diff options
author | Péter Diviánszky <divipp@gmail.com> | 2016-02-14 12:12:15 +0100 |
---|---|---|
committer | Péter Diviánszky <divipp@gmail.com> | 2016-02-14 12:12:15 +0100 |
commit | 87cefc9cacb9e82c4340c8552d9373175980faca (patch) | |
tree | a4d63aec7adc2cff04640016adfed078fec5c2c4 /testdata/example08.out | |
parent | f2fa7476f0c19bb374c24324edda110333288926 (diff) |
more lines in generated shader code
Diffstat (limited to 'testdata/example08.out')
-rw-r--r-- | testdata/example08.out | 171 |
1 files changed, 162 insertions, 9 deletions
diff --git a/testdata/example08.out b/testdata/example08.out index 897c7b5f..ff764f08 100644 --- a/testdata/example08.out +++ b/testdata/example08.out | |||
@@ -31,7 +31,24 @@ Pipeline | |||
31 | in vec4 vi1 ; | 31 | in vec4 vi1 ; |
32 | smooth out vec4 vo1 ; | 32 | smooth out vec4 vo1 ; |
33 | void main() { | 33 | void main() { |
34 | gl_Position = (mat4 (vec4 (cos ((Time) * (2.0)),sin ((Time) * (2.0)),0.0,0.0),vec4 ((0.0) - (sin ((Time) * (2.0))),cos ((Time) * (2.0)),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * ((MVP) * ((vec4 ((1.0) + ((sin (Time)) * (0.1)),0.0,0.0,0.0)) + (((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (((Time) * (2.0)) * (2.0)),sin (((Time) * (2.0)) * (2.0)),0.0),vec4 (0.0,(0.0) - (sin (((Time) * (2.0)) * (2.0))),cos (((Time) * (2.0)) * (2.0)),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 (4.0e-2,4.0e-2,4.0e-2,1.0))))); | 34 | gl_Position = (mat4 |
35 | (vec4 (cos ((Time) * (2.0)),sin ((Time) * (2.0)),0.0,0.0) | ||
36 | ,vec4 | ||
37 | ((0.0) - (sin ((Time) * (2.0))),cos ((Time) * (2.0)),0.0,0.0) | ||
38 | ,vec4 (0.0,0.0,1.0,0.0) | ||
39 | ,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 | ||
41 | (vec4 (1.0,0.0,0.0,0.0) | ||
42 | ,vec4 (0.0 | ||
43 | ,cos (((Time) * (2.0)) * (2.0)) | ||
44 | ,sin (((Time) * (2.0)) * (2.0)) | ||
45 | ,0.0) | ||
46 | ,vec4 (0.0 | ||
47 | ,(0.0) - (sin (((Time) * (2.0)) * (2.0))) | ||
48 | ,cos (((Time) * (2.0)) * (2.0)) | ||
49 | ,0.0) | ||
50 | ,vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 | ||
51 | (4.0e-2,4.0e-2,4.0e-2,1.0))))); | ||
35 | vo1 = vi1; | 52 | vo1 = vi1; |
36 | } | 53 | } |
37 | 54 | ||
@@ -66,7 +83,24 @@ Pipeline | |||
66 | in vec4 vi1 ; | 83 | in vec4 vi1 ; |
67 | smooth out vec4 vo1 ; | 84 | smooth out vec4 vo1 ; |
68 | void main() { | 85 | void main() { |
69 | gl_Position = (mat4 (vec4 (cos ((Time) * (1.0)),sin ((Time) * (1.0)),0.0,0.0),vec4 ((0.0) - (sin ((Time) * (1.0))),cos ((Time) * (1.0)),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * ((MVP) * ((vec4 ((0.5) + ((sin (Time)) * (0.1)),0.0,0.0,0.0)) + (((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (((Time) * (2.0)) * (1.0)),sin (((Time) * (2.0)) * (1.0)),0.0),vec4 (0.0,(0.0) - (sin (((Time) * (2.0)) * (1.0))),cos (((Time) * (2.0)) * (1.0)),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 (4.0e-2,4.0e-2,4.0e-2,1.0))))); | 86 | gl_Position = (mat4 |
