summaryrefslogtreecommitdiff
path: root/testdata/example08.out
diff options
context:
space:
mode:
authorPéter Diviánszky <divipp@gmail.com>2016-05-01 19:13:34 +0200
committerPéter Diviánszky <divipp@gmail.com>2016-05-01 19:13:34 +0200
commit90e336391673ac1cf9ff582e98e35faf89a8f09d (patch)
tree0b7a14dbfc5734c07c2ae4ed34cb679fecd10d3f /testdata/example08.out
parent1a7544763729938e7009ead1e375e9bbf413afb0 (diff)
improve pretty print layout & show desugared source code in .out files
Diffstat (limited to 'testdata/example08.out')
-rw-r--r--testdata/example08.out440
1 files changed, 104 insertions, 336 deletions
diff --git a/testdata/example08.out b/testdata/example08.out
index b2c30351..bbcf34d3 100644
--- a/testdata/example08.out
+++ b/testdata/example08.out
@@ -25,8 +25,7 @@ Pipeline
25 , vertexShader = 25 , vertexShader =
26 """ 26 """
27 #version 330 core 27 #version 330 core
28 vec4 texture2D(sampler2D s 28 vec4 texture2D(sampler2D s,vec2 uv) {
29 ,vec2 uv) {
30 return texture(s,uv); 29 return texture(s,uv);
31 } 30 }
32 uniform mat4 MVP; 31 uniform mat4 MVP;
@@ -34,57 +33,30 @@ Pipeline
34 in vec4 vi1; 33 in vec4 vi1;
35 smooth out vec4 vo1; 34 smooth out vec4 vo1;
36 mat4 rotMatrixX(float z0) { 35 mat4 rotMatrixX(float z0) {
37 return mat4 (vec4 (1.0 36 return mat4 (vec4 (1.0,0.0,0.0,0.0)
38 ,0.0 37 ,vec4 (0.0,cos (z0),sin (z0),0.0)
39 ,0.0 38 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),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)
49 ,vec4 (0.0,0.0,0.0,1.0)); 39 ,vec4 (0.0,0.0,0.0,1.0));
50 } 40 }
51 mat4 rotMatrixZ(float z0) { 41 mat4 rotMatrixZ(float z0) {
52 return mat4 (vec4 (cos (z0) 42 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0)
53 ,sin (z0) 43 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0)
54 ,0.0
55 ,0.0)
56 ,vec4 ((0.0) - (sin (z0))
57 ,cos (z0)
58 ,0.0
59 ,0.0)
60 ,vec4 (0.0,0.0,1.0,0.0) 44 ,vec4 (0.0,0.0,1.0,0.0)
61 ,vec4 (0.0,0.0,0.0,1.0)); 45 ,vec4 (0.0,0.0,0.0,1.0));
62 } 46 }
63 vec4 scale(float z0,vec4 z1) { 47 vec4 scale(float z0,vec4 z1) {
64 return (z1) * (vec4 (z0 48 return (z1) * (vec4 (z0,z0,z0,1.0));
65 ,z0
66 ,z0
67 ,1.0));
68 } 49 }
69 vec4 trMat_4_4_Float(mat4 z0 50 vec4 trMat_4_4_Float(mat4 z0,vec4 z1) {
70 ,vec4 z1) {
71 return (z0) * (z1); 51 return (z0) * (z1);
72 } 52 }
73 vec4 trX(float z0,vec4 z1) { 53 vec4 trX(float z0,vec4 z1) {
74 return (vec4 (z0 54 return (vec4 (z0,0.0,0.0,0.0)) + (z1);
75 ,0.0
76 ,0.0
77 ,0.0)) + (z1);
78 } 55 }
79 void main() { 56 void main() {
80 gl_Position = trMat_4_4_Float 57 gl_Position = trMat_4_4_Float (rotMatrixZ ((Time) * (2.0))
81 (rotMatrixZ ((Time) * (2.0)) 58 ,(MVP) * (trX ((1.0) + ((sin (Time)) * (0.1))
