0.0,0.0,0.0)) + (z1); 430 return (vec4 (z0
431 ,0.0
432 ,0.0
433 ,0.0)) + (z1);
307 } 434 }
308 void main() { 435 void main() {
309 gl_Position = trMat_4_4_Float 436 gl_Position = trMat_4_4_Float
310 (rotMatrixZ ((Time) * (0.75)) 437 (rotMatrixZ ((Time) * (0.75))
311 ,(MVP) * (trX ((0.375) + ((sin (Time)) * (0.1)) 438 ,(MVP) * (trX ((0.375) + ((sin
439 (Time)) * (0.1))
312 ,scale (4.0e-2 440 ,scale (4.0e-2
313 ,trMat_4_4_Float 441 ,trMat_4_4_Float (rotMatrixX
314 (rotMatrixX (((Time) * (2.0)) * (0.75)),vi1))))); 442 (((Time) * (2.0)) * (0.75))
443 ,vi1)))));
315 vo1 = vi1; 444 vo1 = vi1;
316 } 445 }
317 """ 446 """
@@ -319,7 +448,8 @@ Pipeline
319 , fragmentShader = 448 , fragmentShader =
320 """ 449 """
321 #version 330 core 450 #version 330 core
322 vec4 texture2D(sampler2D s,vec2 uv) { 451 vec4 texture2D(sampler2D s
452 ,vec2 uv) {
323 return texture(s,uv); 453 return texture(s,uv);
324 } 454 }
325 smooth in vec4 vo1; 455 smooth in vec4 vo1;
@@ -340,7 +470,8 @@ Pipeline
340 , vertexShader = 470 , vertexShader =
341 """ 471 """
342 #version 330 core 472 #version 330 core
343 vec4 texture2D(sampler2D s,vec2 uv) { 473 vec4 texture2D(sampler2D s
474 ,vec2 uv) {
344 return texture(s,uv); 475 return texture(s,uv);
345 } 476 }
346 uniform mat4 MVP; 477 uniform mat4 MVP;
@@ -348,33 +479,57 @@ Pipeline
348 in vec4 vi1; 479 in vec4 vi1;
349 smooth out vec4 vo1; 480 smooth out vec4 vo1;
350 mat4 rotMatrixX(float z0) { 481 mat4 rotMatrixX(float z0) {
351 return mat4 (vec4 (1.0,0.0,0.0,0.0) 482 return mat4 (vec4 (1.0
352 ,vec4 (0.0,cos (z0),sin (z0),0.0) 483 ,0.0
353 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) 484 ,0.0
485 ,0.0)
486 ,vec4 (0.0
487 ,cos (z0)
488 ,sin (z0)
489 ,0.0)
490 ,vec4 (0.0
491 ,(0.0) - (sin (z0))
492 ,cos (z0)
493 ,0.0)
354 ,vec4 (0.0,0.0,0.0,1.0)); 494 ,vec4 (0.0,0.0,0.0,1.0));
355 } 495 }
356 mat4 rotMatrixZ(float z0) { 496 mat4 rotMatrixZ(float z0) {
357 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0) 497 return mat4 (vec4 (cos (z0)
358 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0) 498 ,sin (z0)
499 ,0.0
500 ,0.0)
501 ,vec4 ((0.0) - (sin (z0))
502 ,cos (z0)
503 ,0.0
504 ,0.0)
359 ,vec4 (0.0,0.0,1.0,0.0) 505 ,vec4 (0.0,0.0,1.0,0.0)
360 ,vec4 (0.0,0.0,0.0,1.0)); 506 ,vec4 (0.0,0.0,0.0,1.0));
361 } 507 }
362 vec4 scale(float z0,vec4 z1) { 508 vec4 scale(float z0,vec4 z1) {
363 return (z1) * (vec4 (z0,z0,z0,1.0)); 509 return (z1) * (vec4 (z0
510 ,z0
511 ,z0
512 ,1.0));
364 } 513 }
365 vec4 trMat_4_4_Float(mat4 z0,vec4 z1) { 514 vec4 trMat_4_4_Float(mat4 z0
515 ,vec4 z1) {
366 return (z0) * (z1); 516 return (z0) * (z1);
367 } 517 }
368 vec4 trX(float z0,vec4 z1) { 518 vec4 trX(float z0,vec4 z1) {
369 return (vec4 (z0,0.0,0.0,0.0)) + (z1); 519 return (vec4 (z0
520 ,0.0
521 ,0.0
522 ,0.0)) + (z1);
370 } 523 }
371 void main() { 524 void main() {
372 gl_Position = trMat_4_4_Float 525 gl_Position = trMat_4_4_Float
373 (rotMatrixZ ((Time) * (0.3)) 526 (rotMatrixZ ((Time) * (0.3))
374 ,(MVP) * (trX ((0.15) + ((sin (Time)) * (0.1)) 527 ,(MVP) * (trX ((0.15) + ((sin