87 | (vec4 (cos ((Time) * (1.0)),sin ((Time) * (1.0)),0.0,0.0) | ||
88 | ,vec4 | ||
89 | ((0.0) - (sin ((Time) * (1.0))),cos ((Time) * (1.0)),0.0,0.0) | ||
90 | ,vec4 (0.0,0.0,1.0,0.0) | ||
91 | ,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 | ||
93 | (vec4 (1.0,0.0,0.0,0.0) | ||
94 | ,vec4 (0.0 | ||
95 | ,cos (((Time) * (2.0)) * (1.0)) | ||
96 | ,sin (((Time) * (2.0)) * (1.0)) | ||
97 | ,0.0) | ||
98 | ,vec4 (0.0 | ||
99 | ,(0.0) - (sin (((Time) * (2.0)) * (1.0))) | ||
100 | ,cos (((Time) * (2.0)) * (1.0)) | ||
101 | ,0.0) | ||
102 | ,vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 | ||
103 | (4.0e-2,4.0e-2,4.0e-2,1.0))))); | ||
70 | vo1 = vi1; | 104 | vo1 = vi1; |
71 | } | 105 | } |
72 | 106 | ||
@@ -101,7 +135,24 @@ Pipeline | |||
101 | in vec4 vi1 ; | 135 | in vec4 vi1 ; |
102 | smooth out vec4 vo1 ; | 136 | smooth out vec4 vo1 ; |
103 | void main() { | 137 | void main() { |
104 | gl_Position = (mat4 (vec4 (cos ((Time) * (0.0)),sin ((Time) * (0.0)),0.0,0.0),vec4 ((0.0) - (sin ((Time) * (0.0))),cos ((Time) * (0.0)),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * ((MVP) * ((vec4 ((0.0) + ((sin (Time)) * (0.1)),0.0,0.0,0.0)) + (((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (((Time) * (2.0)) * (0.0)),sin (((Time) * (2.0)) * (0.0)),0.0),vec4 (0.0,(0.0) - (sin (((Time) * (2.0)) * (0.0))),cos (((Time) * (2.0)) * (0.0)),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 (4.0e-2,4.0e-2,4.0e-2,1.0))))); | 138 | gl_Position = (mat4 |
139 | (vec4 (cos ((Time) * (0.0)),sin ((Time) * (0.0)),0.0,0.0) | ||
140 | ,vec4 | ||
141 | ((0.0) - (sin ((Time) * (0.0))),cos ((Time) * (0.0)),0.0,0.0) | ||
142 | ,vec4 (0.0,0.0,1.0,0.0) | ||
143 | ,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 | ||
145 | (vec4 (1.0,0.0,0.0,0.0) | ||
146 | ,vec4 (0.0 | ||
147 | ,cos (((Time) * (2.0)) * (0.0)) | ||
148 | ,sin (((Time) * (2.0)) * (0.0)) | ||
149 | ,0.0) | ||
150 | ,vec4 (0.0 | ||
151 | ,(0.0) - (sin (((Time) * (2.0)) * (0.0))) | ||
152 | ,cos (((Time) * (2.0)) * (0.0)) | ||
153 | ,0.0) | ||
154 | ,vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 | ||
155 | (4.0e-2,4.0e-2,4.0e-2,1.0))))); | ||
105 | vo1 = vi1; | 156 | vo1 = vi1; |
106 | } | 157 | } |
107 | 158 | ||
@@ -136,7 +187,24 @@ Pipeline | |||
136 | in vec4 vi1 ; | 187 | in vec4 vi1 ; |
137 | smooth out vec4 vo1 ; | 188 | smooth out vec4 vo1 ; |
138 | void main() { | 189 | void main() { |
139 | gl_Position = (mat4 (vec4 (cos ((Time) * (-1.0)),sin ((Time) * (-1.0)),0.0,0.0),vec4 ((0.0) - (sin ((Time) * (-1.0))),cos ((Time) * (-1.0)),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * ((MVP) * ((vec4 ((-0.5) + ((sin (Time)) * (0.1)),0.0,0.0,0.0)) + (((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (((Time) * (2.0)) * (-1.0)),sin (((Time) * (2.0)) * (-1.0)),0.0),vec4 (0.0,(0.0) - (sin (((Time) * (2.0)) * (-1.0))),cos (((Time) * (2.0)) * (-1.0)),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 (4.0e-2,4.0e-2,4.0e-2,1.0))))); | 190 | gl_Position = (mat4 |