82 ,(MVP) * (trX ((1.0) + ((sin 59 ,scale (4.0e-2,trMat_4_4_Float (rotMatrixX (((Time) * (2.0)) * (2.0)),vi1)))));
83 (Time)) * (0.1))
84 ,scale (4.0e-2
85 ,trMat_4_4_Float (rotMatrixX
86 (((Time) * (2.0)) * (2.0))
87 ,vi1)))));
88 vo1 = vi1; 60 vo1 = vi1;
89 } 61 }
90 """ 62 """
@@ -92,8 +64,7 @@ Pipeline
92 , fragmentShader = 64 , fragmentShader =
93 """ 65 """
94 #version 330 core 66 #version 330 core
95 vec4 texture2D(sampler2D s 67 vec4 texture2D(sampler2D s,vec2 uv) {
96 ,vec2 uv) {
97 return texture(s,uv); 68 return texture(s,uv);
98 } 69 }
99 smooth in vec4 vo1; 70 smooth in vec4 vo1;
@@ -114,8 +85,7 @@ Pipeline
114 , vertexShader = 85 , vertexShader =
115 """ 86 """
116 #version 330 core 87 #version 330 core
117 vec4 texture2D(sampler2D s 88 vec4 texture2D(sampler2D s,vec2 uv) {
118 ,vec2 uv) {
119 return texture(s,uv); 89 return texture(s,uv);
120 } 90 }
121 uniform mat4 MVP; 91 uniform mat4 MVP;
@@ -123,57 +93,30 @@ Pipeline
123 in vec4 vi1; 93 in vec4 vi1;
124 smooth out vec4 vo1; 94 smooth out vec4 vo1;
125 mat4 rotMatrixX(float z0) { 95 mat4 rotMatrixX(float z0) {
126 return mat4 (vec4 (1.0 96 return mat4 (vec4 (1.0,0.0,0.0,0.0)
127 ,0.0 97 ,vec4 (0.0,cos (z0),sin (z0),0.0)
128 ,0.0 98 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),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)
138 ,vec4 (0.0,0.0,0.0,1.0)); 99 ,vec4 (0.0,0.0,0.0,1.0));
139 } 100 }
140 mat4 rotMatrixZ(float z0) { 101 mat4 rotMatrixZ(float z0) {
141 return mat4 (vec4 (cos (z0) 102 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0)
142 ,sin (z0) 103 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0)
143 ,0.0
144 ,0.0)
145 ,vec4 ((0.0) - (sin (z0))
146 ,cos (z0)
147 ,0.0
148 ,0.0)
149 ,vec4 (0.0,0.0,1.0,0.0) 104 ,vec4 (0.0,0.0,1.0,0.0)
150 ,vec4 (0.0,0.0,0.0,1.0)); 105 ,vec4 (0.0,0.0,0.0,1.0));
151 } 106 }
152 vec4 scale(float z0,vec4 z1) { 107 vec4 scale(float z0,vec4 z1) {
153 return (z1) * (vec4 (z0 108 return (z1) * (vec4 (z0,z0,z0,1.0));
154 ,z0
155 ,z0
156 ,1.0));
157 } 109 }
158 vec4 trMat_4_4_Float(mat4 z0 110 vec4 trMat_4_4_Float(mat4 z0,vec4 z1) {
159 ,vec4 z1) {
160 return (z0) * (z1); 111 return (z0) * (z1);
161 } 112 }
162 vec4 trX(float z0,vec4 z1) { 113 vec4 trX(float z0,vec4 z1) {
163 return (vec4 (z0 114 return (vec4 (z0,0.0,0.0,0.0)) + (z1);
164 ,0.0
165 ,0.0
166 ,0.0)) + (z1);
167 } 115 }
168 void main() { 116 void main() {
169 gl_Position = trMat_4_4_Float 117 gl_Position = trMat_4_4_Float (rotMatrixZ ((Time) * (1.0))
170 (rotMatrixZ ((Time) * (1.0)) 118 ,(MVP) * (trX ((0.5) + ((sin (Time)) * (0.1))
171 ,(MVP) * (trX ((0.5) + ((sin 119 ,scale (4.0e-2,trMat_4_4_Float (rotMatrixX (((Time) * (2.0)) * (1.0)),vi1)))));
172 (Time)) * (0.1))
173 ,scale (4.0e-2
