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authorPéter Diviánszky <divipp@gmail.com>2016-02-16 07:15:29 +0100
committerPéter Diviánszky <divipp@gmail.com>2016-02-16 07:29:03 +0100
commit6700a057f30e8ca6c8aa2dde71d03516fd7ae6cd (patch)
tree5cafa9969ae9eb0884abd4b1ece21916d1680b91 /testdata/recursivetexture02.out
parent2c1c5a8ae057c4e3a93ccf2a6f796af87188c0d1 (diff)
generate functions in shaders
Diffstat (limited to 'testdata/recursivetexture02.out')
-rw-r--r--testdata/recursivetexture02.out30
1 files changed, 24 insertions, 6 deletions
diff --git a/testdata/recursivetexture02.out b/testdata/recursivetexture02.out
index 0dc86bbb..b2870eeb 100644
--- a/testdata/recursivetexture02.out
+++ b/testdata/recursivetexture02.out
@@ -294,8 +294,11 @@ Pipeline
294 in vec4 vi1; 294 in vec4 vi1;
295 in vec2 vi2; 295 in vec2 vi2;
296 smooth out vec2 vo1; 296 smooth out vec2 vo1;
297 vec4 scale(float z0,vec4 z1) {
298 return (z1) * (vec4 (z0,z0,z0,1.0));
299 }
297 void main() { 300 void main() {
298 gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0)); 301 gl_Position = scale (0.5,(MVP) * (vi1));
299 vo1 = vi2; 302 vo1 = vi2;
300 } 303 }
301 """ 304 """
@@ -332,8 +335,11 @@ Pipeline
332 in vec4 vi1; 335 in vec4 vi1;
333 in vec2 vi2; 336 in vec2 vi2;
334 smooth out vec2 vo1; 337 smooth out vec2 vo1;
338 vec4 scale(float z0,vec4 z1) {
339 return (z1) * (vec4 (z0,z0,z0,1.0));
340 }
335 void main() { 341 void main() {
336 gl_Position = ((MVP) * (vi1)) * (vec4 (1.0,1.0,1.0,1.0)); 342 gl_Position = scale (1.0,(MVP) * (vi1));
337 vo1 = vi2; 343 vo1 = vi2;
338 } 344 }
339 """ 345 """
@@ -371,8 +377,11 @@ Pipeline
371 in vec4 vi1; 377 in vec4 vi1;
372 in vec2 vi2; 378 in vec2 vi2;
373 smooth out vec2 vo1; 379 smooth out vec2 vo1;
380 vec4 scale(float z0,vec4 z1) {
381 return (z1) * (vec4 (z0,z0,z0,1.0));
382 }
374 void main() { 383 void main() {
375 gl_Position = ((MVP) * (vi1)) * (vec4 (1.0,1.0,1.0,1.0)); 384 gl_Position = scale (1.0,(MVP) * (vi1));
376 vo1 = vi2; 385 vo1 = vi2;
377 } 386 }
378 """ 387 """
@@ -410,8 +419,11 @@ Pipeline
410 in vec4 vi1; 419 in vec4 vi1;
411 in vec2 vi2; 420 in vec2 vi2;
412 smooth out vec2 vo1; 421 smooth out vec2 vo1;
422 vec4 scale(float z0,vec4 z1) {
423 return (z1) * (vec4 (z0,z0,z0,1.0));
424 }
413 void main() { 425 void main() {
414 gl_Position = ((MVP) * (vi1)) * (vec4 (1.0,1.0,1.0,1.0)); 426 gl_Position = scale (1.0,(MVP) * (vi1));
415 vo1 = vi2; 427 vo1 = vi2;
416 } 428 }
417 """ 429 """
@@ -449,8 +461,11 @@ Pipeline
449 in vec4 vi1; 461 in vec4 vi1;
450 in vec2 vi2; 462 in vec2 vi2;
451 smooth out vec2 vo1; 463 smooth out vec2 vo1;
464 vec4 scale(float z0,vec4 z1) {
465 return (z1) * (vec4 (z0,z0,z0,1.0));
466 }
452 void main() { 467 void main() {
453 gl_Position = ((MVP) * (vi1)) * (vec4 (1.0,1.0,1.0,1.0)); 468 gl_Position = scale (1.0,(MVP) * (vi1));
454 vo1 = vi2; 469 vo1 = vi2;
455 } 470 }
456 """ 471 """
@@ -488,8 +503,11 @@ Pipeline
488 in vec4 vi1; 503 in vec4 vi1;
489 in vec2 vi2; 504 in vec2 vi2;
490 smooth out vec2 vo1; 505 smooth out vec2 vo1;
506 vec4 scale(float z0,vec4 z1) {
507 return (z1) * (vec4 (z0,z0,z0,1.0));
508 }
491 void main() { 509 void main() {
492 gl_Position = ((MVP) * (vi1)) * (vec4 (1.0,1.0,1.0,1.0)); 510 gl_Position = scale (1.0,(MVP) * (vi1));
493 vo1 = vi2; 511 vo1 = vi2;
494 } 512 }
495 """ 513 """