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authorPéter Diviánszky <divipp@gmail.com>2016-02-14 11:40:34 +0100
committerPéter Diviánszky <divipp@gmail.com>2016-02-14 11:40:34 +0100
commitf2fa7476f0c19bb374c24324edda110333288926 (patch)
treee3d800d0fc8e838abfeeaf8f753287a6ade1defa /testdata/recursivetexture02.out
parent268a8cd6620701738366e2a94d54ce9b8dd6421c (diff)
use less space in generated shaders
Diffstat (limited to 'testdata/recursivetexture02.out')
-rw-r--r--testdata/recursivetexture02.out24
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 """