174 ,trMat_4_4_Float (rotMatrixX
175 (((Time) * (2.0)) * (1.0))
176 ,vi1)))));
177 vo1 = vi1; 120 vo1 = vi1;
178 } 121 }
179 """ 122 """
@@ -181,8 +124,7 @@ Pipeline
181 , fragmentShader = 124 , fragmentShader =
182 """ 125 """
183 #version 330 core 126 #version 330 core
184 vec4 texture2D(sampler2D s 127 vec4 texture2D(sampler2D s,vec2 uv) {
185 ,vec2 uv) {
186 return texture(s,uv); 128 return texture(s,uv);
187 } 129 }
188 smooth in vec4 vo1; 130 smooth in vec4 vo1;
@@ -203,8 +145,7 @@ Pipeline
203 , vertexShader = 145 , vertexShader =
204 """ 146 """
205 #version 330 core 147 #version 330 core
206 vec4 texture2D(sampler2D s 148 vec4 texture2D(sampler2D s,vec2 uv) {
207 ,vec2 uv) {
208 return texture(s,uv); 149 return texture(s,uv);
209 } 150 }
210 uniform mat4 MVP; 151 uniform mat4 MVP;
@@ -212,57 +153,30 @@ Pipeline
212 in vec4 vi1; 153 in vec4 vi1;
213 smooth out vec4 vo1; 154 smooth out vec4 vo1;
214 mat4 rotMatrixX(float z0) { 155 mat4 rotMatrixX(float z0) {
215 return mat4 (vec4 (1.0 156 return mat4 (vec4 (1.0,0.0,0.0,0.0)
216 ,0.0 157 ,vec4 (0.0,cos (z0),sin (z0),0.0)
217 ,0.0 158 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),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)
227 ,vec4 (0.0,0.0,0.0,1.0)); 159 ,vec4 (0.0,0.0,0.0,1.0));
228 } 160 }
229 mat4 rotMatrixZ(float z0) { 161 mat4 rotMatrixZ(float z0) {
230 return mat4 (vec4 (cos (z0) 162 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0)
231 ,sin (z0) 163 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0)
232 ,0.0
233 ,0.0)
234 ,vec4 ((0.0) - (sin (z0))
235 ,cos (z0)
236 ,0.0
237 ,0.0)
238 ,vec4 (0.0,0.0,1.0,0.0) 164 ,vec4 (0.0,0.0,1.0,0.0)
239 ,vec4 (0.0,0.0,0.0,1.0)); 165 ,vec4 (0.0,0.0,0.0,1.0));
240 } 166 }
241 vec4 scale(float z0,vec4 z1) { 167 vec4 scale(float z0,vec4 z1) {
242 return (z1) * (vec4 (z0 168 return (z1) * (vec4 (z0,z0,z0,1.0));
243 ,z0
244 ,z0
245 ,1.0));
246 } 169 }
247 vec4 trMat_4_4_Float(mat4 z0 170 vec4 trMat_4_4_Float(mat4 z0,vec4 z1) {
248 ,vec4 z1) {
249 return (z0) * (z1); 171 return (z0) * (z1);
250 } 172 }
251 vec4 trX(float z0,vec4 z1) { 173 vec4 trX(float z0,vec4 z1) {
252 return (vec4 (z0 174 return (vec4 (z0,0.0,0.0,0.0)) + (z1);
253 ,0.0
254 ,0.0
255 ,0.0)) + (z1);
256 } 175 }
257 void main() { 176 void main() {
258 gl_Position = trMat_4_4_Float 177 gl_Position = trMat_4_4_Float (rotMatrixZ ((Time) * (0.0))
259 (rotMatrixZ ((Time) * (0.0)) 178 ,(MVP) * (trX ((0.0) + ((sin (Time)) * (0.1))
260 ,(MVP) * (trX ((0.0) + ((sin 179 ,scale (4.0e-2,trMat_4_4_Float (rotMatrixX (((Time) * (2.0)) * (0.0)),vi1)))));
261 (Time)) * (0.1))
262 ,scale (4.0e-2
263 ,trMat_4_4_Float (rotMatrixX
264 (((Time) * (2.0)) * (0.0))
265 ,vi1)))));