191 | (vec4 (cos ((Time) * (-1.0)),sin ((Time) * (-1.0)),0.0,0.0) | ||
192 | ,vec4 | ||
193 | ((0.0) - (sin ((Time) * (-1.0))),cos ((Time) * (-1.0)),0.0,0.0) | ||
194 | ,vec4 (0.0,0.0,1.0,0.0) | ||
195 | ,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 | ||
197 | (vec4 (1.0,0.0,0.0,0.0) | ||
198 | ,vec4 (0.0 | ||
199 | ,cos (((Time) * (2.0)) * (-1.0)) | ||
200 | ,sin (((Time) * (2.0)) * (-1.0)) | ||
201 | ,0.0) | ||
202 | ,vec4 (0.0 | ||
203 | ,(0.0) - (sin (((Time) * (2.0)) * (-1.0))) | ||
204 | ,cos (((Time) * (2.0)) * (-1.0)) | ||
205 | ,0.0) | ||
206 | ,vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 | ||
207 | (4.0e-2,4.0e-2,4.0e-2,1.0))))); | ||
140 | vo1 = vi1; | 208 | vo1 = vi1; |
141 | } | 209 | } |
142 | 210 | ||
@@ -171,7 +239,24 @@ Pipeline | |||
171 | in vec4 vi1 ; | 239 | in vec4 vi1 ; |
172 | smooth out vec4 vo1 ; | 240 | smooth out vec4 vo1 ; |
173 | void main() { | 241 | void main() { |
174 | gl_Position = (mat4 (vec4 (cos ((Time) * (0.75)),sin ((Time) * (0.75)),0.0,0.0),vec4 ((0.0) - (sin ((Time) * (0.75))),cos ((Time) * (0.75)),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * ((MVP) * ((vec4 ((0.375) + ((sin (Time)) * (0.1)),0.0,0.0,0.0)) + (((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (((Time) * (2.0)) * (0.75)),sin (((Time) * (2.0)) * (0.75)),0.0),vec4 (0.0,(0.0) - (sin (((Time) * (2.0)) * (0.75))),cos (((Time) * (2.0)) * (0.75)),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 (4.0e-2,4.0e-2,4.0e-2,1.0))))); | 242 | gl_Position = (mat4 |
243 | (vec4 (cos ((Time) * (0.75)),sin ((Time) * (0.75)),0.0,0.0) | ||
244 | ,vec4 | ||
245 | ((0.0) - (sin ((Time) * (0.75))),cos ((Time) * (0.75)),0.0,0.0) | ||
246 | ,vec4 (0.0,0.0,1.0,0.0) | ||
247 | ,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 | ||
249 | (vec4 (1.0,0.0,0.0,0.0) | ||
250 | ,vec4 (0.0 | ||
251 | ,cos (((Time) * (2.0)) * (0.75)) | ||
252 | ,sin (((Time) * (2.0)) * (0.75)) | ||
253 | ,0.0) | ||
254 | ,vec4 (0.0 | ||
255 | ,(0.0) - (sin (((Time) * (2.0)) * (0.75))) | ||
256 | ,cos (((Time) * (2.0)) * (0.75)) | ||
257 | ,0.0) | ||
258 | ,vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 | ||
259 | (4.0e-2,4.0e-2,4.0e-2,1.0))))); | ||
175 | vo1 = vi1; | 260 | vo1 = vi1; |
176 | } | 261 | } |
177 | 262 | ||
@@ -206,7 +291,24 @@ Pipeline | |||
206 | in vec4 vi1 ; | 291 | in vec4 vi1 ; |
207 | smooth out vec4 vo1 ; | 292 | smooth out vec4 vo1 ; |
208 | void main() { | 293 | void main() { |
