diff options
author | Péter Diviánszky <divipp@gmail.com> | 2016-02-29 11:42:54 +0100 |
---|---|---|
committer | Péter Diviánszky <divipp@gmail.com> | 2016-02-29 11:43:07 +0100 |
commit | 3f7ebace8562ff63e030f19af2841f9c2a537bc3 (patch) | |
tree | ca8018c7eddf26b2aecab953c9fd2ccf343fa5c6 /testdata/example08.out | |
parent | 1e7cd49b76c0764b9e424aa6702929005c235cb9 (diff) |
dependency change: pretty-compact --> wl-pprint
Diffstat (limited to 'testdata/example08.out')
-rw-r--r-- | testdata/example08.out | 416 |
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; |