266 vo1 = vi1; 180 vo1 = vi1;
267 } 181 }
268 """ 182 """
@@ -270,8 +184,7 @@ Pipeline
270 , fragmentShader = 184 , fragmentShader =
271 """ 185 """
272 #version 330 core 186 #version 330 core
273 vec4 texture2D(sampler2D s 187 vec4 texture2D(sampler2D s,vec2 uv) {
274 ,vec2 uv) {
275 return texture(s,uv); 188 return texture(s,uv);
276 } 189 }
277 smooth in vec4 vo1; 190 smooth in vec4 vo1;
@@ -292,8 +205,7 @@ Pipeline
292 , vertexShader = 205 , vertexShader =
293 """ 206 """
294 #version 330 core 207 #version 330 core
295 vec4 texture2D(sampler2D s 208 vec4 texture2D(sampler2D s,vec2 uv) {
296 ,vec2 uv) {
297 return texture(s,uv); 209 return texture(s,uv);
298 } 210 }
299 uniform mat4 MVP; 211 uniform mat4 MVP;
@@ -301,57 +213,30 @@ Pipeline
301 in vec4 vi1; 213 in vec4 vi1;
302 smooth out vec4 vo1; 214 smooth out vec4 vo1;
303 mat4 rotMatrixX(float z0) { 215 mat4 rotMatrixX(float z0) {
304 return mat4 (vec4 (1.0 216 return mat4 (vec4 (1.0,0.0,0.0,0.0)
305 ,0.0 217 ,vec4 (0.0,cos (z0),sin (z0),0.0)
306 ,0.0 218 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),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)
316 ,vec4 (0.0,0.0,0.0,1.0)); 219 ,vec4 (0.0,0.0,0.0,1.0));
317 } 220 }
318 mat4 rotMatrixZ(float z0) { 221 mat4 rotMatrixZ(float z0) {
319 return mat4 (vec4 (cos (z0) 222 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0)
320 ,sin (z0) 223 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0)
321 ,0.0
322 ,0.0)
323 ,vec4 ((0.0) - (sin (z0))
324 ,cos (z0)
325 ,0.0
326 ,0.0)
327 ,vec4 (0.0,0.0,1.0,0.0) 224 ,vec4 (0.0,0.0,1.0,0.0)
328 ,vec4 (0.0,0.0,0.0,1.0)); 225 ,vec4 (0.0,0.0,0.0,1.0));
329 } 226 }
330 vec4 scale(float z0,vec4 z1) { 227 vec4 scale(float z0,vec4 z1) {
331 return (z1) * (vec4 (z0 228 return (z1) * (vec4 (z0,z0,z0,1.0));
332 ,z0
333 ,z0
334 ,1.0));
335 } 229 }
336 vec4 trMat_4_4_Float(mat4 z0 230 vec4 trMat_4_4_Float(mat4 z0,vec4 z1) {
337 ,vec4 z1) {
338 return (z0) * (z1); 231 return (z0) * (z1);
339 } 232 }
340 vec4 trX(float z0,vec4 z1) { 233 vec4 trX(float z0,vec4 z1) {
341 return (vec4 (z0 234 return (vec4 (z0,0.0,0.0,0.0)) + (z1);
342 ,0.0
343 ,0.0
344 ,0.0)) + (z1);
345 } 235 }
346 void main() { 236 void main() {
347 gl_Position = trMat_4_4_Float 237 gl_Position = trMat_4_4_Float (rotMatrixZ ((Time) * (-1.0))
348 (rotMatrixZ ((Time) * (-1.0)) 238 ,(MVP) * (trX ((-0.5) + ((sin (Time)) * (0.1))
349 ,(MVP) * (trX ((-0.5) + ((sin 239 ,scale (4.0e-2,trMat_4_4_Float (rotMatrixX (((Time) * (2.0)) * (-1.0)),vi1)))));
350 (Time)) * (0.1))
351 ,scale (4.0e-2
352 ,trMat_4_4_Float (rotMatrixX
353 (((Time) * (2.0)) * (-1.0))
354 ,vi1)))));
355 vo1 = vi1; 240 vo1 = vi1;
356 } 241 }
357 """ 242 """
@@ -359,8 +244,7 @@ Pipeline