528 (Time)) * (0.1))
375 ,scale (4.0e-2 529 ,scale (4.0e-2
376 ,trMat_4_4_Float 530 ,trMat_4_4_Float (rotMatrixX
377 (rotMatrixX (((Time) * (2.0)) * (0.3)),vi1))))); 531 (((Time) * (2.0)) * (0.3))
532 ,vi1)))));
378 vo1 = vi1; 533 vo1 = vi1;
379 } 534 }
380 """ 535 """
@@ -382,7 +537,8 @@ Pipeline
382 , fragmentShader = 537 , fragmentShader =
383 """ 538 """
384 #version 330 core 539 #version 330 core
385 vec4 texture2D(sampler2D s,vec2 uv) { 540 vec4 texture2D(sampler2D s
541 ,vec2 uv) {
386 return texture(s,uv); 542 return texture(s,uv);
387 } 543 }
388 smooth in vec4 vo1; 544 smooth in vec4 vo1;
@@ -403,7 +559,8 @@ Pipeline
403 , vertexShader = 559 , vertexShader =
404 """ 560 """
405 #version 330 core 561 #version 330 core
406 vec4 texture2D(sampler2D s,vec2 uv) { 562 vec4 texture2D(sampler2D s
563 ,vec2 uv) {
407 return texture(s,uv); 564 return texture(s,uv);
408 } 565 }
409 uniform mat4 MVP; 566 uniform mat4 MVP;
@@ -411,33 +568,57 @@ Pipeline
411 in vec4 vi1; 568 in vec4 vi1;
412 smooth out vec4 vo1; 569 smooth out vec4 vo1;
413 mat4 rotMatrixX(float z0) { 570 mat4 rotMatrixX(float z0) {
414 return mat4 (vec4 (1.0,0.0,0.0,0.0) 571 return mat4 (vec4 (1.0
415 ,vec4 (0.0,cos (z0),sin (z0),0.0) 572 ,0.0
416 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) 573 ,0.0
574 ,0.0)
575 ,vec4 (0.0
576 ,cos (z0)
577 ,sin (z0)
578 ,0.0)
579 ,vec4 (0.0
580 ,(0.0) - (sin (z0))
581 ,cos (z0)
582 ,0.0)
417 ,vec4 (0.0,0.0,0.0,1.0)); 583 ,vec4 (0.0,0.0,0.0,1.0));
418 } 584 }
419 mat4 rotMatrixZ(float z0) { 585 mat4 rotMatrixZ(float z0) {
420 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0) 586 return mat4 (vec4 (cos (z0)
421 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0) 587 ,sin (z0)
588 ,0.0
589 ,0.0)
590 ,vec4 ((0.0) - (sin (z0))
591 ,cos (z0)
592 ,0.0
593 ,0.0)
422 ,vec4 (0.0,0.0,1.0,0.0) 594 ,vec4 (0.0,0.0,1.0,0.0)
423 ,vec4 (0.0,0.0,0.0,1.0)); 595 ,vec4 (0.0,0.0,0.0,1.0));
424 } 596 }
425 vec4 scale(float z0,vec4 z1) { 597 vec4 scale(float z0,vec4 z1) {
426 return (z1) * (vec4 (z0,z0,z0,1.0)); 598 return (z1) * (vec4 (z0
599 ,z0
600 ,z0
601 ,1.0));
427 } 602 }
428 vec4 trMat_4_4_Float(mat4 z0,vec4 z1) { 603 vec4 trMat_4_4_Float(mat4 z0
604 ,vec4 z1) {
429 return (z0) * (z1); 605 return (z0) * (z1);
430 } 606 }
431 vec4 trX(float z0,vec4 z1) { 607 vec4 trX(float z0,vec4 z1) {
432 return (vec4 (z0,0.0,0.0,0.0)) + (z1); 608 return (vec4 (z0
609 ,0.0
610 ,0.0
611 ,0.0)) + (z1);
433 } 612 }
434 void main() { 613 void main() {
435 gl_Position = trMat_4_4_Float 614 gl_Position = trMat_4_4_Float
436 (rotMatrixZ ((Time) * (0.5)) 615 (rotMatrixZ ((Time) * (0.5))
437 ,(MVP) * (trX ((0.25) + ((sin (Time)) * (0.1)) 616 ,(MVP) * (trX ((0.25) + ((sin
617 (Time)) * (0.1))
438 ,scale (4.0e-2 618 ,scale (4.0e-2
439 ,trMat_4_4_Float 619 ,trMat_4_4_Float (rotMatrixX
440 (rotMatrixX (((Time) * (2.0)) * (0.5)),vi1))))); 620 (((Time) * (2.0)) * (0.5))
621 ,vi1)))));
441 vo1 = vi1; 622 vo1 = vi1;
442 } 623 }
443 """ 624 """
@@ -445,7 +626,8 @@ Pipeline
