diff options
author | Péter Diviánszky <divipp@gmail.com> | 2016-05-01 19:13:34 +0200 |
---|---|---|
committer | Péter Diviánszky <divipp@gmail.com> | 2016-05-01 19:13:34 +0200 |
commit | 90e336391673ac1cf9ff582e98e35faf89a8f09d (patch) | |
tree | 0b7a14dbfc5734c07c2ae4ed34cb679fecd10d3f /testdata/example08.out | |
parent | 1a7544763729938e7009ead1e375e9bbf413afb0 (diff) |
improve pretty print layout & show desugared source code in .out files
Diffstat (limited to 'testdata/example08.out')
-rw-r--r-- | testdata/example08.out | 440 |
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; |