359 , fragmentShader = 244 , fragmentShader =
360 """ 245 """
361 #version 330 core 246 #version 330 core
362 vec4 texture2D(sampler2D s 247 vec4 texture2D(sampler2D s,vec2 uv) {
363 ,vec2 uv) {
364 return texture(s,uv); 248 return texture(s,uv);
365 } 249 }
366 smooth in vec4 vo1; 250 smooth in vec4 vo1;
@@ -381,8 +265,7 @@ Pipeline
381 , vertexShader = 265 , vertexShader =
382 """ 266 """
383 #version 330 core 267 #version 330 core
384 vec4 texture2D(sampler2D s 268 vec4 texture2D(sampler2D s,vec2 uv) {
385 ,vec2 uv) {
386 return texture(s,uv); 269 return texture(s,uv);
387 } 270 }
388 uniform mat4 MVP; 271 uniform mat4 MVP;
@@ -390,57 +273,30 @@ Pipeline
390 in vec4 vi1; 273 in vec4 vi1;
391 smooth out vec4 vo1; 274 smooth out vec4 vo1;
392 mat4 rotMatrixX(float z0) { 275 mat4 rotMatrixX(float z0) {
393 return mat4 (vec4 (1.0 276 return mat4 (vec4 (1.0,0.0,0.0,0.0)
394 ,0.0 277 ,vec4 (0.0,cos (z0),sin (z0),0.0)
395 ,0.0 278 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),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)
405 ,vec4 (0.0,0.0,0.0,1.0)); 279 ,vec4 (0.0,0.0,0.0,1.0));
406 } 280 }
407 mat4 rotMatrixZ(float z0) { 281 mat4 rotMatrixZ(float z0) {
408 return mat4 (vec4 (cos (z0) 282 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0)
409 ,sin (z0) 283 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0)
410 ,0.0
411 ,0.0)
412 ,vec4 ((0.0) - (sin (z0))
413 ,cos (z0)
414 ,0.0
415 ,0.0)
416 ,vec4 (0.0,0.0,1.0,0.0) 284 ,vec4 (0.0,0.0,1.0,0.0)
417 ,vec4 (0.0,0.0,0.0,1.0)); 285 ,vec4 (0.0,0.0,0.0,1.0));
418 } 286 }
419 vec4 scale(float z0,vec4 z1) { 287 vec4 scale(float z0,vec4 z1) {
420 return (z1) * (vec4 (z0 288 return (z1) * (vec4 (z0,z0,z0,1.0));
421 ,z0
422 ,z0
423 ,1.0));
424 } 289 }
425 vec4 trMat_4_4_Float(mat4 z0 290 vec4 trMat_4_4_Float(mat4 z0,vec4 z1) {
426 ,vec4 z1) {
427 return (z0) * (z1); 291 return (z0) * (z1);
428 } 292 }
429 vec4 trX(float z0,vec4 z1) { 293 vec4 trX(float z0,vec4 z1) {
430 return (vec4 (z0 294 return (vec4 (z0,0.0,0.0,0.0)) + (z1);
431 ,0.0
432 ,0.0
433 ,0.0)) + (z1);
434 } 295 }
435 void main() { 296 void main() {
436 gl_Position = trMat_4_4_Float 297 gl_Position = trMat_4_4_Float (rotMatrixZ ((Time) * (0.75))
437 (rotMatrixZ ((Time) * (0.75)) 298 ,(MVP) * (trX ((0.375) + ((sin (Time)) * (0.1))
438 ,(MVP) * (trX ((0.375) + ((sin 299 ,scale (4.0e-2,trMat_4_4_Float (rotMatrixX (((Time) * (2.0)) * (0.75)),vi1)))));
439 (Time)) * (0.1))
440 ,scale (4.0e-2
441 ,trMat_4_4_Float (rotMatrixX
442 (((Time) * (2.0)) * (0.75))
443 ,vi1)))));
444 vo1 = vi1; 300 vo1 = vi1;
445 } 301 }
446 """ 302 """
@@ -448,8 +304,7 @@ Pipeline
448 , fragmentShader = 304 , fragmentShader =
449 """ 305 """