445 , fragmentShader = 626 , fragmentShader =
446 """ 627 """
447 #version 330 core 628 #version 330 core
448 vec4 texture2D(sampler2D s,vec2 uv) { 629 vec4 texture2D(sampler2D s
630 ,vec2 uv) {
449 return texture(s,uv); 631 return texture(s,uv);
450 } 632 }
451 smooth in vec4 vo1; 633 smooth in vec4 vo1;
@@ -466,7 +648,8 @@ Pipeline
466 , vertexShader = 648 , vertexShader =
467 """ 649 """
468 #version 330 core 650 #version 330 core
469 vec4 texture2D(sampler2D s,vec2 uv) { 651 vec4 texture2D(sampler2D s
652 ,vec2 uv) {
470 return texture(s,uv); 653 return texture(s,uv);
471 } 654 }
472 uniform mat4 MVP; 655 uniform mat4 MVP;
@@ -474,33 +657,57 @@ Pipeline
474 in vec4 vi1; 657 in vec4 vi1;
475 smooth out vec4 vo1; 658 smooth out vec4 vo1;
476 mat4 rotMatrixX(float z0) { 659 mat4 rotMatrixX(float z0) {
477 return mat4 (vec4 (1.0,0.0,0.0,0.0) 660 return mat4 (vec4 (1.0
478 ,vec4 (0.0,cos (z0),sin (z0),0.0) 661 ,0.0
479 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) 662 ,0.0
663 ,0.0)
664 ,vec4 (0.0
665 ,cos (z0)
666 ,sin (z0)
667 ,0.0)
668 ,vec4 (0.0
669 ,(0.0) - (sin (z0))
670 ,cos (z0)
671 ,0.0)
480 ,vec4 (0.0,0.0,0.0,1.0)); 672 ,vec4 (0.0,0.0,0.0,1.0));
481 } 673 }
482 mat4 rotMatrixZ(float z0) { 674 mat4 rotMatrixZ(float z0) {
483 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0) 675 return mat4 (vec4 (cos (z0)
484 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0) 676 ,sin (z0)
677 ,0.0
678 ,0.0)
679 ,vec4 ((0.0) - (sin (z0))
680 ,cos (z0)
681 ,0.0
682 ,0.0)
485 ,vec4 (0.0,0.0,1.0,0.0) 683 ,vec4 (0.0,0.0,1.0,0.0)
486 ,vec4 (0.0,0.0,0.0,1.0)); 684 ,vec4 (0.0,0.0,0.0,1.0));
487 } 685 }
488 vec4 scale(float z0,vec4 z1) { 686 vec4 scale(float z0,vec4 z1) {
489 return (z1) * (vec4 (z0,z0,z0,1.0)); 687 return (z1) * (vec4 (z0
688 ,z0
689 ,z0
690 ,1.0));
490 } 691 }
491 vec4 trMat_4_4_Float(mat4 z0,vec4 z1) { 692 vec4 trMat_4_4_Float(mat4 z0
693 ,vec4 z1) {
492 return (z0) * (z1); 694 return (z0) * (z1);
493 } 695 }
494 vec4 trX(float z0,vec4 z1) { 696 vec4 trX(float z0,vec4 z1) {
495 return (vec4 (z0,0.0,0.0,0.0)) + (z1); 697 return (vec4 (z0
698 ,0.0
699 ,0.0
700 ,0.0)) + (z1);
496 } 701 }
497 void main() { 702 void main() {
498 gl_Position = trMat_4_4_Float 703 gl_Position = trMat_4_4_Float
499 (rotMatrixZ ((Time) * (-0.5)) 704 (rotMatrixZ ((Time) * (-0.5))
500 ,(MVP) * (trX ((-0.25) + ((sin (Time)) * (0.1)) 705 ,(MVP) * (trX ((-0.25) + ((sin
706 (Time)) * (0.1))
501 ,scale (4.0e-2 707 ,scale (4.0e-2
502 ,trMat_4_4_Float 708 ,trMat_4_4_Float (rotMatrixX
503 (rotMatrixX (((Time) * (2.0)) * (-0.5)),vi1))))); 709 (((Time) * (2.0)) * (-0.5))
710 ,vi1)))));
504 vo1 = vi1; 711 vo1 = vi1;
505 } 712 }
506 """ 713 """
@@ -508,7 +715,8 @@ Pipeline
508 , fragmentShader = 715 , fragmentShader =
509 """ 716 """
510 #version 330 core 717 #version 330 core
511 vec4 texture2D(sampler2D s,vec2 uv) { 718 vec4 texture2D(sampler2D s
719 ,vec2 uv) {
512 return texture(s,uv); 720 return texture(s,uv);
513 } 721 }
514 smooth in vec4 vo1; 722 smooth in vec4 vo1;