209 | gl_Position = (mat4 (vec4 (cos ((Time) * (0.3)),sin ((Time) * (0.3)),0.0,0.0),vec4 ((0.0) - (sin ((Time) * (0.3))),cos ((Time) * (0.3)),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * ((MVP) * ((vec4 ((0.15) + ((sin (Time)) * (0.1)),0.0,0.0,0.0)) + (((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (((Time) * (2.0)) * (0.3)),sin (((Time) * (2.0)) * (0.3)),0.0),vec4 (0.0,(0.0) - (sin (((Time) * (2.0)) * (0.3))),cos (((Time) * (2.0)) * (0.3)),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 (4.0e-2,4.0e-2,4.0e-2,1.0))))); | 294 | gl_Position = (mat4 |
295 | (vec4 (cos ((Time) * (0.3)),sin ((Time) * (0.3)),0.0,0.0) | ||
296 | ,vec4 | ||
297 | ((0.0) - (sin ((Time) * (0.3))),cos ((Time) * (0.3)),0.0,0.0) | ||
298 | ,vec4 (0.0,0.0,1.0,0.0) | ||
299 | ,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 | ||
301 | (vec4 (1.0,0.0,0.0,0.0) | ||
302 | ,vec4 (0.0 | ||
303 | ,cos (((Time) * (2.0)) * (0.3)) | ||
304 | ,sin (((Time) * (2.0)) * (0.3)) | ||
305 | ,0.0) | ||
306 | ,vec4 (0.0 | ||
307 | ,(0.0) - (sin (((Time) * (2.0)) * (0.3))) | ||
308 | ,cos (((Time) * (2.0)) * (0.3)) | ||
309 | ,0.0) | ||
310 | ,vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 | ||
311 | (4.0e-2,4.0e-2,4.0e-2,1.0))))); | ||
210 | vo1 = vi1; | 312 | vo1 = vi1; |
211 | } | 313 | } |
212 | 314 | ||
@@ -241,7 +343,24 @@ Pipeline | |||
241 | in vec4 vi1 ; | 343 | in vec4 vi1 ; |
242 | smooth out vec4 vo1 ; | 344 | smooth out vec4 vo1 ; |
243 | void main() { | 345 | void main() { |
244 | gl_Position = (mat4 (vec4 (cos ((Time) * (0.5)),sin ((Time) * (0.5)),0.0,0.0),vec4 ((0.0) - (sin ((Time) * (0.5))),cos ((Time) * (0.5)),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * ((MVP) * ((vec4 ((0.25) + ((sin (Time)) * (0.1)),0.0,0.0,0.0)) + (((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (((Time) * (2.0)) * (0.5)),sin (((Time) * (2.0)) * (0.5)),0.0),vec4 (0.0,(0.0) - (sin (((Time) * (2.0)) * (0.5))),cos (((Time) * (2.0)) * (0.5)),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 (4.0e-2,4.0e-2,4.0e-2,1.0))))); | 346 | gl_Position = (mat4 |
347 | (vec4 (cos ((Time) * (0.5)),sin ((Time) * (0.5)),0.0,0.0) | ||
348 | ,vec4 | ||
349 | ((0.0) - (sin ((Time) * (0.5))),cos ((Time) * (0.5)),0.0,0.0) | ||
350 | ,vec4 (0.0,0.0,1.0,0.0) | ||
351 | ,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 | ||
353 | (vec4 (1.0,0.0,0.0,0.0) | ||
354 | ,vec4 (0.0 | ||
355 | ,cos (((Time) * (2.0)) * (0.5)) | ||
356 | ,sin (((Time) * (2.0)) * (0.5)) | ||
357 | ,0.0) | ||
358 | ,vec4 (0.0 | ||
359 | ,(0.0) - (sin (((Time) * (2.0)) * (0.5))) | ||
360 | ,cos (((Time) * (2.0)) * (0.5)) | ||
361 | ,0.0) | ||
362 | ,vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 | ||
363 | (4.0e-2,4.0e-2,4.0e-2,1.0))))); | ||
245 | vo1 = vi1; | 364 | vo1 = vi1; |
246 | } | 365 | } |
247 | 366 | ||
@@ -276,7 +395,24 @@ Pipeline | |||
276 | in vec4 vi1 ; | 395 | in vec4 vi1 ; |
277 | smooth out vec4 vo1 ; | 396 | smooth out vec4 vo1 ; |
278 | void main() { | 397 | void main() { |