450 #version 330 core 306 #version 330 core
451 vec4 texture2D(sampler2D s 307 vec4 texture2D(sampler2D s,vec2 uv) {
452 ,vec2 uv) {
453 return texture(s,uv); 308 return texture(s,uv);
454 } 309 }
455 smooth in vec4 vo1; 310 smooth in vec4 vo1;
@@ -470,8 +325,7 @@ Pipeline
470 , vertexShader = 325 , vertexShader =
471 """ 326 """
472 #version 330 core 327 #version 330 core
473 vec4 texture2D(sampler2D s 328 vec4 texture2D(sampler2D s,vec2 uv) {
474 ,vec2 uv) {
475 return texture(s,uv); 329 return texture(s,uv);
476 } 330 }
477 uniform mat4 MVP; 331 uniform mat4 MVP;
@@ -479,57 +333,30 @@ Pipeline
479 in vec4 vi1; 333 in vec4 vi1;
480 smooth out vec4 vo1; 334 smooth out vec4 vo1;
481 mat4 rotMatrixX(float z0) { 335 mat4 rotMatrixX(float z0) {
482 return mat4 (vec4 (1.0 336 return mat4 (vec4 (1.0,0.0,0.0,0.0)
483 ,0.0 337 ,vec4 (0.0,cos (z0),sin (z0),0.0)
484 ,0.0 338 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),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)
494 ,vec4 (0.0,0.0,0.0,1.0)); 339 ,vec4 (0.0,0.0,0.0,1.0));
495 } 340 }
496 mat4 rotMatrixZ(float z0) { 341 mat4 rotMatrixZ(float z0) {
497 return mat4 (vec4 (cos (z0) 342 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0)
498 ,sin (z0) 343 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0)
499 ,0.0
500 ,0.0)
501 ,vec4 ((0.0) - (sin (z0))
502 ,cos (z0)
503 ,0.0
504 ,0.0)
505 ,vec4 (0.0,0.0,1.0,0.0) 344 ,vec4 (0.0,0.0,1.0,0.0)
506 ,vec4 (0.0,0.0,0.0,1.0)); 345 ,vec4 (0.0,0.0,0.0,1.0));
507 } 346 }
508 vec4 scale(float z0,vec4 z1) { 347 vec4 scale(float z0,vec4 z1) {
509 return (z1) * (vec4 (z0 348 return (z1) * (vec4 (z0,z0,z0,1.0));
510 ,z0
511 ,z0
512 ,1.0));
513 } 349 }
514 vec4 trMat_4_4_Float(mat4 z0 350 vec4 trMat_4_4_Float(mat4 z0,vec4 z1) {
515 ,vec4 z1) {
516 return (z0) * (z1); 351 return (z0) * (z1);
517 } 352 }
518 vec4 trX(float z0,vec4 z1) { 353 vec4 trX(float z0,vec4 z1) {
519 return (vec4 (z0 354 return (vec4 (z0,0.0,0.0,0.0)) + (z1);
520 ,0.0
521 ,0.0
522 ,0.0)) + (z1);
523 } 355 }
524 void main() { 356 void main() {
525 gl_Position = trMat_4_4_Float 357 gl_Position = trMat_4_4_Float (rotMatrixZ ((Time) * (0.3))
526 (rotMatrixZ ((Time) * (0.3)) 358 ,(MVP) * (trX ((0.15) + ((sin (Time)) * (0.1))
527 ,(MVP) * (trX ((0.15) + ((sin 359 ,scale (4.0e-2,trMat_4_4_Float (rotMatrixX (((Time) * (2.0)) * (0.3)),vi1)))));
528 (Time)) * (0.1))
529 ,scale (4.0e-2
530 ,trMat_4_4_Float (rotMatrixX
531 (((Time) * (2.0)) * (0.3))
532 ,vi1)))));
533 vo1 = vi1; 360 vo1 = vi1;
534 } 361 }
535 """ 362 """
@@ -537,8 +364,7 @@ Pipeline
537 , fragmentShader = 364 , fragmentShader =
538 """ 365 """
539 #version 330 core 366 #version 330 core
540 vec4 texture2D(sampler2D s 367 vec4 texture2D(sampler2D s,vec2 uv) {
