diff options
author | Péter Diviánszky <divipp@gmail.com> | 2016-02-14 11:40:34 +0100 |
---|---|---|
committer | Péter Diviánszky <divipp@gmail.com> | 2016-02-14 11:40:34 +0100 |
commit | f2fa7476f0c19bb374c24324edda110333288926 (patch) | |
tree | e3d800d0fc8e838abfeeaf8f753287a6ade1defa /testdata/recursivetexture02.out | |
parent | 268a8cd6620701738366e2a94d54ce9b8dd6421c (diff) |
use less space in generated shaders
Diffstat (limited to 'testdata/recursivetexture02.out')
-rw-r--r-- | testdata/recursivetexture02.out | 24 |
1 files changed, 12 insertions, 12 deletions
diff --git a/testdata/recursivetexture02.out b/testdata/recursivetexture02.out index 900e2418..4e9e1953 100644 --- a/testdata/recursivetexture02.out +++ b/testdata/recursivetexture02.out | |||
@@ -293,7 +293,7 @@ Pipeline | |||
293 | in vec2 vi2 ; | 293 | in vec2 vi2 ; |
294 | smooth out vec2 vo1 ; | 294 | smooth out vec2 vo1 ; |
295 | void main() { | 295 | void main() { |
296 | gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); | 296 | gl_Position = ((MVP) * (vi1)) * (vec4 (0.5,0.5,0.5,1.0)); |
297 | vo1 = vi2; | 297 | vo1 = vi2; |
298 | } | 298 | } |
299 | 299 | ||
@@ -306,7 +306,7 @@ Pipeline | |||
306 | smooth in vec2 vo1 ; | 306 | smooth in vec2 vo1 ; |
307 | out vec4 f0 ; | 307 | out vec4 f0 ; |
308 | void main() { | 308 | void main() { |
309 | f0 = ( vo1 ).xyxy; | 309 | f0 = (vo1).xyxy; |
310 | } | 310 | } |
311 | 311 | ||
312 | """ | 312 | """ |
@@ -329,7 +329,7 @@ Pipeline | |||
329 | in vec2 vi2 ; | 329 | in vec2 vi2 ; |
330 | smooth out vec2 vo1 ; | 330 | smooth out vec2 vo1 ; |
331 | void main() { | 331 | void main() { |
332 | gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) ); | 332 | gl_Position = ((MVP) * (vi1)) * (vec4 (1.0,1.0,1.0,1.0)); |
333 | vo1 = vi2; | 333 | vo1 = vi2; |
334 | } | 334 | } |
335 | 335 | ||
@@ -343,7 +343,7 @@ Pipeline | |||
343 | smooth in vec2 vo1 ; | 343 | smooth in vec2 vo1 ; |
344 | out vec4 f0 ; | 344 | out vec4 f0 ; |
345 | void main() { | 345 | void main() { |
346 | f0 = ( texture2D ( s0,vo1 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) ); | 346 | f0 = (texture2D (s0,vo1)) * (vec4 (0.7,0.7,0.7,1.0)); |
347 | } | 347 | } |
348 | 348 | ||
349 | """ | 349 | """ |
@@ -366,7 +366,7 @@ Pipeline | |||
366 | in vec2 vi2 ; | 366 | in vec2 vi2 ; |
367 | smooth out vec2 vo1 ; | 367 | smooth out vec2 vo1 ; |
368 | void main() { | 368 | void main() { |
369 | gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) ); | 369 | gl_Position = ((MVP) * (vi1)) * (vec4 (1.0,1.0,1.0,1.0)); |
370 | vo1 = vi2; | 370 | vo1 = vi2; |
371 | } | 371 | } |
372 | 372 | ||
@@ -380,7 +380,7 @@ Pipeline | |||
380 | smooth in vec2 vo1 ; | 380 | smooth in vec2 vo1 ; |
381 | out vec4 f0 ; | 381 | out vec4 f0 ; |
382 | void main() { | 382 | void main() { |
383 | f0 = ( texture2D ( s0,vo1 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) ); | 383 | f0 = (texture2D (s0,vo1)) * (vec4 (0.7,0.7,0.7,1.0)); |
384 | } | 384 | } |
385 | 385 | ||
386 | """ | 386 | """ |
@@ -403,7 +403,7 @@ Pipeline | |||
403 | in vec2 vi2 ; | 403 | in vec2 vi2 ; |
404 | smooth out vec2 vo1 ; | 404 | smooth out vec2 vo1 ; |
405 | void main() { | 405 | void main() { |
406 | gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) ); | 406 | gl_Position = ((MVP) * (vi1)) * (vec4 (1.0,1.0,1.0,1.0)); |
407 | vo1 = vi2; | 407 | vo1 = vi2; |
408 | } | 408 | } |
409 | 409 | ||
@@ -417,7 +417,7 @@ Pipeline | |||
417 | smooth in vec2 vo1 ; | 417 | smooth in vec2 vo1 ; |
418 | out vec4 f0 ; | 418 | out vec4 f0 ; |
419 | void main() { | 419 | void main() { |
420 | f0 = ( texture2D ( s0,vo1 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) ); | 420 | f0 = (texture2D (s0,vo1)) * (vec4 (0.7,0.7,0.7,1.0)); |
421 | } | 421 | } |
422 | 422 | ||
423 | """ | 423 | """ |
@@ -440,7 +440,7 @@ Pipeline | |||
440 | in vec2 vi2 ; | 440 | in vec2 vi2 ; |
441 | smooth out vec2 vo1 ; | 441 | smooth out vec2 vo1 ; |
442 | void main() { | 442 | void main() { |
443 | gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) ); | 443 | gl_Position = ((MVP) * (vi1)) * (vec4 (1.0,1.0,1.0,1.0)); |
444 | vo1 = vi2; | 444 | vo1 = vi2; |
445 | } | 445 | } |
446 | 446 | ||
@@ -454,7 +454,7 @@ Pipeline | |||
454 | smooth in vec2 vo1 ; | 454 | smooth in vec2 vo1 ; |
455 | out vec4 f0 ; | 455 | out vec4 f0 ; |
456 | void main() { | 456 | void main() { |
457 | f0 = ( texture2D ( s0,vo1 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) ); | 457 | f0 = (texture2D (s0,vo1)) * (vec4 (0.7,0.7,0.7,1.0)); |
458 | } | 458 | } |
459 | 459 | ||
460 | """ | 460 | """ |
@@ -477,7 +477,7 @@ Pipeline | |||
477 | in vec2 vi2 ; | 477 | in vec2 vi2 ; |
478 | smooth out vec2 vo1 ; | 478 | smooth out vec2 vo1 ; |
479 | void main() { | 479 | void main() { |
480 | gl_Position = ( ( MVP ) * ( vi1 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) ); | 480 | gl_Position = ((MVP) * (vi1)) * (vec4 (1.0,1.0,1.0,1.0)); |
481 | vo1 = vi2; | 481 | vo1 = vi2; |
482 | } | 482 | } |
483 | 483 | ||
@@ -491,7 +491,7 @@ Pipeline | |||
491 | smooth in vec2 vo1 ; | 491 | smooth in vec2 vo1 ; |
492 | out vec4 f0 ; | 492 | out vec4 f0 ; |
493 | void main() { | 493 | void main() { |
494 | f0 = ( texture2D ( s0,vo1 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) ); | 494 | f0 = (texture2D (s0,vo1)) * (vec4 (0.7,0.7,0.7,1.0)); |
495 | } | 495 | } |
496 | 496 | ||
497 | """ | 497 | """ |