279 | gl_Position = (mat4 (vec4 (cos ((Time) * (0.0)),sin ((Time) * (0.0)),0.0,0.0),vec4 ((0.0) - (sin ((Time) * (0.0))),cos ((Time) * (0.0)),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * ((MVP) * ((vec4 ((0.0) + ((sin (Time)) * (0.1)),0.0,0.0,0.0)) + (((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (((Time) * (2.0)) * (0.0)),sin (((Time) * (2.0)) * (0.0)),0.0),vec4 (0.0,(0.0) - (sin (((Time) * (2.0)) * (0.0))),cos (((Time) * (2.0)) * (0.0)),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 (4.0e-2,4.0e-2,4.0e-2,1.0))))); | 398 | gl_Position = (mat4 |
399 | (vec4 (cos ((Time) * (0.0)),sin ((Time) * (0.0)),0.0,0.0) | ||
400 | ,vec4 | ||
401 | ((0.0) - (sin ((Time) * (0.0))),cos ((Time) * (0.0)),0.0,0.0) | ||
402 | ,vec4 (0.0,0.0,1.0,0.0) | ||
403 | ,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 | ||
405 | (vec4 (1.0,0.0,0.0,0.0) | ||
406 | ,vec4 (0.0 | ||
407 | ,cos (((Time) * (2.0)) * (0.0)) | ||
408 | ,sin (((Time) * (2.0)) * (0.0)) | ||
409 | ,0.0) | ||
410 | ,vec4 (0.0 | ||
411 | ,(0.0) - (sin (((Time) * (2.0)) * (0.0))) | ||
412 | ,cos (((Time) * (2.0)) * (0.0)) | ||
413 | ,0.0) | ||
414 | ,vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 | ||
415 | (4.0e-2,4.0e-2,4.0e-2,1.0))))); | ||
280 | vo1 = vi1; | 416 | vo1 = vi1; |
281 | } | 417 | } |
282 | 418 | ||
@@ -311,7 +447,24 @@ Pipeline | |||
311 | in vec4 vi1 ; | 447 | in vec4 vi1 ; |
312 | smooth out vec4 vo1 ; | 448 | smooth out vec4 vo1 ; |
313 | void main() { | 449 | void main() { |
314 | gl_Position = (mat4 (vec4 (cos ((Time) * (-0.5)),sin ((Time) * (-0.5)),0.0,0.0),vec4 ((0.0) - (sin ((Time) * (-0.5))),cos ((Time) * (-0.5)),0.0,0.0),vec4 (0.0,0.0,1.0,0.0),vec4 (0.0,0.0,0.0,1.0))) * ((MVP) * ((vec4 ((-0.25) + ((sin (Time)) * (0.1)),0.0,0.0,0.0)) + (((mat4 (vec4 (1.0,0.0,0.0,0.0),vec4 (0.0,cos (((Time) * (2.0)) * (-0.5)),sin (((Time) * (2.0)) * (-0.5)),0.0),vec4 (0.0,(0.0) - (sin (((Time) * (2.0)) * (-0.5))),cos (((Time) * (2.0)) * (-0.5)),0.0),vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 (4.0e-2,4.0e-2,4.0e-2,1.0))))); | 450 | gl_Position = (mat4 |
451 | (vec4 (cos ((Time) * (-0.5)),sin ((Time) * (-0.5)),0.0,0.0) | ||
452 | ,vec4 | ||
453 | ((0.0) - (sin ((Time) * (-0.5))),cos ((Time) * (-0.5)),0.0,0.0) | ||
454 | ,vec4 (0.0,0.0,1.0,0.0) | ||
455 | ,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 | ||
457 | (vec4 (1.0,0.0,0.0,0.0) | ||
458 | ,vec4 (0.0 | ||
459 | ,cos (((Time) * (2.0)) * (-0.5)) | ||
460 | ,sin (((Time) * (2.0)) * (-0.5)) | ||
461 | ,0.0) | ||
462 | ,vec4 (0.0 | ||
463 | ,(0.0) - (sin (((Time) * (2.0)) * (-0.5))) | ||
464 | ,cos (((Time) * (2.0)) * (-0.5)) | ||
465 | ,0.0) | ||
466 | ,vec4 (0.0,0.0,0.0,1.0))) * (vi1)) * (vec4 | ||
467 | (4.0e-2,4.0e-2,4.0e-2,1.0))))); | ||
315 | vo1 = vi1; | 468 | vo1 = vi1; |
316 | } | 469 | } |
317 | 470 | ||