541 ,vec2 uv) {
542 return texture(s,uv); 368 return texture(s,uv);
543 } 369 }
544 smooth in vec4 vo1; 370 smooth in vec4 vo1;
@@ -559,8 +385,7 @@ Pipeline
559 , vertexShader = 385 , vertexShader =
560 """ 386 """
561 #version 330 core 387 #version 330 core
562 vec4 texture2D(sampler2D s 388 vec4 texture2D(sampler2D s,vec2 uv) {
563 ,vec2 uv) {
564 return texture(s,uv); 389 return texture(s,uv);
565 } 390 }
566 uniform mat4 MVP; 391 uniform mat4 MVP;
@@ -568,57 +393,30 @@ Pipeline
568 in vec4 vi1; 393 in vec4 vi1;
569 smooth out vec4 vo1; 394 smooth out vec4 vo1;
570 mat4 rotMatrixX(float z0) { 395 mat4 rotMatrixX(float z0) {
571 return mat4 (vec4 (1.0 396 return mat4 (vec4 (1.0,0.0,0.0,0.0)
572 ,0.0 397 ,vec4 (0.0,cos (z0),sin (z0),0.0)
573 ,0.0 398 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),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)
583 ,vec4 (0.0,0.0,0.0,1.0)); 399 ,vec4 (0.0,0.0,0.0,1.0));
584 } 400 }
585 mat4 rotMatrixZ(float z0) { 401 mat4 rotMatrixZ(float z0) {
586 return mat4 (vec4 (cos (z0) 402 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0)
587 ,sin (z0) 403 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0)
588 ,0.0
589 ,0.0)
590 ,vec4 ((0.0) - (sin (z0))
591 ,cos (z0)
592 ,0.0
593 ,0.0)
594 ,vec4 (0.0,0.0,1.0,0.0) 404 ,vec4 (0.0,0.0,1.0,0.0)
595 ,vec4 (0.0,0.0,0.0,1.0)); 405 ,vec4 (0.0,0.0,0.0,1.0));
596 } 406 }
597 vec4 scale(float z0,vec4 z1) { 407 vec4 scale(float z0,vec4 z1) {
598 return (z1) * (vec4 (z0 408 return (z1) * (vec4 (z0,z0,z0,1.0));
599 ,z0
600 ,z0
601 ,1.0));
602 } 409 }
603 vec4 trMat_4_4_Float(mat4 z0 410 vec4 trMat_4_4_Float(mat4 z0,vec4 z1) {
604 ,vec4 z1) {
605 return (z0) * (z1); 411 return (z0) * (z1);
606 } 412 }
607 vec4 trX(float z0,vec4 z1) { 413 vec4 trX(float z0,vec4 z1) {
608 return (vec4 (z0 414 return (vec4 (z0,0.0,0.0,0.0)) + (z1);
609 ,0.0
610 ,0.0
611 ,0.0)) + (z1);
612 } 415 }
613 void main() { 416 void main() {
614 gl_Position = trMat_4_4_Float 417 gl_Position = trMat_4_4_Float (rotMatrixZ ((Time) * (0.5))
615 (rotMatrixZ ((Time) * (0.5)) 418 ,(MVP) * (trX ((0.25) + ((sin (Time)) * (0.1))
616 ,(MVP) * (trX ((0.25) + ((sin 419 ,scale (4.0e-2,trMat_4_4_Float (rotMatrixX (((Time) * (2.0)) * (0.5)),vi1)))));
617 (Time)) * (0.1))
618 ,scale (4.0e-2
619 ,trMat_4_4_Float (rotMatrixX
620 (((Time) * (2.0)) * (0.5))
621 ,vi1)))));
622 vo1 = vi1; 420 vo1 = vi1;
623 } 421 }
624 """ 422 """
@@ -626,8 +424,7 @@ Pipeline
626 , fragmentShader = 424 , fragmentShader =
627 """ 425 """
628 #version 330 core 426 #version 330 core
629 vec4 texture2D(sampler2D s 427 vec4 texture2D(sampler2D s,vec2 uv) {
630 ,vec2 uv) {
631 return texture(s,uv); 428 return texture(s,uv);
632 } 429 }
633 smooth in vec4 vo1; 430 smooth in vec4 vo1;
@@ -648,8 +445,7 @@ Pipeline
648 , vertexShader = 445 , vertexShader =
649 """ 446 """
650 #version 330 core 447 #version 330 core
651 vec4 texture2D(sampler2D s 448 vec4 texture2D(sampler2D s,vec2 uv) {
652 ,vec2 uv) {
653 return texture(s,uv); 449 return texture(s,uv);
654 } 450 }
655 uniform mat4 MVP; 451 uniform mat4 MVP;
@@ -657,57 +453,30 @@ Pipeline
657 in vec4 vi1; 453 in vec4 vi1;
658 smooth out vec4 vo1; 454 smooth out vec4 vo1;
659 mat4 rotMatrixX(float z0) { 455 mat4 rotMatrixX(float z0) {
660 return mat4 (vec4 (1.0 456 return mat4 (vec4 (1.0,0.0,0.0,0.0)
661 ,0.0 457 ,vec4 (0.0,cos (z0),sin (z0),0.0)
662 ,0.0 458 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),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)
672 ,vec4 (0.0,0.0,0.0,1.0)); 459 ,vec4 (0.0,0.0,0.0,1.0));
673 } 460 }
674 mat4 rotMatrixZ(float z0) { 461 mat4 rotMatrixZ(float z0) {
675 return mat4 (vec4 (cos (z0) 462 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0)
676 ,sin (z0) 463 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0)
677 ,0.0
678 ,0.0)
679 ,vec4 ((0.0) - (sin (z0))
680 ,cos (z0)
681 ,0.0
682 ,0.0)
683 ,vec4 (0.0,0.0,1.0,0.0) 464 ,vec4 (0.0,0.0,1.0,0.0)
684 ,vec4 (0.0,0.0,0.0,1.0)); 465 ,vec4 (0.0,0.0,0.0,1.0));
685 } 466 }
686 vec4 scale(float z0,vec4 z1) { 467 vec4 scale(float z0,vec4 z1) {
687 return (z1) * (vec4 (z0 468 return (z1) * (vec4 (z0,z0,z0,1.0));
688 ,z0
689 ,z0
690 ,1.0));
691 } 469 }
692 vec4 trMat_4_4_Float(mat4 z0 470 vec4 trMat_4_4_Float(mat4 z0,vec4 z1) {
693 ,vec4 z1) {
694 return (z0) * (z1); 471 return (z0) * (z1);
695 } 472 }
696 vec4 trX(float z0,vec4 z1) { 473 vec4 trX(float z0,vec4 z1) {
697 return (vec4 (z0 474 return (vec4 (z0,0.0,0.0,0.0)) + (z1);
698 ,0.0
699 ,0.0
700 ,0.0)) + (z1);
701 } 475 }
702 void main() { 476 void main() {
703 gl_Position = trMat_4_4_Float 477 gl_Position = trMat_4_4_Float (rotMatrixZ ((Time) * (-0.5))
704 (rotMatrixZ ((Time) * (-0.5)) 478 ,(MVP) * (trX ((-0.25) + ((sin (Time)) * (0.1))
705 ,(MVP) * (trX ((-0.25) + ((sin 479 ,scale (4.0e-2,trMat_4_4_Float (rotMatrixX (((Time) * (2.0)) * (-0.5)),vi1)))));
706 (Time)) * (0.1))
707 ,scale (4.0e-2
708 ,trMat_4_4_Float (rotMatrixX
709 (((Time) * (2.0)) * (-0.5))
710 ,vi1)))));
711 vo1 = vi1; 480 vo1 = vi1;
712 } 481 }
713 """ 482 """
@@ -715,8 +484,7 @@ Pipeline
715 , fragmentShader = 484 , fragmentShader =
716 """ 485 """
717 #version 330 core 486 #version 330 core
718 vec4 texture2D(sampler2D s 487 vec4 texture2D(sampler2D s,vec2 uv) {
719 ,vec2 uv) {
720 return texture(s,uv); 488 return texture(s,uv);
721 } 489 }
722 smooth in vec4 vo1; 490 smooth in vec4 vo1;