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authorPéter Diviánszky <divipp@gmail.com>2016-02-08 18:21:01 +0100
committerPéter Diviánszky <divipp@gmail.com>2016-02-08 18:21:01 +0100
commit158777184bd11fa210c13314011f1970711c67fa (patch)
tree2aa96b6f4f5879a129761ff37eee09455f1c33b3 /testdata
parentb25e6c2bc889fd6c4737fafd1f4de3d2df6211a9 (diff)
update .out file
Diffstat (limited to 'testdata')
-rw-r--r--testdata/Graphics.out6
1 files changed, 1 insertions, 5 deletions
diff --git a/testdata/Graphics.out b/testdata/Graphics.out
index 63ca7fee..ce1c892b 100644
--- a/testdata/Graphics.out
+++ b/testdata/Graphics.out
@@ -1,5 +1 @@
1<<<<<<< f459728b37bc86bcbdc5dec0b0f4d4deb5f8a8dc Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("x2",Parameter {name = "position", ty = V3F}),("y2",Parameter {name = "color", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x2 ;\nin vec4 y2 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = y2;\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x2 ).x,( x2 ).y,( x2 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( ( 1.0 ) - ( ( vv0 ).x ),( 1.0 ) - ( ( vv0 ).y ),( 1.0 ) - ( ( vv0 ).z ),1.0 );\n}\n"},Program {programUniforms = fromList [("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("g6",Parameter {name = "position", ty = V3F}),("h6",Parameter {name = "color", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 g6 ;\nin vec4 h6 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( h6 ).x,( h6 ).y,( h6 ).z,0.5 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( g6 ).x,( g6 ).y,( g6 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("v10",Parameter {name = "position", ty = V3F}),("w10",Parameter {name = "normal", ty = V3F}),("x10",Parameter {name = "diffuseUV", ty = V2F}),("y10",Parameter {name = "lightmapUV", ty = V2F}),("z10",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v10 ;\nin vec3 w10 ;\nin vec2 x10 ;\nin vec2 y10 ;\nin vec4 z10 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = y10;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v10 ).x,( v10 ).y,( v10 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3562558025",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("o15",Parameter {name = "position", ty = V3F}),("p15",Parameter {name = "normal", ty = V3F}),("q15",Parameter {name = "diffuseUV", ty = V2F}),("r15",Parameter {name = "lightmapUV", ty = V2F}),("s15",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3562558025",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 o15 ;\nin vec3 p15 ;\nin vec2 q15 ;\nin vec2 r15 ;\nin vec4 s15 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q15;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( o15 ).x,( o15 ).y,( o15 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3562558025 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3562558025,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_47037129",FTexture2D),("time",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a20",Parameter {name = "normal", ty = V3F}),("b20",Parameter {name = "diffuseUV", ty = V2F}),("c20",Parameter {name = "lightmapUV", ty = V2F}),("d20",Parameter {name = "color", ty = V4F}),("z19",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("Tex_47037129",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float time ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z19 ;\nin vec3 a20 ;\nin vec2 b20 ;\nin vec2 c20 ;\nin vec4 d20 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = ( ( ( b20 ) + ( ( vec2 ( 0.0,1.0 ) ) * ( time ) ) ) + ( ( sin ( vec2 ( ( 6.28 ) * ( ( ( ( ( z19 ).x ) + ( ( z19 ).z ) ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 1.6 ) ) ) ),( 6.28 ) * ( ( ( ( z19 ).y ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 1.6 ) ) ) ) ) ) ) * ( 0.25 ) ) ) * ( vec2 ( 4.0,4.0 ) );\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z19 ).x,( z19 ).y,( z19 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_47037129 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_47037129,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1910997598",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a27",Parameter {name = "lightmapUV", ty = V2F}),("b27",Parameter {name = "color", ty = V4F}),("x26",Parameter {name = "position", ty = V3F}),("y26",Parameter {name = "normal", ty = V3F}),("z26",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("Tex_1910997598",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x26 ;\nin vec3 y26 ;\nin vec2 z26 ;\nin vec2 a27 ;\nin vec4 b27 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = z26;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x26 ).x,( x26 ).y,( x26 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1910997598 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1910997598,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("i31",Parameter {name = "position", ty = V3F}),("j31",Parameter {name = "normal", ty = V3F}),("k31",Parameter {name = "diffuseUV", ty = V2F}),("l31",Parameter {name = "lightmapUV", ty = V2F}),("m31",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 i31 ;\nin vec3 j31 ;\nin vec2 k31 ;\nin vec2 l31 ;\nin vec4 m31 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = l31;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( i31 ).x,( i31 ).y,( i31 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b36",Parameter {name = "position", ty = V3F}),("c36",Parameter {name = "normal", ty = V3F}),("d36",Parameter {name = "diffuseUV", ty = V2F}),("e36",Parameter {name = "lightmapUV", ty = V2F}),("f36",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b36 ;\nin vec3 c36 ;\nin vec2 d36 ;\nin vec2 e36 ;\nin vec4 f36 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = e36;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b36 ).x,( b36 ).y,( b36 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4077187607",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("u40",Parameter {name = "position", ty = V3F}),("v40",Parameter {name = "normal", ty = V3F}),("w40",Parameter {name = "diffuseUV", ty = V2F}),("x40",Parameter {name = "lightmapUV", ty = V2F}),("y40",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_4077187607",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 u40 ;\nin vec3 v40 ;\nin vec2 w40 ;\nin vec2 x40 ;\nin vec4 y40 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = w40;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( u40 ).x,( u40 ).y,( u40 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_4077187607 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4077187607,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3416962274",FTexture2D),("time",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f45",Parameter {name = "position", ty = V3F}),("g45",Parameter {name = "normal", ty = V3F}),("h45",Parameter {name = "diffuseUV", ty = V2F}),("i45",Parameter {name = "lightmapUV", ty = V2F}),("j45",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3416962274",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float time ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f45 ;\nin vec3 g45 ;\nin vec2 h45 ;\nin vec2 i45 ;\nin vec4 j45 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = ( ( ( h45 ) + ( ( vec2 ( 0.0,1.0 ) ) * ( time ) ) ) + ( ( sin ( vec2 ( ( 6.28 ) * ( ( ( ( ( f45 ).x ) + ( ( f45 ).z ) ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 5.6 ) ) ) ),( 6.28 ) * ( ( ( ( f45 ).y ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 5.6 ) ) ) ) ) ) ) * ( 0.25 ) ) ) * ( vec2 ( 1.5,1.5 ) );\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f45 ).x,( f45 ).y,( f45 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3416962274 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3416962274,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d52",Parameter {name = "position", ty = V3F}),("e52",Parameter {name = "normal", ty = V3F}),("f52",Parameter {name = "diffuseUV", ty = V2F}),("g52",Parameter {name = "lightmapUV", ty = V2F}),("h52",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d52 ;\nin vec3 e52 ;\nin vec2 f52 ;\nin vec2 g52 ;\nin vec4 h52 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = g52;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d52 ).x,( d52 ).y,( d52 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4288602201",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("r56",Parameter {name = "position", ty = V3F}),("s56",Parameter {name = "normal", ty = V3F}),("t56",Parameter {name = "diffuseUV", ty = V2F}),("u56",Parameter {name = "lightmapUV", ty = V2F}),("v56",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_4288602201",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r56 ;\nin vec3 s56 ;\nin vec2 t56 ;\nin vec2 u56 ;\nin vec4 v56 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = t56;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r56 ).x,( r56 ).y,( r56 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_4288602201 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4288602201,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("n61",Parameter {name = "position", ty = V3F}),("o61",Parameter {name = "normal", ty = V3F}),("p61",Parameter {name = "diffuseUV", ty = V2F}),("q61",Parameter {name = "lightmapUV", ty = V2F}),("r61",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n61 ;\nin vec3 o61 ;\nin vec2 p61 ;\nin vec2 q61 ;\nin vec4 r61 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q61;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n61 ).x,( n61 ).y,( n61 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3202786139",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b66",Parameter {name = "position", ty = V3F}),("c66",Parameter {name = "normal", ty = V3F}),("d66",Parameter {name = "diffuseUV", ty = V2F}),("e66",Parameter {name = "lightmapUV", ty = V2F}),("f66",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3202786139",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b66 ;\nin vec3 c66 ;\nin vec2 d66 ;\nin vec2 e66 ;\nin vec4 f66 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = d66;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b66 ).x,( b66 ).y,( b66 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3202786139 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3202786139,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a71",Parameter {name = "lightmapUV", ty = V2F}),("b71",Parameter {name = "color", ty = V4F}),("x70",Parameter {name = "position", ty = V3F}),("y70",Parameter {name = "normal", ty = V3F}),("z70",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x70 ;\nin vec3 y70 ;\nin vec2 z70 ;\nin vec2 a71 ;\nin vec4 b71 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a71;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x70 ).x,( x70 ).y,( x70 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4255130505",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("l75",Parameter {name = "position", ty = V3F}),("m75",Parameter {name = "normal", ty = V3F}),("n75",Parameter {name = "diffuseUV", ty = V2F}),("o75",Parameter {name = "lightmapUV", ty = V2F}),("p75",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_4255130505",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l75 ;\nin vec3 m75 ;\nin vec2 n75 ;\nin vec2 o75 ;\nin vec4 p75 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = n75;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l75 ).x,( l75 ).y,( l75 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_4255130505 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4255130505,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("h80",Parameter {name = "position", ty = V3F}),("i80",Parameter {name = "normal", ty = V3F}),("j80",Parameter {name = "diffuseUV", ty = V2F}),("k80",Parameter {name = "lightmapUV", ty = V2F}),("l80",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h80 ;\nin vec3 i80 ;\nin vec2 j80 ;\nin vec2 k80 ;\nin vec4 l80 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = k80;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h80 ).x,( h80 ).y,( h80 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_564811775",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("v84",Parameter {name = "position", ty = V3F}),("w84",Parameter {name = "normal", ty = V3F}),("x84",Parameter {name = "diffuseUV", ty = V2F}),("y84",Parameter {name = "lightmapUV", ty = V2F}),("z84",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_564811775",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v84 ;\nin vec3 w84 ;\nin vec2 x84 ;\nin vec2 y84 ;\nin vec4 z84 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = x84;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v84 ).x,( v84 ).y,( v84 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_564811775 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_564811775,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("r89",Parameter {name = "position", ty = V3F}),("s89",Parameter {name = "normal", ty = V3F}),("t89",Parameter {name = "diffuseUV", ty = V2F}),("u89",Parameter {name = "lightmapUV", ty = V2F}),("v89",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r89 ;\nin vec3 s89 ;\nin vec2 t89 ;\nin vec2 u89 ;\nin vec4 v89 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = u89;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r89 ).x,( r89 ).y,( r89 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2073154888",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f94",Parameter {name = "position", ty = V3F}),("g94",Parameter {name = "normal", ty = V3F}),("h94",Parameter {name = "diffuseUV", ty = V2F}),("i94",Parameter {name = "lightmapUV", ty = V2F}),("j94",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2073154888",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f94 ;\nin vec3 g94 ;\nin vec2 h94 ;\nin vec2 i94 ;\nin vec4 j94 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = h94;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f94 ).x,( f94 ).y,( f94 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2073154888 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2073154888,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b99",Parameter {name = "position", ty = V3F}),("c99",Parameter {name = "normal", ty = V3F}),("d99",Parameter {name = "diffuseUV", ty = V2F}),("e99",Parameter {name = "lightmapUV", ty = V2F}),("f99",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b99 ;\nin vec3 c99 ;\nin vec2 d99 ;\nin vec2 e99 ;\nin vec4 f99 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = e99;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b99 ).x,( b99 ).y,( b99 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2099456856",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("p103",Parameter {name = "position", ty = V3F}),("q103",Parameter {name = "normal", ty = V3F}),("r103",Parameter {name = "diffuseUV", ty = V2F}),("s103",Parameter {name = "lightmapUV", ty = V2F}),("t103",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2099456856",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p103 ;\nin vec3 q103 ;\nin vec2 r103 ;\nin vec2 s103 ;\nin vec4 t103 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = r103;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p103 ).x,( p103 ).y,( p103 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2099456856 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2099456856,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("l108",Parameter {name = "position", ty = V3F}),("m108",Parameter {name = "normal", ty = V3F}),("n108",Parameter {name = "diffuseUV", ty = V2F}),("o108",Parameter {name = "lightmapUV", ty = V2F}),("p108",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l108 ;\nin vec3 m108 ;\nin vec2 n108 ;\nin vec2 o108 ;\nin vec4 p108 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = o108;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l108 ).x,( l108 ).y,( l108 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1581337759",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a113",Parameter {name = "normal", ty = V3F}),("b113",Parameter {name = "diffuseUV", ty = V2F}),("c113",Parameter {name = "lightmapUV", ty = V2F}),("d113",Parameter {name = "color", ty = V4F}),("z112",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("Tex_1581337759",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z112 ;\nin vec3 a113 ;\nin vec2 b113 ;\nin vec2 c113 ;\nin vec4 d113 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = b113;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z112 ).x,( z112 ).y,( z112 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1581337759 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1581337759,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("v117",Parameter {name = "position", ty = V3F}),("w117",Parameter {name = "normal", ty = V3F}),("x117",Parameter {name = "diffuseUV", ty = V2F}),("y117",Parameter {name = "lightmapUV", ty = V2F}),("z117",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v117 ;\nin vec3 w117 ;\nin vec2 x117 ;\nin vec2 y117 ;\nin vec4 z117 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = y117;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v117 ).x,( v117 ).y,( v117 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1062467595",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("j122",Parameter {name = "position", ty = V3F}),("k122",Parameter {name = "normal", ty = V3F}),("l122",Parameter {name = "diffuseUV", ty = V2F}),("m122",Parameter {name = "lightmapUV", ty = V2F}),("n122",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1062467595",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j122 ;\nin vec3 k122 ;\nin vec2 l122 ;\nin vec2 m122 ;\nin vec4 n122 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = l122;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j122 ).x,( j122 ).y,( j122 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1062467595 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1062467595,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f127",Parameter {name = "position", ty = V3F}),("g127",Parameter {name = "normal", ty = V3F}),("h127",Parameter {name = "diffuseUV", ty = V2F}),("i127",Parameter {name = "lightmapUV", ty = V2F}),("j127",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f127 ;\nin vec3 g127 ;\nin vec2 h127 ;\nin vec2 i127 ;\nin vec4 j127 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = i127;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f127 ).x,( f127 ).y,( f127 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2024854890",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("t131",Parameter {name = "position", ty = V3F}),("u131",Parameter {name = "normal", ty = V3F}),("v131",Parameter {name = "diffuseUV", ty = V2F}),("w131",Parameter {name = "lightmapUV", ty = V2F}),("x131",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2024854890",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 t131 ;\nin vec3 u131 ;\nin vec2 v131 ;\nin vec2 w131 ;\nin vec4 x131 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = v131;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( t131 ).x,( t131 ).y,( t131 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2024854890 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2024854890,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("p136",Parameter {name = "position", ty = V3F}),("q136",Parameter {name = "normal", ty = V3F}),("r136",Parameter {name = "diffuseUV", ty = V2F}),("s136",Parameter {name = "lightmapUV", ty = V2F}),("t136",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p136 ;\nin vec3 q136 ;\nin vec2 r136 ;\nin vec2 s136 ;\nin vec4 t136 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = s136;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p136 ).x,( p136 ).y,( p136 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1284708166",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d141",Parameter {name = "position", ty = V3F}),("e141",Parameter {name = "normal", ty = V3F}),("f141",Parameter {name = "diffuseUV", ty = V2F}),("g141",Parameter {name = "lightmapUV", ty = V2F}),("h141",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1284708166",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d141 ;\nin vec3 e141 ;\nin vec2 f141 ;\nin vec2 g141 ;\nin vec4 h141 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = f141;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d141 ).x,( d141 ).y,( d141 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1284708166 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1284708166,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a146",Parameter {name = "normal", ty = V3F}),("b146",Parameter {name = "diffuseUV", ty = V2F}),("c146",Parameter {name = "lightmapUV", ty = V2F}),("d146",Parameter {name = "color", ty = V4F}),("z145",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z145 ;\nin vec3 a146 ;\nin vec2 b146 ;\nin vec2 c146 ;\nin vec4 d146 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = c146;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z145 ).x,( z145 ).y,( z145 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2432583247",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("n150",Parameter {name = "position", ty = V3F}),("o150",Parameter {name = "normal", ty = V3F}),("p150",Parameter {name = "diffuseUV", ty = V2F}),("q150",Parameter {name = "lightmapUV", ty = V2F}),("r150",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2432583247",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n150 ;\nin vec3 o150 ;\nin vec2 p150 ;\nin vec2 q150 ;\nin vec4 r150 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = p150;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n150 ).x,( n150 ).y,( n150 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2432583247 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2432583247,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("j155",Parameter {name = "position", ty = V3F}),("k155",Parameter {name = "normal", ty = V3F}),("l155",Parameter {name = "diffuseUV", ty = V2F}),("m155",Parameter {name = "lightmapUV", ty = V2F}),("n155",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j155 ;\nin vec3 k155 ;\nin vec2 l155 ;\nin vec2 m155 ;\nin vec4 n155 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = m155;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j155 ).x,( j155 ).y,( j155 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1002517541",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a160",Parameter {name = "lightmapUV", ty = V2F}),("b160",Parameter {name = "color", ty = V4F}),("x159",Parameter {name = "position", ty = V3F}),("y159",Parameter {name = "normal", ty = V3F}),("z159",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("Tex_1002517541",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x159 ;\nin vec3 y159 ;\nin vec2 z159 ;\nin vec2 a160 ;\nin vec4 b160 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = z159;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x159 ).x,( x159 ).y,( x159 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1002517541 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1002517541,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("t164",Parameter {name = "position", ty = V3F}),("u164",Parameter {name = "normal", ty = V3F}),("v164",Parameter {name = "diffuseUV", ty = V2F}),("w164",Parameter {name = "lightmapUV", ty = V2F}),("x164",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 t164 ;\nin vec3 u164 ;\nin vec2 v164 ;\nin vec2 w164 ;\nin vec4 x164 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = w164;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( t164 ).x,( t164 ).y,( t164 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2639119078",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("h169",Parameter {name = "position", ty = V3F}),("i169",Parameter {name = "normal", ty = V3F}),("j169",Parameter {name = "diffuseUV", ty = V2F}),("k169",Parameter {name = "lightmapUV", ty = V2F}),("l169",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2639119078",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h169 ;\nin vec3 i169 ;\nin vec2 j169 ;\nin vec2 k169 ;\nin vec4 l169 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = j169;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h169 ).x,( h169 ).y,( h169 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2639119078 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2639119078,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d174",Parameter {name = "position", ty = V3F}),("e174",Parameter {name = "normal", ty = V3F}),("f174",Parameter {name = "diffuseUV", ty = V2F}),("g174",Parameter {name = "lightmapUV", ty = V2F}),("h174",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d174 ;\nin vec3 e174 ;\nin vec2 f174 ;\nin vec2 g174 ;\nin vec4 h174 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = g174;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d174 ).x,( d174 ).y,( d174 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3479185666",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("r178",Parameter {name = "position", ty = V3F}),("s178",Parameter {name = "normal", ty = V3F}),("t178",Parameter {name = "diffuseUV", ty = V2F}),("u178",Parameter {name = "lightmapUV", ty = V2F}),("v178",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3479185666",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r178 ;\nin vec3 s178 ;\nin vec2 t178 ;\nin vec2 u178 ;\nin vec4 v178 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = t178;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r178 ).x,( r178 ).y,( r178 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3479185666 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3479185666,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("n183",Parameter {name = "position", ty = V3F}),("o183",Parameter {name = "normal", ty = V3F}),("p183",Parameter {name = "diffuseUV", ty = V2F}),("q183",Parameter {name = "lightmapUV", ty = V2F}),("r183",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n183 ;\nin vec3 o183 ;\nin vec2 p183 ;\nin vec2 q183 ;\nin vec4 r183 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q183;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n183 ).x,( n183 ).y,( n183 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3448884269",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b188",Parameter {name = "position", ty = V3F}),("c188",Parameter {name = "normal", ty = V3F}),("d188",Parameter {name = "diffuseUV", ty = V2F}),("e188",Parameter {name = "lightmapUV", ty = V2F}),("f188",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3448884269",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b188 ;\nin vec3 c188 ;\nin vec2 d188 ;\nin vec2 e188 ;\nin vec4 f188 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = d188;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b188 ).x,( b188 ).y,( b188 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3448884269 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3448884269,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a193",Parameter {name = "lightmapUV", ty = V2F}),("b193",Parameter {name = "color", ty = V4F}),("x192",Parameter {name = "position", ty = V3F}),("y192",Parameter {name = "normal", ty = V3F}),("z192",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x192 ;\nin vec3 y192 ;\nin vec2 z192 ;\nin vec2 a193 ;\nin vec4 b193 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a193;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x192 ).x,( x192 ).y,( x192 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1201212243",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("l197",Parameter {name = "position", ty = V3F}),("m197",Parameter {name = "normal", ty = V3F}),("n197",Parameter {name = "diffuseUV", ty = V2F}),("o197",Parameter {name = "lightmapUV", ty = V2F}),("p197",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1201212243",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l197 ;\nin vec3 m197 ;\nin vec2 n197 ;\nin vec2 o197 ;\nin vec4 p197 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = n197;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l197 ).x,( l197 ).y,( l197 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1201212243 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1201212243,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("h202",Parameter {name = "position", ty = V3F}),("i202",Parameter {name = "normal", ty = V3F}),("j202",Parameter {name = "diffuseUV", ty = V2F}),("k202",Parameter {name = "lightmapUV", ty = V2F}),("l202",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h202 ;\nin vec3 i202 ;\nin vec2 j202 ;\nin vec2 k202 ;\nin vec4 l202 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = k202;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h202 ).x,( h202 ).y,( h202 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3389727963",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("v206",Parameter {name = "position", ty = V3F}),("w206",Parameter {name = "normal", ty = V3F}),("x206",Parameter {name = "diffuseUV", ty = V2F}),("y206",Parameter {name = "lightmapUV", ty = V2F}),("z206",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3389727963",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v206 ;\nin vec3 w206 ;\nin vec2 x206 ;\nin vec2 y206 ;\nin vec4 z206 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = x206;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v206 ).x,( v206 ).y,( v206 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3389727963 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3389727963,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("r211",Parameter {name = "position", ty = V3F}),("s211",Parameter {name = "normal", ty = V3F}),("t211",Parameter {name = "diffuseUV", ty = V2F}),("u211",Parameter {name = "lightmapUV", ty = V2F}),("v211",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r211 ;\nin vec3 s211 ;\nin vec2 t211 ;\nin vec2 u211 ;\nin vec4 v211 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = u211;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r211 ).x,( r211 ).y,( r211 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3836020895",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f216",Parameter {name = "position", ty = V3F}),("g216",Parameter {name = "normal", ty = V3F}),("h216",Parameter {name = "diffuseUV", ty = V2F}),("i216",Parameter {name = "lightmapUV", ty = V2F}),("j216",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3836020895",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f216 ;\nin vec3 g216 ;\nin vec2 h216 ;\nin vec2 i216 ;\nin vec4 j216 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = h216;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f216 ).x,( f216 ).y,( f216 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3836020895 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3836020895,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b221",Parameter {name = "position", ty = V3F}),("c221",Parameter {name = "normal", ty = V3F}),("d221",Parameter {name = "diffuseUV", ty = V2F}),("e221",Parameter {name = "lightmapUV", ty = V2F}),("f221",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b221 ;\nin vec3 c221 ;\nin vec2 d221 ;\nin vec2 e221 ;\nin vec4 f221 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = e221;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b221 ).x,( b221 ).y,( b221 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_209322640",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("p225",Parameter {name = "position", ty = V3F}),("q225",Parameter {name = "normal", ty = V3F}),("r225",Parameter {name = "diffuseUV", ty = V2F}),("s225",Parameter {name = "lightmapUV", ty = V2F}),("t225",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_209322640",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p225 ;\nin vec3 q225 ;\nin vec2 r225 ;\nin vec2 s225 ;\nin vec4 t225 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = r225;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p225 ).x,( p225 ).y,( p225 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_209322640 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_209322640,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("l230",Parameter {name = "position", ty = V3F}),("m230",Parameter {name = "normal", ty = V3F}),("n230",Parameter {name = "diffuseUV", ty = V2F}),("o230",Parameter {name = "lightmapUV", ty = V2F}),("p230",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l230 ;\nin vec3 m230 ;\nin vec2 n230 ;\nin vec2 o230 ;\nin vec4 p230 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = o230;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l230 ).x,( l230 ).y,( l230 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2893650486",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a235",Parameter {name = "normal", ty = V3F}),("b235",Parameter {name = "diffuseUV", ty = V2F}),("c235",Parameter {name = "lightmapUV", ty = V2F}),("d235",Parameter {name = "color", ty = V4F}),("z234",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("Tex_2893650486",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z234 ;\nin vec3 a235 ;\nin vec2 b235 ;\nin vec2 c235 ;\nin vec4 d235 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = b235;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z234 ).x,( z234 ).y,( z234 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2893650486 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2893650486,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("v239",Parameter {name = "position", ty = V3F}),("w239",Parameter {name = "normal", ty = V3F}),("x239",Parameter {name = "diffuseUV", ty = V2F}),("y239",Parameter {name = "lightmapUV", ty = V2F}),("z239",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v239 ;\nin vec3 w239 ;\nin vec2 x239 ;\nin vec2 y239 ;\nin vec4 z239 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = y239;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v239 ).x,( v239 ).y,( v239 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3814342582",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("j244",Parameter {name = "position", ty = V3F}),("k244",Parameter {name = "normal", ty = V3F}),("l244",Parameter {name = "diffuseUV", ty = V2F}),("m244",Parameter {name = "lightmapUV", ty = V2F}),("n244",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3814342582",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j244 ;\nin vec3 k244 ;\nin vec2 l244 ;\nin vec2 m244 ;\nin vec4 n244 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = l244;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j244 ).x,( j244 ).y,( j244 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3814342582 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3814342582,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f249",Parameter {name = "position", ty = V3F}),("g249",Parameter {name = "normal", ty = V3F}),("h249",Parameter {name = "diffuseUV", ty = V2F}),("i249",Parameter {name = "lightmapUV", ty = V2F}),("j249",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f249 ;\nin vec3 g249 ;\nin vec2 h249 ;\nin vec2 i249 ;\nin vec4 j249 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = i249;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f249 ).x,( f249 ).y,( f249 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4189195777",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("t253",Parameter {name = "position", ty = V3F}),("u253",Parameter {name = "normal", ty = V3F}),("v253",Parameter {name = "diffuseUV", ty = V2F}),("w253",Parameter {name = "lightmapUV", ty = V2F}),("x253",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_4189195777",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 t253 ;\nin vec3 u253 ;\nin vec2 v253 ;\nin vec2 w253 ;\nin vec4 x253 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = v253;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( t253 ).x,( t253 ).y,( t253 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_4189195777 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4189195777,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("p258",Parameter {name = "position", ty = V3F}),("q258",Parameter {name = "normal", ty = V3F}),("r258",Parameter {name = "diffuseUV", ty = V2F}),("s258",Parameter {name = "lightmapUV", ty = V2F}),("t258",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p258 ;\nin vec3 q258 ;\nin vec2 r258 ;\nin vec2 s258 ;\nin vec4 t258 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = s258;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p258 ).x,( p258 ).y,( p258 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2239853403",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d263",Parameter {name = "position", ty = V3F}),("e263",Parameter {name = "normal", ty = V3F}),("f263",Parameter {name = "diffuseUV", ty = V2F}),("g263",Parameter {name = "lightmapUV", ty = V2F}),("h263",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2239853403",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d263 ;\nin vec3 e263 ;\nin vec2 f263 ;\nin vec2 g263 ;\nin vec4 h263 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = f263;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d263 ).x,( d263 ).y,( d263 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2239853403 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2239853403,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a268",Parameter {name = "normal", ty = V3F}),("b268",Parameter {name = "diffuseUV", ty = V2F}),("c268",Parameter {name = "lightmapUV", ty = V2F}),("d268",Parameter {name = "color", ty = V4F}),("z267",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z267 ;\nin vec3 a268 ;\nin vec2 b268 ;\nin vec2 c268 ;\nin vec4 d268 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = c268;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z267 ).x,( z267 ).y,( z267 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2367525081",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("n272",Parameter {name = "position", ty = V3F}),("o272",Parameter {name = "normal", ty = V3F}),("p272",Parameter {name = "diffuseUV", ty = V2F}),("q272",Parameter {name = "lightmapUV", ty = V2F}),("r272",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2367525081",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n272 ;\nin vec3 o272 ;\nin vec2 p272 ;\nin vec2 q272 ;\nin vec4 r272 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = p272;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n272 ).x,( n272 ).y,( n272 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2367525081 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2367525081,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("j277",Parameter {name = "position", ty = V3F}),("k277",Parameter {name = "normal", ty = V3F}),("l277",Parameter {name = "diffuseUV", ty = V2F}),("m277",Parameter {name = "lightmapUV", ty = V2F}),("n277",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j277 ;\nin vec3 k277 ;\nin vec2 l277 ;\nin vec2 m277 ;\nin vec4 n277 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = m277;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j277 ).x,( j277 ).y,( j277 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2523116863",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a282",Parameter {name = "lightmapUV", ty = V2F}),("b282",Parameter {name = "color", ty = V4F}),("x281",Parameter {name = "position", ty = V3F}),("y281",Parameter {name = "normal", ty = V3F}),("z281",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("Tex_2523116863",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x281 ;\nin vec3 y281 ;\nin vec2 z281 ;\nin vec2 a282 ;\nin vec4 b282 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = z281;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x281 ).x,( x281 ).y,( x281 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2523116863 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2523116863,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("t286",Parameter {name = "position", ty = V3F}),("u286",Parameter {name = "normal", ty = V3F}),("v286",Parameter {name = "diffuseUV", ty = V2F}),("w286",Parameter {name = "lightmapUV", ty = V2F}),("x286",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 t286 ;\nin vec3 u286 ;\nin vec2 v286 ;\nin vec2 w286 ;\nin vec4 x286 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = w286;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( t286 ).x,( t286 ).y,( t286 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2512757607",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("h291",Parameter {name = "position", ty = V3F}),("i291",Parameter {name = "normal", ty = V3F}),("j291",Parameter {name = "diffuseUV", ty = V2F}),("k291",Parameter {name = "lightmapUV", ty = V2F}),("l291",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2512757607",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h291 ;\nin vec3 i291 ;\nin vec2 j291 ;\nin vec2 k291 ;\nin vec4 l291 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = j291;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h291 ).x,( h291 ).y,( h291 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2512757607 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2512757607,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d296",Parameter {name = "position", ty = V3F}),("e296",Parameter {name = "normal", ty = V3F}),("f296",Parameter {name = "diffuseUV", ty = V2F}),("g296",Parameter {name = "lightmapUV", ty = V2F}),("h296",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d296 ;\nin vec3 e296 ;\nin vec2 f296 ;\nin vec2 g296 ;\nin vec4 h296 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = g296;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d296 ).x,( d296 ).y,( d296 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4289279309",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("r300",Parameter {name = "position", ty = V3F}),("s300",Parameter {name = "normal", ty = V3F}),("t300",Parameter {name = "diffuseUV", ty = V2F}),("u300",Parameter {name = "lightmapUV", ty = V2F}),("v300",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_4289279309",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r300 ;\nin vec3 s300 ;\nin vec2 t300 ;\nin vec2 u300 ;\nin vec4 v300 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = t300;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r300 ).x,( r300 ).y,( r300 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_4289279309 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4289279309,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("n305",Parameter {name = "position", ty = V3F}),("o305",Parameter {name = "normal", ty = V3F}),("p305",Parameter {name = "diffuseUV", ty = V2F}),("q305",Parameter {name = "lightmapUV", ty = V2F}),("r305",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n305 ;\nin vec3 o305 ;\nin vec2 p305 ;\nin vec2 q305 ;\nin vec4 r305 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q305;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n305 ).x,( n305 ).y,( n305 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2525124732",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b310",Parameter {name = "position", ty = V3F}),("c310",Parameter {name = "normal", ty = V3F}),("d310",Parameter {name = "diffuseUV", ty = V2F}),("e310",Parameter {name = "lightmapUV", ty = V2F}),("f310",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2525124732",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b310 ;\nin vec3 c310 ;\nin vec2 d310 ;\nin vec2 e310 ;\nin vec4 f310 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = d310;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b310 ).x,( b310 ).y,( b310 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2525124732 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2525124732,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a315",Parameter {name = "lightmapUV", ty = V2F}),("b315",Parameter {name = "color", ty = V4F}),("x314",Parameter {name = "position", ty = V3F}),("y314",Parameter {name = "normal", ty = V3F}),("z314",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x314 ;\nin vec3 y314 ;\nin vec2 z314 ;\nin vec2 a315 ;\nin vec4 b315 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a315;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x314 ).x,( x314 ).y,( x314 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3071107621",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("l319",Parameter {name = "position", ty = V3F}),("m319",Parameter {name = "normal", ty = V3F}),("n319",Parameter {name = "diffuseUV", ty = V2F}),("o319",Parameter {name = "lightmapUV", ty = V2F}),("p319",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3071107621",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l319 ;\nin vec3 m319 ;\nin vec2 n319 ;\nin vec2 o319 ;\nin vec4 p319 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = n319;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l319 ).x,( l319 ).y,( l319 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3071107621 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3071107621,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("h324",Parameter {name = "position", ty = V3F}),("i324",Parameter {name = "normal", ty = V3F}),("j324",Parameter {name = "diffuseUV", ty = V2F}),("k324",Parameter {name = "lightmapUV", ty = V2F}),("l324",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h324 ;\nin vec3 i324 ;\nin vec2 j324 ;\nin vec2 k324 ;\nin vec4 l324 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = k324;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h324 ).x,( h324 ).y,( h324 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3921745736",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("v328",Parameter {name = "position", ty = V3F}),("w328",Parameter {name = "normal", ty = V3F}),("x328",Parameter {name = "diffuseUV", ty = V2F}),("y328",Parameter {name = "lightmapUV", ty = V2F}),("z328",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3921745736",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v328 ;\nin vec3 w328 ;\nin vec2 x328 ;\nin vec2 y328 ;\nin vec4 z328 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = x328;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v328 ).x,( v328 ).y,( v328 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3921745736 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3921745736,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("r333",Parameter {name = "position", ty = V3F}),("s333",Parameter {name = "normal", ty = V3F}),("t333",Parameter {name = "diffuseUV", ty = V2F}),("u333",Parameter {name = "lightmapUV", ty = V2F}),("v333",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r333 ;\nin vec3 s333 ;\nin vec2 t333 ;\nin vec2 u333 ;\nin vec4 v333 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = u333;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r333 ).x,( r333 ).y,( r333 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3647563961",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f338",Parameter {name = "position", ty = V3F}),("g338",Parameter {name = "normal", ty = V3F}),("h338",Parameter {name = "diffuseUV", ty = V2F}),("i338",Parameter {name = "lightmapUV", ty = V2F}),("j338",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3647563961",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f338 ;\nin vec3 g338 ;\nin vec2 h338 ;\nin vec2 i338 ;\nin vec4 j338 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = h338;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f338 ).x,( f338 ).y,( f338 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3647563961 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3647563961,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b343",Parameter {name = "position", ty = V3F}),("c343",Parameter {name = "normal", ty = V3F}),("d343",Parameter {name = "diffuseUV", ty = V2F}),("e343",Parameter {name = "lightmapUV", ty = V2F}),("f343",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b343 ;\nin vec3 c343 ;\nin vec2 d343 ;\nin vec2 e343 ;\nin vec4 f343 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = e343;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b343 ).x,( b343 ).y,( b343 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3593923076",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("p347",Parameter {name = "position", ty = V3F}),("q347",Parameter {name = "normal", ty = V3F}),("r347",Parameter {name = "diffuseUV", ty = V2F}),("s347",Parameter {name = "lightmapUV", ty = V2F}),("t347",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3593923076",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p347 ;\nin vec3 q347 ;\nin vec2 r347 ;\nin vec2 s347 ;\nin vec4 t347 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = r347;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p347 ).x,( p347 ).y,( p347 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3593923076 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3593923076,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("l352",Parameter {name = "position", ty = V3F}),("m352",Parameter {name = "normal", ty = V3F}),("n352",Parameter {name = "diffuseUV", ty = V2F}),("o352",Parameter {name = "lightmapUV", ty = V2F}),("p352",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l352 ;\nin vec3 m352 ;\nin vec2 n352 ;\nin vec2 o352 ;\nin vec4 p352 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = o352;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l352 ).x,( l352 ).y,( l352 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1435187472",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a357",Parameter {name = "normal", ty = V3F}),("b357",Parameter {name = "diffuseUV", ty = V2F}),("c357",Parameter {name = "lightmapUV", ty = V2F}),("d357",Parameter {name = "color", ty = V4F}),("z356",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("Tex_1435187472",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z356 ;\nin vec3 a357 ;\nin vec2 b357 ;\nin vec2 c357 ;\nin vec4 d357 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = b357;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z356 ).x,( z356 ).y,( z356 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1435187472 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1435187472,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("v361",Parameter {name = "position", ty = V3F}),("w361",Parameter {name = "normal", ty = V3F}),("x361",Parameter {name = "diffuseUV", ty = V2F}),("y361",Parameter {name = "lightmapUV", ty = V2F}),("z361",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v361 ;\nin vec3 w361 ;\nin vec2 x361 ;\nin vec2 y361 ;\nin vec4 z361 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = y361;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v361 ).x,( v361 ).y,( v361 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1318715778",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("j366",Parameter {name = "position", ty = V3F}),("k366",Parameter {name = "normal", ty = V3F}),("l366",Parameter {name = "diffuseUV", ty = V2F}),("m366",Parameter {name = "lightmapUV", ty = V2F}),("n366",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1318715778",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j366 ;\nin vec3 k366 ;\nin vec2 l366 ;\nin vec2 m366 ;\nin vec4 n366 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = l366;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j366 ).x,( j366 ).y,( j366 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1318715778 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1318715778,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f371",Parameter {name = "position", ty = V3F}),("g371",Parameter {name = "normal", ty = V3F}),("h371",Parameter {name = "diffuseUV", ty = V2F}),("i371",Parameter {name = "lightmapUV", ty = V2F}),("j371",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f371 ;\nin vec3 g371 ;\nin vec2 h371 ;\nin vec2 i371 ;\nin vec4 j371 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = i371;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f371 ).x,( f371 ).y,( f371 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_442868841",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("t375",Parameter {name = "position", ty = V3F}),("u375",Parameter {name = "normal", ty = V3F}),("v375",Parameter {name = "diffuseUV", ty = V2F}),("w375",Parameter {name = "lightmapUV", ty = V2F}),("x375",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_442868841",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 t375 ;\nin vec3 u375 ;\nin vec2 v375 ;\nin vec2 w375 ;\nin vec4 x375 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = v375;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( t375 ).x,( t375 ).y,( t375 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_442868841 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_442868841,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("p380",Parameter {name = "position", ty = V3F}),("q380",Parameter {name = "normal", ty = V3F}),("r380",Parameter {name = "diffuseUV", ty = V2F}),("s380",Parameter {name = "lightmapUV", ty = V2F}),("t380",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p380 ;\nin vec3 q380 ;\nin vec2 r380 ;\nin vec2 s380 ;\nin vec4 t380 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = s380;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p380 ).x,( p380 ).y,( p380 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2289735512",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d385",Parameter {name = "position", ty = V3F}),("e385",Parameter {name = "normal", ty = V3F}),("f385",Parameter {name = "diffuseUV", ty = V2F}),("g385",Parameter {name = "lightmapUV", ty = V2F}),("h385",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2289735512",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d385 ;\nin vec3 e385 ;\nin vec2 f385 ;\nin vec2 g385 ;\nin vec4 h385 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = f385;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d385 ).x,( d385 ).y,( d385 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2289735512 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2289735512,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a390",Parameter {name = "normal", ty = V3F}),("b390",Parameter {name = "diffuseUV", ty = V2F}),("c390",Parameter {name = "lightmapUV", ty = V2F}),("d390",Parameter {name = "color", ty = V4F}),("z389",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z389 ;\nin vec3 a390 ;\nin vec2 b390 ;\nin vec2 c390 ;\nin vec4 d390 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = c390;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z389 ).x,( z389 ).y,( z389 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3939430064",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("n394",Parameter {name = "position", ty = V3F}),("o394",Parameter {name = "normal", ty = V3F}),("p394",Parameter {name = "diffuseUV", ty = V2F}),("q394",Parameter {name = "lightmapUV", ty = V2F}),("r394",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3939430064",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n394 ;\nin vec3 o394 ;\nin vec2 p394 ;\nin vec2 q394 ;\nin vec4 r394 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = p394;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n394 ).x,( n394 ).y,( n394 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3939430064 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3939430064,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("j399",Parameter {name = "position", ty = V3F}),("k399",Parameter {name = "normal", ty = V3F}),("l399",Parameter {name = "diffuseUV", ty = V2F}),("m399",Parameter {name = "lightmapUV", ty = V2F}),("n399",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j399 ;\nin vec3 k399 ;\nin vec2 l399 ;\nin vec2 m399 ;\nin vec4 n399 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = m399;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j399 ).x,( j399 ).y,( j399 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3012001075",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a404",Parameter {name = "lightmapUV", ty = V2F}),("b404",Parameter {name = "color", ty = V4F}),("x403",Parameter {name = "position", ty = V3F}),("y403",Parameter {name = "normal", ty = V3F}),("z403",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("Tex_3012001075",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x403 ;\nin vec3 y403 ;\nin vec2 z403 ;\nin vec2 a404 ;\nin vec4 b404 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = z403;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x403 ).x,( x403 ).y,( x403 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3012001075 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3012001075,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("t408",Parameter {name = "position", ty = V3F}),("u408",Parameter {name = "normal", ty = V3F}),("v408",Parameter {name = "diffuseUV", ty = V2F}),("w408",Parameter {name = "lightmapUV", ty = V2F}),("x408",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 t408 ;\nin vec3 u408 ;\nin vec2 v408 ;\nin vec2 w408 ;\nin vec4 x408 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = w408;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( t408 ).x,( t408 ).y,( t408 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3768122504",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("h413",Parameter {name = "position", ty = V3F}),("i413",Parameter {name = "normal", ty = V3F}),("j413",Parameter {name = "diffuseUV", ty = V2F}),("k413",Parameter {name = "lightmapUV", ty = V2F}),("l413",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3768122504",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h413 ;\nin vec3 i413 ;\nin vec2 j413 ;\nin vec2 k413 ;\nin vec4 l413 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = j413;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h413 ).x,( h413 ).y,( h413 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3768122504 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3768122504,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d418",Parameter {name = "position", ty = V3F}),("e418",Parameter {name = "normal", ty = V3F}),("f418",Parameter {name = "diffuseUV", ty = V2F}),("g418",Parameter {name = "lightmapUV", ty = V2F}),("h418",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d418 ;\nin vec3 e418 ;\nin vec2 f418 ;\nin vec2 g418 ;\nin vec4 h418 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = g418;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d418 ).x,( d418 ).y,( d418 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2634868983",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("r422",Parameter {name = "position", ty = V3F}),("s422",Parameter {name = "normal", ty = V3F}),("t422",Parameter {name = "diffuseUV", ty = V2F}),("u422",Parameter {name = "lightmapUV", ty = V2F}),("v422",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2634868983",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r422 ;\nin vec3 s422 ;\nin vec2 t422 ;\nin vec2 u422 ;\nin vec4 v422 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = t422;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r422 ).x,( r422 ).y,( r422 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2634868983 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2634868983,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("n427",Parameter {name = "position", ty = V3F}),("o427",Parameter {name = "normal", ty = V3F}),("p427",Parameter {name = "diffuseUV", ty = V2F}),("q427",Parameter {name = "lightmapUV", ty = V2F}),("r427",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n427 ;\nin vec3 o427 ;\nin vec2 p427 ;\nin vec2 q427 ;\nin vec4 r427 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q427;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n427 ).x,( n427 ).y,( n427 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3269743316",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b432",Parameter {name = "position", ty = V3F}),("c432",Parameter {name = "normal", ty = V3F}),("d432",Parameter {name = "diffuseUV", ty = V2F}),("e432",Parameter {name = "lightmapUV", ty = V2F}),("f432",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3269743316",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b432 ;\nin vec3 c432 ;\nin vec2 d432 ;\nin vec2 e432 ;\nin vec4 f432 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = d432;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b432 ).x,( b432 ).y,( b432 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3269743316 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3269743316,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a437",Parameter {name = "lightmapUV", ty = V2F}),("b437",Parameter {name = "color", ty = V4F}),("x436",Parameter {name = "position", ty = V3F}),("y436",Parameter {name = "normal", ty = V3F}),("z436",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x436 ;\nin vec3 y436 ;\nin vec2 z436 ;\nin vec2 a437 ;\nin vec4 b437 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a437;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x436 ).x,( x436 ).y,( x436 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3617993418",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("l441",Parameter {name = "position", ty = V3F}),("m441",Parameter {name = "normal", ty = V3F}),("n441",Parameter {name = "diffuseUV", ty = V2F}),("o441",Parameter {name = "lightmapUV", ty = V2F}),("p441",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3617993418",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l441 ;\nin vec3 m441 ;\nin vec2 n441 ;\nin vec2 o441 ;\nin vec4 p441 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = n441;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l441 ).x,( l441 ).y,( l441 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3617993418 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3617993418,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("h446",Parameter {name = "position", ty = V3F}),("i446",Parameter {name = "normal", ty = V3F}),("j446",Parameter {name = "diffuseUV", ty = V2F}),("k446",Parameter {name = "lightmapUV", ty = V2F}),("l446",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h446 ;\nin vec3 i446 ;\nin vec2 j446 ;\nin vec2 k446 ;\nin vec4 l446 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = k446;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h446 ).x,( h446 ).y,( h446 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1243894392",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("v450",Parameter {name = "position", ty = V3F}),("w450",Parameter {name = "normal", ty = V3F}),("x450",Parameter {name = "diffuseUV", ty = V2F}),("y450",Parameter {name = "lightmapUV", ty = V2F}),("z450",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1243894392",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v450 ;\nin vec3 w450 ;\nin vec2 x450 ;\nin vec2 y450 ;\nin vec4 z450 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = x450;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v450 ).x,( v450 ).y,( v450 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1243894392 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1243894392,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("r455",Parameter {name = "position", ty = V3F}),("s455",Parameter {name = "normal", ty = V3F}),("t455",Parameter {name = "diffuseUV", ty = V2F}),("u455",Parameter {name = "lightmapUV", ty = V2F}),("v455",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r455 ;\nin vec3 s455 ;\nin vec2 t455 ;\nin vec2 u455 ;\nin vec4 v455 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = u455;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r455 ).x,( r455 ).y,( r455 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2966885788",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f460",Parameter {name = "position", ty = V3F}),("g460",Parameter {name = "normal", ty = V3F}),("h460",Parameter {name = "diffuseUV", ty = V2F}),("i460",Parameter {name = "lightmapUV", ty = V2F}),("j460",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2966885788",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f460 ;\nin vec3 g460 ;\nin vec2 h460 ;\nin vec2 i460 ;\nin vec4 j460 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = h460;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f460 ).x,( f460 ).y,( f460 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2966885788 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2966885788,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b465",Parameter {name = "position", ty = V3F}),("c465",Parameter {name = "normal", ty = V3F}),("d465",Parameter {name = "diffuseUV", ty = V2F}),("e465",Parameter {name = "lightmapUV", ty = V2F}),("f465",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b465 ;\nin vec3 c465 ;\nin vec2 d465 ;\nin vec2 e465 ;\nin vec4 f465 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = e465;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b465 ).x,( b465 ).y,( b465 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1250438154",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("p469",Parameter {name = "position", ty = V3F}),("q469",Parameter {name = "normal", ty = V3F}),("r469",Parameter {name = "diffuseUV", ty = V2F}),("s469",Parameter {name = "lightmapUV", ty = V2F}),("t469",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1250438154",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p469 ;\nin vec3 q469 ;\nin vec2 r469 ;\nin vec2 s469 ;\nin vec4 t469 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = r469;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p469 ).x,( p469 ).y,( p469 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1250438154 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1250438154,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("l474",Parameter {name = "position", ty = V3F}),("m474",Parameter {name = "normal", ty = V3F}),("n474",Parameter {name = "diffuseUV", ty = V2F}),("o474",Parameter {name = "lightmapUV", ty = V2F}),("p474",Parameter {name = "color", ty = 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[("LightMap",FTexture2D),("Tex_3939430064",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [82,83]},Slot {slotName = "textures/gothic_trim/km_arena1tower4_a", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3012001075",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [84,85]},Slot {slotName = "textures/gothic_door/km_arena1archfinald_mid", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3768122504",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [86,87]},Slot {slotName = "textures/gothic_trim/skullsvertgray02b", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_2634868983",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [88,89]},Slot {slotName = "textures/gothic_floor/xstepborder3", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3269743316",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [90,91]},Slot {slotName = "textures/gothic_block/killblock_i4", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3617993418",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [92,93]},Slot {slotName = "textures/gothic_trim/pitted_rust", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_1243894392",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [94,95]},Slot {slotName = "textures/gothic_floor/largerblock3b", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_2966885788",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [96,97]},Slot {slotName = "textures/gothic_door/skull_door_d", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_1250438154",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [98,99]},Slot {slotName = "textures/gothic_wall/slateroofc", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_2490648334",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [100,101]},Slot {slotName = "textures/gothic_trim/baseboard09_e2", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3694494180",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [102,103]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = 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0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 48,SetProgram 97,SetSamplerUniform "Tex_2966885788" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 47,SetProgram 96,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = 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44,SetProgram 90,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 44,SetProgram 89,SetSamplerUniform "Tex_2634868983" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 43,SetProgram 88,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 43,SetProgram 87,SetSamplerUniform "Tex_3768122504" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 42,SetProgram 86,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 42,SetProgram 85,SetSamplerUniform "Tex_3012001075" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 41,SetProgram 84,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 41,SetProgram 83,SetSamplerUniform "Tex_3939430064" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp 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LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 35,SetProgram 71,SetSamplerUniform "Tex_3647563961" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 34,SetProgram 70,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, 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0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 31,SetProgram 63,SetSamplerUniform "Tex_4289279309" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 30,SetProgram 62,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = 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(TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 28,SetProgram 58,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 28,SetProgram 57,SetSamplerUniform "Tex_2367525081" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 27,SetProgram 56,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 27,SetProgram 55,SetSamplerUniform "Tex_2239853403" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 26,SetProgram 54,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 26,SetProgram 53,SetSamplerUniform "Tex_4189195777" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 25,SetProgram 52,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 25,SetProgram 51,SetSamplerUniform "Tex_3814342582" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 24,SetProgram 50,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 24,SetProgram 49,SetSamplerUniform "Tex_2893650486" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 23,SetProgram 48,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 23,SetProgram 47,SetSamplerUniform "Tex_209322640" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 22,SetProgram 46,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 22,SetProgram 45,SetSamplerUniform "Tex_3836020895" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 21,SetProgram 44,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 21,SetProgram 43,SetSamplerUniform "Tex_3389727963" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 20,SetProgram 42,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 20,SetProgram 41,SetSamplerUniform "Tex_1201212243" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 19,SetProgram 40,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 19,SetProgram 39,SetSamplerUniform "Tex_3448884269" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 18,SetProgram 38,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 18,SetProgram 37,SetSamplerUniform "Tex_3479185666" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 17,SetProgram 36,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 17,SetProgram 35,SetSamplerUniform "Tex_2639119078" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 16,SetProgram 34,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 16,SetProgram 33,SetSamplerUniform "Tex_1002517541" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 15,SetProgram 32,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 15,SetProgram 31,SetSamplerUniform "Tex_2432583247" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 14,SetProgram 30,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 14,SetProgram 29,SetSamplerUniform "Tex_1284708166" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 13,SetProgram 28,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 13,SetProgram 27,SetSamplerUniform "Tex_2024854890" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 12,SetProgram 26,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 12,SetProgram 25,SetSamplerUniform "Tex_1062467595" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 11,SetProgram 24,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 11,SetProgram 23,SetSamplerUniform "Tex_1581337759" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 10,SetProgram 22,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 10,SetProgram 21,SetSamplerUniform "Tex_2099456856" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 9,SetProgram 20,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 9,SetProgram 19,SetSamplerUniform "Tex_2073154888" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 8,SetProgram 18,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 8,SetProgram 17,SetSamplerUniform "Tex_564811775" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 7,SetProgram 16,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 7,SetProgram 15,SetSamplerUniform "Tex_4255130505" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 6,SetProgram 14,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 6,SetProgram 13,SetSamplerUniform "Tex_3202786139" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 5,SetProgram 12,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 5,SetProgram 11,SetSamplerUniform "Tex_4288602201" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 4,SetProgram 10,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 4,SetProgram 9,SetSamplerUniform "Tex_3416962274" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 3,SetProgram 8,SetSamplerUniform "Tex_4077187607" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 3,SetProgram 7,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 3,SetProgram 6,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 2,SetProgram 5,SetSamplerUniform "Tex_1910997598" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 2,SetProgram 4,SetSamplerUniform "Tex_47037129" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 3,SetSamplerUniform "Tex_3562558025" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 2,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = OneMinusDstAlpha, alphaFSrc = DstColor, alphaFDst = OneMinusDstAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = Min, colorFSrc = One, colorFDst = One, alphaFSrc = One, alphaFDst = One, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 0,SetRasterContext (TriangleCtx CullNone (PolygonLine 1.0) NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file
2Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("x2",Parameter {name = "position", ty = V3F}),("y2",Parameter {name = "color", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x2 ;\nin vec4 y2 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = y2;\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x2 ).x,( x2 ).y,( x2 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( ( 1.0 ) - ( ( vv0 ).x ),( 1.0 ) - ( ( vv0 ).y ),( 1.0 ) - ( ( vv0 ).z ),1.0 );\n}\n"},Program {programUniforms = fromList [("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("g6",Parameter {name = "position", ty = V3F}),("h6",Parameter {name = "color", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 g6 ;\nin vec4 h6 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( h6 ).x,( h6 ).y,( h6 ).z,0.5 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( g6 ).x,( g6 ).y,( g6 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("v10",Parameter {name = "position", ty = V3F}),("w10",Parameter {name = "normal", ty = V3F}),("x10",Parameter {name = "diffuseUV", ty = V2F}),("y10",Parameter {name = "lightmapUV", ty = V2F}),("z10",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v10 ;\nin vec3 w10 ;\nin vec2 x10 ;\nin vec2 y10 ;\nin vec4 z10 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = y10;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v10 ).x,( v10 ).y,( v10 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3562558025",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("o15",Parameter {name = "position", ty = V3F}),("p15",Parameter {name = "normal", ty = V3F}),("q15",Parameter {name = "diffuseUV", ty = V2F}),("r15",Parameter {name = "lightmapUV", ty = V2F}),("s15",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3562558025",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 o15 ;\nin vec3 p15 ;\nin vec2 q15 ;\nin vec2 r15 ;\nin vec4 s15 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q15;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( o15 ).x,( o15 ).y,( o15 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3562558025 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3562558025,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_47037129",FTexture2D),("time",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a20",Parameter {name = "normal", ty = V3F}),("b20",Parameter {name = "diffuseUV", ty = V2F}),("c20",Parameter {name = "lightmapUV", ty = V2F}),("d20",Parameter {name = "color", ty = V4F}),("z19",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("Tex_47037129",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float time ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z19 ;\nin vec3 a20 ;\nin vec2 b20 ;\nin vec2 c20 ;\nin vec4 d20 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = ( ( ( b20 ) + ( ( vec2 ( 0.0,1.0 ) ) * ( time ) ) ) + ( ( sin ( vec2 ( ( 6.28 ) * ( ( ( ( ( z19 ).x ) + ( ( z19 ).z ) ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 1.6 ) ) ) ),( 6.28 ) * ( ( ( ( z19 ).y ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 1.6 ) ) ) ) ) ) ) * ( 0.25 ) ) ) * ( vec2 ( 4.0,4.0 ) );\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z19 ).x,( z19 ).y,( z19 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_47037129 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_47037129,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1910997598",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a27",Parameter {name = "lightmapUV", ty = V2F}),("b27",Parameter {name = "color", ty = V4F}),("x26",Parameter {name = "position", ty = V3F}),("y26",Parameter {name = "normal", ty = V3F}),("z26",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("Tex_1910997598",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x26 ;\nin vec3 y26 ;\nin vec2 z26 ;\nin vec2 a27 ;\nin vec4 b27 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = z26;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x26 ).x,( x26 ).y,( x26 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1910997598 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1910997598,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("i31",Parameter {name = "position", ty = V3F}),("j31",Parameter {name = "normal", ty = V3F}),("k31",Parameter {name = "diffuseUV", ty = V2F}),("l31",Parameter {name = "lightmapUV", ty = V2F}),("m31",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 i31 ;\nin vec3 j31 ;\nin vec2 k31 ;\nin vec2 l31 ;\nin vec4 m31 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = l31;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( i31 ).x,( i31 ).y,( i31 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b36",Parameter {name = "position", ty = V3F}),("c36",Parameter {name = "normal", ty = V3F}),("d36",Parameter {name = "diffuseUV", ty = V2F}),("e36",Parameter {name = "lightmapUV", ty = V2F}),("f36",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b36 ;\nin vec3 c36 ;\nin vec2 d36 ;\nin vec2 e36 ;\nin vec4 f36 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = e36;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b36 ).x,( b36 ).y,( b36 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4077187607",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("u40",Parameter {name = "position", ty = V3F}),("v40",Parameter {name = "normal", ty = V3F}),("w40",Parameter {name = "diffuseUV", ty = V2F}),("x40",Parameter {name = "lightmapUV", ty = V2F}),("y40",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_4077187607",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 u40 ;\nin vec3 v40 ;\nin vec2 w40 ;\nin vec2 x40 ;\nin vec4 y40 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = w40;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( u40 ).x,( u40 ).y,( u40 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_4077187607 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4077187607,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3416962274",FTexture2D),("time",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f45",Parameter {name = "position", ty = V3F}),("g45",Parameter {name = "normal", ty = V3F}),("h45",Parameter {name = "diffuseUV", ty = V2F}),("i45",Parameter {name = "lightmapUV", ty = V2F}),("j45",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3416962274",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float time ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f45 ;\nin vec3 g45 ;\nin vec2 h45 ;\nin vec2 i45 ;\nin vec4 j45 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = ( ( ( h45 ) + ( ( vec2 ( 0.0,1.0 ) ) * ( time ) ) ) + ( ( sin ( vec2 ( ( 6.28 ) * ( ( ( ( ( f45 ).x ) + ( ( f45 ).z ) ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 5.6 ) ) ) ),( 6.28 ) * ( ( ( ( f45 ).y ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 5.6 ) ) ) ) ) ) ) * ( 0.25 ) ) ) * ( vec2 ( 1.5,1.5 ) );\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f45 ).x,( f45 ).y,( f45 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3416962274 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3416962274,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d52",Parameter {name = "position", ty = V3F}),("e52",Parameter {name = "normal", ty = V3F}),("f52",Parameter {name = "diffuseUV", ty = V2F}),("g52",Parameter {name = "lightmapUV", ty = V2F}),("h52",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d52 ;\nin vec3 e52 ;\nin vec2 f52 ;\nin vec2 g52 ;\nin vec4 h52 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = g52;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d52 ).x,( d52 ).y,( d52 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4288602201",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("r56",Parameter {name = "position", ty = V3F}),("s56",Parameter {name = "normal", ty = V3F}),("t56",Parameter {name = "diffuseUV", ty = V2F}),("u56",Parameter {name = "lightmapUV", ty = V2F}),("v56",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_4288602201",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r56 ;\nin vec3 s56 ;\nin vec2 t56 ;\nin vec2 u56 ;\nin vec4 v56 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = t56;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r56 ).x,( r56 ).y,( r56 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_4288602201 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4288602201,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("n61",Parameter {name = "position", ty = V3F}),("o61",Parameter {name = "normal", ty = V3F}),("p61",Parameter {name = "diffuseUV", ty = V2F}),("q61",Parameter {name = "lightmapUV", ty = V2F}),("r61",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n61 ;\nin vec3 o61 ;\nin vec2 p61 ;\nin vec2 q61 ;\nin vec4 r61 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q61;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n61 ).x,( n61 ).y,( n61 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3202786139",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b66",Parameter {name = "position", ty = V3F}),("c66",Parameter {name = "normal", ty = V3F}),("d66",Parameter {name = "diffuseUV", ty = V2F}),("e66",Parameter {name = "lightmapUV", ty = V2F}),("f66",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3202786139",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b66 ;\nin vec3 c66 ;\nin vec2 d66 ;\nin vec2 e66 ;\nin vec4 f66 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = d66;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b66 ).x,( b66 ).y,( b66 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3202786139 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3202786139,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a71",Parameter {name = "lightmapUV", ty = V2F}),("b71",Parameter {name = "color", ty = V4F}),("x70",Parameter {name = "position", ty = V3F}),("y70",Parameter {name = "normal", ty = V3F}),("z70",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x70 ;\nin vec3 y70 ;\nin vec2 z70 ;\nin vec2 a71 ;\nin vec4 b71 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a71;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x70 ).x,( x70 ).y,( x70 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4255130505",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("l75",Parameter {name = "position", ty = V3F}),("m75",Parameter {name = "normal", ty = V3F}),("n75",Parameter {name = "diffuseUV", ty = V2F}),("o75",Parameter {name = "lightmapUV", ty = V2F}),("p75",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_4255130505",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l75 ;\nin vec3 m75 ;\nin vec2 n75 ;\nin vec2 o75 ;\nin vec4 p75 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = n75;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l75 ).x,( l75 ).y,( l75 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_4255130505 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4255130505,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("h80",Parameter {name = "position", ty = V3F}),("i80",Parameter {name = "normal", ty = V3F}),("j80",Parameter {name = "diffuseUV", ty = V2F}),("k80",Parameter {name = "lightmapUV", ty = V2F}),("l80",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h80 ;\nin vec3 i80 ;\nin vec2 j80 ;\nin vec2 k80 ;\nin vec4 l80 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = k80;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h80 ).x,( h80 ).y,( h80 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_564811775",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("v84",Parameter {name = "position", ty = V3F}),("w84",Parameter {name = "normal", ty = V3F}),("x84",Parameter {name = "diffuseUV", ty = V2F}),("y84",Parameter {name = "lightmapUV", ty = V2F}),("z84",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_564811775",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v84 ;\nin vec3 w84 ;\nin vec2 x84 ;\nin vec2 y84 ;\nin vec4 z84 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = x84;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v84 ).x,( v84 ).y,( v84 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_564811775 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_564811775,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("r89",Parameter {name = "position", ty = V3F}),("s89",Parameter {name = "normal", ty = V3F}),("t89",Parameter {name = "diffuseUV", ty = V2F}),("u89",Parameter {name = "lightmapUV", ty = V2F}),("v89",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r89 ;\nin vec3 s89 ;\nin vec2 t89 ;\nin vec2 u89 ;\nin vec4 v89 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = u89;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r89 ).x,( r89 ).y,( r89 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2073154888",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f94",Parameter {name = "position", ty = V3F}),("g94",Parameter {name = "normal", ty = V3F}),("h94",Parameter {name = "diffuseUV", ty = V2F}),("i94",Parameter {name = "lightmapUV", ty = V2F}),("j94",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2073154888",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f94 ;\nin vec3 g94 ;\nin vec2 h94 ;\nin vec2 i94 ;\nin vec4 j94 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = h94;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f94 ).x,( f94 ).y,( f94 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2073154888 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2073154888,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b99",Parameter {name = "position", ty = V3F}),("c99",Parameter {name = "normal", ty = V3F}),("d99",Parameter {name = "diffuseUV", ty = V2F}),("e99",Parameter {name = "lightmapUV", ty = V2F}),("f99",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b99 ;\nin vec3 c99 ;\nin vec2 d99 ;\nin vec2 e99 ;\nin vec4 f99 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = e99;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b99 ).x,( b99 ).y,( b99 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2099456856",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("p103",Parameter {name = "position", ty = V3F}),("q103",Parameter {name = "normal", ty = V3F}),("r103",Parameter {name = "diffuseUV", ty = V2F}),("s103",Parameter {name = "lightmapUV", ty = V2F}),("t103",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2099456856",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p103 ;\nin vec3 q103 ;\nin vec2 r103 ;\nin vec2 s103 ;\nin vec4 t103 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = r103;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p103 ).x,( p103 ).y,( p103 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2099456856 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2099456856,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("l108",Parameter {name = "position", ty = V3F}),("m108",Parameter {name = "normal", ty = V3F}),("n108",Parameter {name = "diffuseUV", ty = V2F}),("o108",Parameter {name = "lightmapUV", ty = V2F}),("p108",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l108 ;\nin vec3 m108 ;\nin vec2 n108 ;\nin vec2 o108 ;\nin vec4 p108 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = o108;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l108 ).x,( l108 ).y,( l108 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1581337759",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a113",Parameter {name = "normal", ty = V3F}),("b113",Parameter {name = "diffuseUV", ty = V2F}),("c113",Parameter {name = "lightmapUV", ty = V2F}),("d113",Parameter {name = "color", ty = V4F}),("z112",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("Tex_1581337759",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z112 ;\nin vec3 a113 ;\nin vec2 b113 ;\nin vec2 c113 ;\nin vec4 d113 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = b113;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z112 ).x,( z112 ).y,( z112 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1581337759 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1581337759,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("v117",Parameter {name = "position", ty = V3F}),("w117",Parameter {name = "normal", ty = V3F}),("x117",Parameter {name = "diffuseUV", ty = V2F}),("y117",Parameter {name = "lightmapUV", ty = V2F}),("z117",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v117 ;\nin vec3 w117 ;\nin vec2 x117 ;\nin vec2 y117 ;\nin vec4 z117 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = y117;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v117 ).x,( v117 ).y,( v117 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1062467595",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("j122",Parameter {name = "position", ty = V3F}),("k122",Parameter {name = "normal", ty = V3F}),("l122",Parameter {name = "diffuseUV", ty = V2F}),("m122",Parameter {name = "lightmapUV", ty = V2F}),("n122",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1062467595",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j122 ;\nin vec3 k122 ;\nin vec2 l122 ;\nin vec2 m122 ;\nin vec4 n122 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = l122;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j122 ).x,( j122 ).y,( j122 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1062467595 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1062467595,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f127",Parameter {name = "position", ty = V3F}),("g127",Parameter {name = "normal", ty = V3F}),("h127",Parameter {name = "diffuseUV", ty = V2F}),("i127",Parameter {name = "lightmapUV", ty = V2F}),("j127",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f127 ;\nin vec3 g127 ;\nin vec2 h127 ;\nin vec2 i127 ;\nin vec4 j127 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = i127;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f127 ).x,( f127 ).y,( f127 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2024854890",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("t131",Parameter {name = "position", ty = V3F}),("u131",Parameter {name = "normal", ty = V3F}),("v131",Parameter {name = "diffuseUV", ty = V2F}),("w131",Parameter {name = "lightmapUV", ty = V2F}),("x131",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2024854890",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 t131 ;\nin vec3 u131 ;\nin vec2 v131 ;\nin vec2 w131 ;\nin vec4 x131 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = v131;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( t131 ).x,( t131 ).y,( t131 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2024854890 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2024854890,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("p136",Parameter {name = "position", ty = V3F}),("q136",Parameter {name = "normal", ty = V3F}),("r136",Parameter {name = "diffuseUV", ty = V2F}),("s136",Parameter {name = "lightmapUV", ty = V2F}),("t136",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p136 ;\nin vec3 q136 ;\nin vec2 r136 ;\nin vec2 s136 ;\nin vec4 t136 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = s136;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p136 ).x,( p136 ).y,( p136 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1284708166",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d141",Parameter {name = "position", ty = V3F}),("e141",Parameter {name = "normal", ty = V3F}),("f141",Parameter {name = "diffuseUV", ty = V2F}),("g141",Parameter {name = "lightmapUV", ty = V2F}),("h141",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1284708166",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d141 ;\nin vec3 e141 ;\nin vec2 f141 ;\nin vec2 g141 ;\nin vec4 h141 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = f141;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d141 ).x,( d141 ).y,( d141 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1284708166 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1284708166,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a146",Parameter {name = "normal", ty = V3F}),("b146",Parameter {name = "diffuseUV", ty = V2F}),("c146",Parameter {name = "lightmapUV", ty = V2F}),("d146",Parameter {name = "color", ty = V4F}),("z145",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z145 ;\nin vec3 a146 ;\nin vec2 b146 ;\nin vec2 c146 ;\nin vec4 d146 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = c146;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z145 ).x,( z145 ).y,( z145 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2432583247",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("n150",Parameter {name = "position", ty = V3F}),("o150",Parameter {name = "normal", ty = V3F}),("p150",Parameter {name = "diffuseUV", ty = V2F}),("q150",Parameter {name = "lightmapUV", ty = V2F}),("r150",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2432583247",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n150 ;\nin vec3 o150 ;\nin vec2 p150 ;\nin vec2 q150 ;\nin vec4 r150 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = p150;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n150 ).x,( n150 ).y,( n150 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2432583247 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2432583247,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("j155",Parameter {name = "position", ty = V3F}),("k155",Parameter {name = "normal", ty = V3F}),("l155",Parameter {name = "diffuseUV", ty = V2F}),("m155",Parameter {name = "lightmapUV", ty = V2F}),("n155",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j155 ;\nin vec3 k155 ;\nin vec2 l155 ;\nin vec2 m155 ;\nin vec4 n155 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = m155;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j155 ).x,( j155 ).y,( j155 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1002517541",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a160",Parameter {name = "lightmapUV", ty = V2F}),("b160",Parameter {name = "color", ty = V4F}),("x159",Parameter {name = "position", ty = V3F}),("y159",Parameter {name = "normal", ty = V3F}),("z159",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("Tex_1002517541",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x159 ;\nin vec3 y159 ;\nin vec2 z159 ;\nin vec2 a160 ;\nin vec4 b160 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = z159;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x159 ).x,( x159 ).y,( x159 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1002517541 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1002517541,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("t164",Parameter {name = "position", ty = V3F}),("u164",Parameter {name = "normal", ty = V3F}),("v164",Parameter {name = "diffuseUV", ty = V2F}),("w164",Parameter {name = "lightmapUV", ty = V2F}),("x164",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 t164 ;\nin vec3 u164 ;\nin vec2 v164 ;\nin vec2 w164 ;\nin vec4 x164 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = w164;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( t164 ).x,( t164 ).y,( t164 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2639119078",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("h169",Parameter {name = "position", ty = V3F}),("i169",Parameter {name = "normal", ty = V3F}),("j169",Parameter {name = "diffuseUV", ty = V2F}),("k169",Parameter {name = "lightmapUV", ty = V2F}),("l169",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2639119078",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h169 ;\nin vec3 i169 ;\nin vec2 j169 ;\nin vec2 k169 ;\nin vec4 l169 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = j169;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h169 ).x,( h169 ).y,( h169 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2639119078 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2639119078,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d174",Parameter {name = "position", ty = V3F}),("e174",Parameter {name = "normal", ty = V3F}),("f174",Parameter {name = "diffuseUV", ty = V2F}),("g174",Parameter {name = "lightmapUV", ty = V2F}),("h174",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d174 ;\nin vec3 e174 ;\nin vec2 f174 ;\nin vec2 g174 ;\nin vec4 h174 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = g174;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d174 ).x,( d174 ).y,( d174 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3479185666",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("r178",Parameter {name = "position", ty = V3F}),("s178",Parameter {name = "normal", ty = V3F}),("t178",Parameter {name = "diffuseUV", ty = V2F}),("u178",Parameter {name = "lightmapUV", ty = V2F}),("v178",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3479185666",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r178 ;\nin vec3 s178 ;\nin vec2 t178 ;\nin vec2 u178 ;\nin vec4 v178 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = t178;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r178 ).x,( r178 ).y,( r178 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3479185666 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3479185666,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("n183",Parameter {name = "position", ty = V3F}),("o183",Parameter {name = "normal", ty = V3F}),("p183",Parameter {name = "diffuseUV", ty = V2F}),("q183",Parameter {name = "lightmapUV", ty = V2F}),("r183",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n183 ;\nin vec3 o183 ;\nin vec2 p183 ;\nin vec2 q183 ;\nin vec4 r183 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q183;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n183 ).x,( n183 ).y,( n183 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3448884269",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b188",Parameter {name = "position", ty = V3F}),("c188",Parameter {name = "normal", ty = V3F}),("d188",Parameter {name = "diffuseUV", ty = V2F}),("e188",Parameter {name = "lightmapUV", ty = V2F}),("f188",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3448884269",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b188 ;\nin vec3 c188 ;\nin vec2 d188 ;\nin vec2 e188 ;\nin vec4 f188 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = d188;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b188 ).x,( b188 ).y,( b188 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3448884269 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3448884269,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a193",Parameter {name = "lightmapUV", ty = V2F}),("b193",Parameter {name = "color", ty = V4F}),("x192",Parameter {name = "position", ty = V3F}),("y192",Parameter {name = "normal", ty = V3F}),("z192",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x192 ;\nin vec3 y192 ;\nin vec2 z192 ;\nin vec2 a193 ;\nin vec4 b193 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a193;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x192 ).x,( x192 ).y,( x192 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1201212243",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("l197",Parameter {name = "position", ty = V3F}),("m197",Parameter {name = "normal", ty = V3F}),("n197",Parameter {name = "diffuseUV", ty = V2F}),("o197",Parameter {name = "lightmapUV", ty = V2F}),("p197",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1201212243",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l197 ;\nin vec3 m197 ;\nin vec2 n197 ;\nin vec2 o197 ;\nin vec4 p197 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = n197;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l197 ).x,( l197 ).y,( l197 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1201212243 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1201212243,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("h202",Parameter {name = "position", ty = V3F}),("i202",Parameter {name = "normal", ty = V3F}),("j202",Parameter {name = "diffuseUV", ty = V2F}),("k202",Parameter {name = "lightmapUV", ty = V2F}),("l202",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h202 ;\nin vec3 i202 ;\nin vec2 j202 ;\nin vec2 k202 ;\nin vec4 l202 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = k202;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h202 ).x,( h202 ).y,( h202 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3389727963",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("v206",Parameter {name = "position", ty = V3F}),("w206",Parameter {name = "normal", ty = V3F}),("x206",Parameter {name = "diffuseUV", ty = V2F}),("y206",Parameter {name = "lightmapUV", ty = V2F}),("z206",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3389727963",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v206 ;\nin vec3 w206 ;\nin vec2 x206 ;\nin vec2 y206 ;\nin vec4 z206 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = x206;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v206 ).x,( v206 ).y,( v206 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3389727963 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3389727963,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("r211",Parameter {name = "position", ty = V3F}),("s211",Parameter {name = "normal", ty = V3F}),("t211",Parameter {name = "diffuseUV", ty = V2F}),("u211",Parameter {name = "lightmapUV", ty = V2F}),("v211",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r211 ;\nin vec3 s211 ;\nin vec2 t211 ;\nin vec2 u211 ;\nin vec4 v211 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = u211;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r211 ).x,( r211 ).y,( r211 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3836020895",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f216",Parameter {name = "position", ty = V3F}),("g216",Parameter {name = "normal", ty = V3F}),("h216",Parameter {name = "diffuseUV", ty = V2F}),("i216",Parameter {name = "lightmapUV", ty = V2F}),("j216",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3836020895",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f216 ;\nin vec3 g216 ;\nin vec2 h216 ;\nin vec2 i216 ;\nin vec4 j216 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = h216;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f216 ).x,( f216 ).y,( f216 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3836020895 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3836020895,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b221",Parameter {name = "position", ty = V3F}),("c221",Parameter {name = "normal", ty = V3F}),("d221",Parameter {name = "diffuseUV", ty = V2F}),("e221",Parameter {name = "lightmapUV", ty = V2F}),("f221",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b221 ;\nin vec3 c221 ;\nin vec2 d221 ;\nin vec2 e221 ;\nin vec4 f221 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = e221;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b221 ).x,( b221 ).y,( b221 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_209322640",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("p225",Parameter {name = "position", ty = V3F}),("q225",Parameter {name = "normal", ty = V3F}),("r225",Parameter {name = "diffuseUV", ty = V2F}),("s225",Parameter {name = "lightmapUV", ty = V2F}),("t225",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_209322640",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p225 ;\nin vec3 q225 ;\nin vec2 r225 ;\nin vec2 s225 ;\nin vec4 t225 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = r225;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p225 ).x,( p225 ).y,( p225 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_209322640 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_209322640,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("l230",Parameter {name = "position", ty = V3F}),("m230",Parameter {name = "normal", ty = V3F}),("n230",Parameter {name = "diffuseUV", ty = V2F}),("o230",Parameter {name = "lightmapUV", ty = V2F}),("p230",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l230 ;\nin vec3 m230 ;\nin vec2 n230 ;\nin vec2 o230 ;\nin vec4 p230 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = o230;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l230 ).x,( l230 ).y,( l230 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2893650486",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a235",Parameter {name = "normal", ty = V3F}),("b235",Parameter {name = "diffuseUV", ty = V2F}),("c235",Parameter {name = "lightmapUV", ty = V2F}),("d235",Parameter {name = "color", ty = V4F}),("z234",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("Tex_2893650486",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z234 ;\nin vec3 a235 ;\nin vec2 b235 ;\nin vec2 c235 ;\nin vec4 d235 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = b235;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z234 ).x,( z234 ).y,( z234 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2893650486 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2893650486,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("v239",Parameter {name = "position", ty = V3F}),("w239",Parameter {name = "normal", ty = V3F}),("x239",Parameter {name = "diffuseUV", ty = V2F}),("y239",Parameter {name = "lightmapUV", ty = V2F}),("z239",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v239 ;\nin vec3 w239 ;\nin vec2 x239 ;\nin vec2 y239 ;\nin vec4 z239 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = y239;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v239 ).x,( v239 ).y,( v239 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3814342582",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("j244",Parameter {name = "position", ty = V3F}),("k244",Parameter {name = "normal", ty = V3F}),("l244",Parameter {name = "diffuseUV", ty = V2F}),("m244",Parameter {name = "lightmapUV", ty = V2F}),("n244",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3814342582",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j244 ;\nin vec3 k244 ;\nin vec2 l244 ;\nin vec2 m244 ;\nin vec4 n244 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = l244;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j244 ).x,( j244 ).y,( j244 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3814342582 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3814342582,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f249",Parameter {name = "position", ty = V3F}),("g249",Parameter {name = "normal", ty = V3F}),("h249",Parameter {name = "diffuseUV", ty = V2F}),("i249",Parameter {name = "lightmapUV", ty = V2F}),("j249",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f249 ;\nin vec3 g249 ;\nin vec2 h249 ;\nin vec2 i249 ;\nin vec4 j249 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = i249;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f249 ).x,( f249 ).y,( f249 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4189195777",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("t253",Parameter {name = "position", ty = V3F}),("u253",Parameter {name = "normal", ty = V3F}),("v253",Parameter {name = "diffuseUV", ty = V2F}),("w253",Parameter {name = "lightmapUV", ty = V2F}),("x253",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_4189195777",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 t253 ;\nin vec3 u253 ;\nin vec2 v253 ;\nin vec2 w253 ;\nin vec4 x253 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = v253;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( t253 ).x,( t253 ).y,( t253 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_4189195777 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4189195777,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("p258",Parameter {name = "position", ty = V3F}),("q258",Parameter {name = "normal", ty = V3F}),("r258",Parameter {name = "diffuseUV", ty = V2F}),("s258",Parameter {name = "lightmapUV", ty = V2F}),("t258",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p258 ;\nin vec3 q258 ;\nin vec2 r258 ;\nin vec2 s258 ;\nin vec4 t258 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = s258;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p258 ).x,( p258 ).y,( p258 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2239853403",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d263",Parameter {name = "position", ty = V3F}),("e263",Parameter {name = "normal", ty = V3F}),("f263",Parameter {name = "diffuseUV", ty = V2F}),("g263",Parameter {name = "lightmapUV", ty = V2F}),("h263",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2239853403",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d263 ;\nin vec3 e263 ;\nin vec2 f263 ;\nin vec2 g263 ;\nin vec4 h263 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = f263;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d263 ).x,( d263 ).y,( d263 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2239853403 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2239853403,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a268",Parameter {name = "normal", ty = V3F}),("b268",Parameter {name = "diffuseUV", ty = V2F}),("c268",Parameter {name = "lightmapUV", ty = V2F}),("d268",Parameter {name = "color", ty = V4F}),("z267",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z267 ;\nin vec3 a268 ;\nin vec2 b268 ;\nin vec2 c268 ;\nin vec4 d268 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = c268;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z267 ).x,( z267 ).y,( z267 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2367525081",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("n272",Parameter {name = "position", ty = V3F}),("o272",Parameter {name = "normal", ty = V3F}),("p272",Parameter {name = "diffuseUV", ty = V2F}),("q272",Parameter {name = "lightmapUV", ty = V2F}),("r272",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2367525081",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n272 ;\nin vec3 o272 ;\nin vec2 p272 ;\nin vec2 q272 ;\nin vec4 r272 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = p272;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n272 ).x,( n272 ).y,( n272 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2367525081 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2367525081,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("j277",Parameter {name = "position", ty = V3F}),("k277",Parameter {name = "normal", ty = V3F}),("l277",Parameter {name = "diffuseUV", ty = V2F}),("m277",Parameter {name = "lightmapUV", ty = V2F}),("n277",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j277 ;\nin vec3 k277 ;\nin vec2 l277 ;\nin vec2 m277 ;\nin vec4 n277 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = m277;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j277 ).x,( j277 ).y,( j277 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2523116863",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a282",Parameter {name = "lightmapUV", ty = V2F}),("b282",Parameter {name = "color", ty = V4F}),("x281",Parameter {name = "position", ty = V3F}),("y281",Parameter {name = "normal", ty = V3F}),("z281",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("Tex_2523116863",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x281 ;\nin vec3 y281 ;\nin vec2 z281 ;\nin vec2 a282 ;\nin vec4 b282 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = z281;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x281 ).x,( x281 ).y,( x281 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2523116863 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2523116863,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("t286",Parameter {name = "position", ty = V3F}),("u286",Parameter {name = "normal", ty = V3F}),("v286",Parameter {name = "diffuseUV", ty = V2F}),("w286",Parameter {name = "lightmapUV", ty = V2F}),("x286",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 t286 ;\nin vec3 u286 ;\nin vec2 v286 ;\nin vec2 w286 ;\nin vec4 x286 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = w286;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( t286 ).x,( t286 ).y,( t286 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2512757607",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("h291",Parameter {name = "position", ty = V3F}),("i291",Parameter {name = "normal", ty = V3F}),("j291",Parameter {name = "diffuseUV", ty = V2F}),("k291",Parameter {name = "lightmapUV", ty = V2F}),("l291",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2512757607",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h291 ;\nin vec3 i291 ;\nin vec2 j291 ;\nin vec2 k291 ;\nin vec4 l291 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = j291;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h291 ).x,( h291 ).y,( h291 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2512757607 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2512757607,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d296",Parameter {name = "position", ty = V3F}),("e296",Parameter {name = "normal", ty = V3F}),("f296",Parameter {name = "diffuseUV", ty = V2F}),("g296",Parameter {name = "lightmapUV", ty = V2F}),("h296",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d296 ;\nin vec3 e296 ;\nin vec2 f296 ;\nin vec2 g296 ;\nin vec4 h296 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = g296;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d296 ).x,( d296 ).y,( d296 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4289279309",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("r300",Parameter {name = "position", ty = V3F}),("s300",Parameter {name = "normal", ty = V3F}),("t300",Parameter {name = "diffuseUV", ty = V2F}),("u300",Parameter {name = "lightmapUV", ty = V2F}),("v300",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_4289279309",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r300 ;\nin vec3 s300 ;\nin vec2 t300 ;\nin vec2 u300 ;\nin vec4 v300 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = t300;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r300 ).x,( r300 ).y,( r300 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_4289279309 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4289279309,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("n305",Parameter {name = "position", ty = V3F}),("o305",Parameter {name = "normal", ty = V3F}),("p305",Parameter {name = "diffuseUV", ty = V2F}),("q305",Parameter {name = "lightmapUV", ty = V2F}),("r305",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n305 ;\nin vec3 o305 ;\nin vec2 p305 ;\nin vec2 q305 ;\nin vec4 r305 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q305;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n305 ).x,( n305 ).y,( n305 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2525124732",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b310",Parameter {name = "position", ty = V3F}),("c310",Parameter {name = "normal", ty = V3F}),("d310",Parameter {name = "diffuseUV", ty = V2F}),("e310",Parameter {name = "lightmapUV", ty = V2F}),("f310",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2525124732",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b310 ;\nin vec3 c310 ;\nin vec2 d310 ;\nin vec2 e310 ;\nin vec4 f310 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = d310;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b310 ).x,( b310 ).y,( b310 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2525124732 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2525124732,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a315",Parameter {name = "lightmapUV", ty = V2F}),("b315",Parameter {name = "color", ty = V4F}),("x314",Parameter {name = "position", ty = V3F}),("y314",Parameter {name = "normal", ty = V3F}),("z314",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x314 ;\nin vec3 y314 ;\nin vec2 z314 ;\nin vec2 a315 ;\nin vec4 b315 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a315;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x314 ).x,( x314 ).y,( x314 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3071107621",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("l319",Parameter {name = "position", ty = V3F}),("m319",Parameter {name = "normal", ty = V3F}),("n319",Parameter {name = "diffuseUV", ty = V2F}),("o319",Parameter {name = "lightmapUV", ty = V2F}),("p319",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3071107621",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l319 ;\nin vec3 m319 ;\nin vec2 n319 ;\nin vec2 o319 ;\nin vec4 p319 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = n319;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l319 ).x,( l319 ).y,( l319 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3071107621 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3071107621,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("h324",Parameter {name = "position", ty = V3F}),("i324",Parameter {name = "normal", ty = V3F}),("j324",Parameter {name = "diffuseUV", ty = V2F}),("k324",Parameter {name = "lightmapUV", ty = V2F}),("l324",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h324 ;\nin vec3 i324 ;\nin vec2 j324 ;\nin vec2 k324 ;\nin vec4 l324 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = k324;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h324 ).x,( h324 ).y,( h324 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3921745736",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("v328",Parameter {name = "position", ty = V3F}),("w328",Parameter {name = "normal", ty = V3F}),("x328",Parameter {name = "diffuseUV", ty = V2F}),("y328",Parameter {name = "lightmapUV", ty = V2F}),("z328",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3921745736",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v328 ;\nin vec3 w328 ;\nin vec2 x328 ;\nin vec2 y328 ;\nin vec4 z328 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = x328;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v328 ).x,( v328 ).y,( v328 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3921745736 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3921745736,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("r333",Parameter {name = "position", ty = V3F}),("s333",Parameter {name = "normal", ty = V3F}),("t333",Parameter {name = "diffuseUV", ty = V2F}),("u333",Parameter {name = "lightmapUV", ty = V2F}),("v333",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r333 ;\nin vec3 s333 ;\nin vec2 t333 ;\nin vec2 u333 ;\nin vec4 v333 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = u333;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r333 ).x,( r333 ).y,( r333 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3647563961",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f338",Parameter {name = "position", ty = V3F}),("g338",Parameter {name = "normal", ty = V3F}),("h338",Parameter {name = "diffuseUV", ty = V2F}),("i338",Parameter {name = "lightmapUV", ty = V2F}),("j338",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3647563961",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f338 ;\nin vec3 g338 ;\nin vec2 h338 ;\nin vec2 i338 ;\nin vec4 j338 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = h338;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f338 ).x,( f338 ).y,( f338 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3647563961 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3647563961,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b343",Parameter {name = "position", ty = V3F}),("c343",Parameter {name = "normal", ty = V3F}),("d343",Parameter {name = "diffuseUV", ty = V2F}),("e343",Parameter {name = "lightmapUV", ty = V2F}),("f343",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b343 ;\nin vec3 c343 ;\nin vec2 d343 ;\nin vec2 e343 ;\nin vec4 f343 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = e343;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b343 ).x,( b343 ).y,( b343 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3593923076",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("p347",Parameter {name = "position", ty = V3F}),("q347",Parameter {name = "normal", ty = V3F}),("r347",Parameter {name = "diffuseUV", ty = V2F}),("s347",Parameter {name = "lightmapUV", ty = V2F}),("t347",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3593923076",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p347 ;\nin vec3 q347 ;\nin vec2 r347 ;\nin vec2 s347 ;\nin vec4 t347 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = r347;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p347 ).x,( p347 ).y,( p347 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3593923076 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3593923076,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("l352",Parameter {name = "position", ty = V3F}),("m352",Parameter {name = "normal", ty = V3F}),("n352",Parameter {name = "diffuseUV", ty = V2F}),("o352",Parameter {name = "lightmapUV", ty = V2F}),("p352",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l352 ;\nin vec3 m352 ;\nin vec2 n352 ;\nin vec2 o352 ;\nin vec4 p352 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = o352;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l352 ).x,( l352 ).y,( l352 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1435187472",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a357",Parameter {name = "normal", ty = V3F}),("b357",Parameter {name = "diffuseUV", ty = V2F}),("c357",Parameter {name = "lightmapUV", ty = V2F}),("d357",Parameter {name = "color", ty = V4F}),("z356",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("Tex_1435187472",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z356 ;\nin vec3 a357 ;\nin vec2 b357 ;\nin vec2 c357 ;\nin vec4 d357 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = b357;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z356 ).x,( z356 ).y,( z356 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1435187472 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1435187472,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("v361",Parameter {name = "position", ty = V3F}),("w361",Parameter {name = "normal", ty = V3F}),("x361",Parameter {name = "diffuseUV", ty = V2F}),("y361",Parameter {name = "lightmapUV", ty = V2F}),("z361",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v361 ;\nin vec3 w361 ;\nin vec2 x361 ;\nin vec2 y361 ;\nin vec4 z361 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = y361;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v361 ).x,( v361 ).y,( v361 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1318715778",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("j366",Parameter {name = "position", ty = V3F}),("k366",Parameter {name = "normal", ty = V3F}),("l366",Parameter {name = "diffuseUV", ty = V2F}),("m366",Parameter {name = "lightmapUV", ty = V2F}),("n366",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1318715778",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j366 ;\nin vec3 k366 ;\nin vec2 l366 ;\nin vec2 m366 ;\nin vec4 n366 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = l366;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j366 ).x,( j366 ).y,( j366 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1318715778 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1318715778,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f371",Parameter {name = "position", ty = V3F}),("g371",Parameter {name = "normal", ty = V3F}),("h371",Parameter {name = "diffuseUV", ty = V2F}),("i371",Parameter {name = "lightmapUV", ty = V2F}),("j371",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f371 ;\nin vec3 g371 ;\nin vec2 h371 ;\nin vec2 i371 ;\nin vec4 j371 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = i371;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f371 ).x,( f371 ).y,( f371 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_442868841",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("t375",Parameter {name = "position", ty = V3F}),("u375",Parameter {name = "normal", ty = V3F}),("v375",Parameter {name = "diffuseUV", ty = V2F}),("w375",Parameter {name = "lightmapUV", ty = V2F}),("x375",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_442868841",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 t375 ;\nin vec3 u375 ;\nin vec2 v375 ;\nin vec2 w375 ;\nin vec4 x375 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = v375;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( t375 ).x,( t375 ).y,( t375 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_442868841 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_442868841,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("p380",Parameter {name = "position", ty = V3F}),("q380",Parameter {name = "normal", ty = V3F}),("r380",Parameter {name = "diffuseUV", ty = V2F}),("s380",Parameter {name = "lightmapUV", ty = V2F}),("t380",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p380 ;\nin vec3 q380 ;\nin vec2 r380 ;\nin vec2 s380 ;\nin vec4 t380 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = s380;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p380 ).x,( p380 ).y,( p380 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2289735512",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d385",Parameter {name = "position", ty = V3F}),("e385",Parameter {name = "normal", ty = V3F}),("f385",Parameter {name = "diffuseUV", ty = V2F}),("g385",Parameter {name = "lightmapUV", ty = V2F}),("h385",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2289735512",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d385 ;\nin vec3 e385 ;\nin vec2 f385 ;\nin vec2 g385 ;\nin vec4 h385 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = f385;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d385 ).x,( d385 ).y,( d385 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2289735512 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2289735512,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a390",Parameter {name = "normal", ty = V3F}),("b390",Parameter {name = "diffuseUV", ty = V2F}),("c390",Parameter {name = "lightmapUV", ty = V2F}),("d390",Parameter {name = "color", ty = V4F}),("z389",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z389 ;\nin vec3 a390 ;\nin vec2 b390 ;\nin vec2 c390 ;\nin vec4 d390 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = c390;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z389 ).x,( z389 ).y,( z389 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3939430064",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("n394",Parameter {name = "position", ty = V3F}),("o394",Parameter {name = "normal", ty = V3F}),("p394",Parameter {name = "diffuseUV", ty = V2F}),("q394",Parameter {name = "lightmapUV", ty = V2F}),("r394",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3939430064",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n394 ;\nin vec3 o394 ;\nin vec2 p394 ;\nin vec2 q394 ;\nin vec4 r394 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = p394;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n394 ).x,( n394 ).y,( n394 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3939430064 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3939430064,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("j399",Parameter {name = "position", ty = V3F}),("k399",Parameter {name = "normal", ty = V3F}),("l399",Parameter {name = "diffuseUV", ty = V2F}),("m399",Parameter {name = "lightmapUV", ty = V2F}),("n399",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j399 ;\nin vec3 k399 ;\nin vec2 l399 ;\nin vec2 m399 ;\nin vec4 n399 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = m399;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j399 ).x,( j399 ).y,( j399 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3012001075",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a404",Parameter {name = "lightmapUV", ty = V2F}),("b404",Parameter {name = "color", ty = V4F}),("x403",Parameter {name = "position", ty = V3F}),("y403",Parameter {name = "normal", ty = V3F}),("z403",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("Tex_3012001075",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x403 ;\nin vec3 y403 ;\nin vec2 z403 ;\nin vec2 a404 ;\nin vec4 b404 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = z403;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x403 ).x,( x403 ).y,( x403 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3012001075 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3012001075,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("t408",Parameter {name = "position", ty = V3F}),("u408",Parameter {name = "normal", ty = V3F}),("v408",Parameter {name = "diffuseUV", ty = V2F}),("w408",Parameter {name = "lightmapUV", ty = V2F}),("x408",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 t408 ;\nin vec3 u408 ;\nin vec2 v408 ;\nin vec2 w408 ;\nin vec4 x408 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = w408;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( t408 ).x,( t408 ).y,( t408 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3768122504",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("h413",Parameter {name = "position", ty = V3F}),("i413",Parameter {name = "normal", ty = V3F}),("j413",Parameter {name = "diffuseUV", ty = V2F}),("k413",Parameter {name = "lightmapUV", ty = V2F}),("l413",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3768122504",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h413 ;\nin vec3 i413 ;\nin vec2 j413 ;\nin vec2 k413 ;\nin vec4 l413 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = j413;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h413 ).x,( h413 ).y,( h413 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3768122504 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3768122504,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d418",Parameter {name = "position", ty = V3F}),("e418",Parameter {name = "normal", ty = V3F}),("f418",Parameter {name = "diffuseUV", ty = V2F}),("g418",Parameter {name = "lightmapUV", ty = V2F}),("h418",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d418 ;\nin vec3 e418 ;\nin vec2 f418 ;\nin vec2 g418 ;\nin vec4 h418 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = g418;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d418 ).x,( d418 ).y,( d418 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2634868983",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("r422",Parameter {name = "position", ty = V3F}),("s422",Parameter {name = "normal", ty = V3F}),("t422",Parameter {name = "diffuseUV", ty = V2F}),("u422",Parameter {name = "lightmapUV", ty = V2F}),("v422",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2634868983",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r422 ;\nin vec3 s422 ;\nin vec2 t422 ;\nin vec2 u422 ;\nin vec4 v422 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = t422;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r422 ).x,( r422 ).y,( r422 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2634868983 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2634868983,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("n427",Parameter {name = "position", ty = V3F}),("o427",Parameter {name = "normal", ty = V3F}),("p427",Parameter {name = "diffuseUV", ty = V2F}),("q427",Parameter {name = "lightmapUV", ty = V2F}),("r427",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n427 ;\nin vec3 o427 ;\nin vec2 p427 ;\nin vec2 q427 ;\nin vec4 r427 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q427;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n427 ).x,( n427 ).y,( n427 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3269743316",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b432",Parameter {name = "position", ty = V3F}),("c432",Parameter {name = "normal", ty = V3F}),("d432",Parameter {name = "diffuseUV", ty = V2F}),("e432",Parameter {name = "lightmapUV", ty = V2F}),("f432",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3269743316",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b432 ;\nin vec3 c432 ;\nin vec2 d432 ;\nin vec2 e432 ;\nin vec4 f432 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = d432;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b432 ).x,( b432 ).y,( b432 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3269743316 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3269743316,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a437",Parameter {name = "lightmapUV", ty = V2F}),("b437",Parameter {name = "color", ty = V4F}),("x436",Parameter {name = "position", ty = V3F}),("y436",Parameter {name = "normal", ty = V3F}),("z436",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x436 ;\nin vec3 y436 ;\nin vec2 z436 ;\nin vec2 a437 ;\nin vec4 b437 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a437;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x436 ).x,( x436 ).y,( x436 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3617993418",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("l441",Parameter {name = "position", ty = V3F}),("m441",Parameter {name = "normal", ty = V3F}),("n441",Parameter {name = "diffuseUV", ty = V2F}),("o441",Parameter {name = "lightmapUV", ty = V2F}),("p441",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3617993418",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l441 ;\nin vec3 m441 ;\nin vec2 n441 ;\nin vec2 o441 ;\nin vec4 p441 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = n441;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l441 ).x,( l441 ).y,( l441 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3617993418 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3617993418,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("h446",Parameter {name = "position", ty = V3F}),("i446",Parameter {name = "normal", ty = V3F}),("j446",Parameter {name = "diffuseUV", ty = V2F}),("k446",Parameter {name = "lightmapUV", ty = V2F}),("l446",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h446 ;\nin vec3 i446 ;\nin vec2 j446 ;\nin vec2 k446 ;\nin vec4 l446 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = k446;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h446 ).x,( h446 ).y,( h446 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1243894392",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("v450",Parameter {name = "position", ty = V3F}),("w450",Parameter {name = "normal", ty = V3F}),("x450",Parameter {name = "diffuseUV", ty = V2F}),("y450",Parameter {name = "lightmapUV", ty = V2F}),("z450",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1243894392",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v450 ;\nin vec3 w450 ;\nin vec2 x450 ;\nin vec2 y450 ;\nin vec4 z450 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = x450;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v450 ).x,( v450 ).y,( v450 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1243894392 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1243894392,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("r455",Parameter {name = "position", ty = V3F}),("s455",Parameter {name = "normal", ty = V3F}),("t455",Parameter {name = "diffuseUV", ty = V2F}),("u455",Parameter {name = "lightmapUV", ty = V2F}),("v455",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r455 ;\nin vec3 s455 ;\nin vec2 t455 ;\nin vec2 u455 ;\nin vec4 v455 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = u455;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r455 ).x,( r455 ).y,( r455 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2966885788",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f460",Parameter {name = "position", ty = V3F}),("g460",Parameter {name = "normal", ty = V3F}),("h460",Parameter {name = "diffuseUV", ty = V2F}),("i460",Parameter {name = "lightmapUV", ty = V2F}),("j460",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2966885788",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f460 ;\nin vec3 g460 ;\nin vec2 h460 ;\nin vec2 i460 ;\nin vec4 j460 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = h460;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f460 ).x,( f460 ).y,( f460 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2966885788 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2966885788,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b465",Parameter {name = "position", ty = V3F}),("c465",Parameter {name = "normal", ty = V3F}),("d465",Parameter {name = "diffuseUV", ty = V2F}),("e465",Parameter {name = "lightmapUV", ty = V2F}),("f465",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b465 ;\nin vec3 c465 ;\nin vec2 d465 ;\nin vec2 e465 ;\nin vec4 f465 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = e465;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b465 ).x,( b465 ).y,( b465 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1250438154",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("p469",Parameter {name = "position", ty = V3F}),("q469",Parameter {name = "normal", ty = V3F}),("r469",Parameter {name = "diffuseUV", ty = V2F}),("s469",Parameter {name = "lightmapUV", ty = V2F}),("t469",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1250438154",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p469 ;\nin vec3 q469 ;\nin vec2 r469 ;\nin vec2 s469 ;\nin vec4 t469 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = r469;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p469 ).x,( p469 ).y,( p469 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1250438154 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1250438154,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("l474",Parameter {name = "position", ty = V3F}),("m474",Parameter {name = "normal", ty = V3F}),("n474",Parameter {name = "diffuseUV", ty = V2F}),("o474",Parameter {name = "lightmapUV", ty = V2F}),("p474",Parameter {name = "color", ty = 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[("LightMap",FTexture2D),("Tex_3939430064",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [82,83]},Slot {slotName = "textures/gothic_trim/km_arena1tower4_a", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3012001075",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [84,85]},Slot {slotName = "textures/gothic_door/km_arena1archfinald_mid", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3768122504",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [86,87]},Slot {slotName = "textures/gothic_trim/skullsvertgray02b", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_2634868983",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [88,89]},Slot {slotName = "textures/gothic_floor/xstepborder3", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3269743316",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [90,91]},Slot {slotName = "textures/gothic_block/killblock_i4", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3617993418",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [92,93]},Slot {slotName = "textures/gothic_trim/pitted_rust", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_1243894392",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [94,95]},Slot {slotName = "textures/gothic_floor/largerblock3b", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_2966885788",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [96,97]},Slot {slotName = "textures/gothic_door/skull_door_d", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_1250438154",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [98,99]},Slot {slotName = "textures/gothic_wall/slateroofc", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_2490648334",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [100,101]},Slot {slotName = "textures/gothic_trim/baseboard09_e2", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3694494180",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [102,103]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = 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0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 48,SetProgram 97,SetSamplerUniform "Tex_2966885788" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 47,SetProgram 96,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = 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44,SetProgram 90,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 44,SetProgram 89,SetSamplerUniform "Tex_2634868983" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 43,SetProgram 88,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 43,SetProgram 87,SetSamplerUniform "Tex_3768122504" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 42,SetProgram 86,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 42,SetProgram 85,SetSamplerUniform "Tex_3012001075" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 41,SetProgram 84,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 41,SetProgram 83,SetSamplerUniform "Tex_3939430064" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp 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LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 35,SetProgram 71,SetSamplerUniform "Tex_3647563961" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 34,SetProgram 70,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, 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0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 31,SetProgram 63,SetSamplerUniform "Tex_4289279309" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 30,SetProgram 62,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 30,SetProgram 61,SetSamplerUniform "Tex_2512757607" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 29,SetProgram 60,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 29,SetProgram 59,SetSamplerUniform "Tex_2523116863" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 28,SetProgram 58,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 28,SetProgram 57,SetSamplerUniform "Tex_2367525081" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 27,SetProgram 56,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 27,SetProgram 55,SetSamplerUniform "Tex_2239853403" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 26,SetProgram 54,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 26,SetProgram 53,SetSamplerUniform "Tex_4189195777" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 25,SetProgram 52,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 25,SetProgram 51,SetSamplerUniform "Tex_3814342582" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 24,SetProgram 50,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 24,SetProgram 49,SetSamplerUniform "Tex_2893650486" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 23,SetProgram 48,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 23,SetProgram 47,SetSamplerUniform "Tex_209322640" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 22,SetProgram 46,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 22,SetProgram 45,SetSamplerUniform "Tex_3836020895" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 21,SetProgram 44,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 21,SetProgram 43,SetSamplerUniform "Tex_3389727963" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 20,SetProgram 42,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 20,SetProgram 41,SetSamplerUniform "Tex_1201212243" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 19,SetProgram 40,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 19,SetProgram 39,SetSamplerUniform "Tex_3448884269" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 18,SetProgram 38,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 18,SetProgram 37,SetSamplerUniform "Tex_3479185666" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 17,SetProgram 36,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 17,SetProgram 35,SetSamplerUniform "Tex_2639119078" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 16,SetProgram 34,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 16,SetProgram 33,SetSamplerUniform "Tex_1002517541" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 15,SetProgram 32,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 15,SetProgram 31,SetSamplerUniform "Tex_2432583247" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 14,SetProgram 30,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 14,SetProgram 29,SetSamplerUniform "Tex_1284708166" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 13,SetProgram 28,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 13,SetProgram 27,SetSamplerUniform "Tex_2024854890" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 12,SetProgram 26,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 12,SetProgram 25,SetSamplerUniform "Tex_1062467595" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 11,SetProgram 24,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 11,SetProgram 23,SetSamplerUniform "Tex_1581337759" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 10,SetProgram 22,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 10,SetProgram 21,SetSamplerUniform "Tex_2099456856" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 9,SetProgram 20,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 9,SetProgram 19,SetSamplerUniform "Tex_2073154888" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 8,SetProgram 18,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 8,SetProgram 17,SetSamplerUniform "Tex_564811775" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 7,SetProgram 16,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 7,SetProgram 15,SetSamplerUniform "Tex_4255130505" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 6,SetProgram 14,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 6,SetProgram 13,SetSamplerUniform "Tex_3202786139" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 5,SetProgram 12,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 5,SetProgram 11,SetSamplerUniform "Tex_4288602201" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 4,SetProgram 10,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 4,SetProgram 9,SetSamplerUniform "Tex_3416962274" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 3,SetProgram 8,SetSamplerUniform "Tex_4077187607" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 3,SetProgram 7,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 3,SetProgram 6,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 2,SetProgram 5,SetSamplerUniform "Tex_1910997598" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 2,SetProgram 4,SetSamplerUniform "Tex_47037129" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 3,SetSamplerUniform "Tex_3562558025" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 2,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = OneMinusDstAlpha, alphaFSrc = DstColor, alphaFDst = OneMinusDstAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = Min, colorFSrc = One, colorFDst = One, alphaFSrc = One, alphaFDst = One, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 0,SetRasterContext (TriangleCtx CullNone (PolygonLine 1.0) NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]}
3=======
4Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("x2",Parameter {name = "position", ty = V3F}),("y2",Parameter {name = "color", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x2 ;\nin vec4 y2 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = y2;\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x2 ).x,( x2 ).y,( x2 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( ( 1.0 ) - ( ( vv0 ).x ),( 1.0 ) - ( ( vv0 ).y ),( 1.0 ) - ( ( vv0 ).z ),1.0 );\n}\n"},Program {programUniforms = fromList [("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("g6",Parameter {name = "position", ty = V3F}),("h6",Parameter {name = "color", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 g6 ;\nin vec4 h6 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( h6 ).x,( h6 ).y,( h6 ).z,0.5 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( g6 ).x,( g6 ).y,( g6 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("v10",Parameter {name = "position", ty = V3F}),("w10",Parameter {name = "normal", ty = V3F}),("x10",Parameter {name = "diffuseUV", ty = V2F}),("y10",Parameter {name = "lightmapUV", ty = V2F}),("z10",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v10 ;\nin vec3 w10 ;\nin vec2 x10 ;\nin vec2 y10 ;\nin vec4 z10 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = y10;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v10 ).x,( v10 ).y,( v10 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3562558025",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("o15",Parameter {name = "position", ty = V3F}),("p15",Parameter {name = "normal", ty = V3F}),("q15",Parameter {name = "diffuseUV", ty = V2F}),("r15",Parameter {name = "lightmapUV", ty = V2F}),("s15",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3562558025",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 o15 ;\nin vec3 p15 ;\nin vec2 q15 ;\nin vec2 r15 ;\nin vec4 s15 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q15;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( o15 ).x,( o15 ).y,( o15 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3562558025 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3562558025,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_47037129",FTexture2D),("time",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a20",Parameter {name = "normal", ty = V3F}),("b20",Parameter {name = "diffuseUV", ty = V2F}),("c20",Parameter {name = "lightmapUV", ty = V2F}),("d20",Parameter {name = "color", ty = V4F}),("z19",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("Tex_47037129",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float time ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z19 ;\nin vec3 a20 ;\nin vec2 b20 ;\nin vec2 c20 ;\nin vec4 d20 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = ( ( ( b20 ) + ( ( vec2 ( 0.0,1.0 ) ) * ( time ) ) ) + ( ( sin ( vec2 ( ( 6.28 ) * ( ( ( ( ( z19 ).x ) + ( ( z19 ).z ) ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 1.6 ) ) ) ),( 6.28 ) * ( ( ( ( z19 ).y ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 1.6 ) ) ) ) ) ) ) * ( 0.25 ) ) ) * ( vec2 ( 4.0,4.0 ) );\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z19 ).x,( z19 ).y,( z19 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_47037129 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_47037129,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1910997598",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a27",Parameter {name = "lightmapUV", ty = V2F}),("b27",Parameter {name = "color", ty = V4F}),("x26",Parameter {name = "position", ty = V3F}),("y26",Parameter {name = "normal", ty = V3F}),("z26",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("Tex_1910997598",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x26 ;\nin vec3 y26 ;\nin vec2 z26 ;\nin vec2 a27 ;\nin vec4 b27 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = z26;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x26 ).x,( x26 ).y,( x26 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1910997598 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1910997598,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("i31",Parameter {name = "position", ty = V3F}),("j31",Parameter {name = "normal", ty = V3F}),("k31",Parameter {name = "diffuseUV", ty = V2F}),("l31",Parameter {name = "lightmapUV", ty = V2F}),("m31",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 i31 ;\nin vec3 j31 ;\nin vec2 k31 ;\nin vec2 l31 ;\nin vec4 m31 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = l31;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( i31 ).x,( i31 ).y,( i31 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b36",Parameter {name = "position", ty = V3F}),("c36",Parameter {name = "normal", ty = V3F}),("d36",Parameter {name = "diffuseUV", ty = V2F}),("e36",Parameter {name = "lightmapUV", ty = V2F}),("f36",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b36 ;\nin vec3 c36 ;\nin vec2 d36 ;\nin vec2 e36 ;\nin vec4 f36 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = e36;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b36 ).x,( b36 ).y,( b36 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4077187607",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("u40",Parameter {name = "position", ty = V3F}),("v40",Parameter {name = "normal", ty = V3F}),("w40",Parameter {name = "diffuseUV", ty = V2F}),("x40",Parameter {name = "lightmapUV", ty = V2F}),("y40",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_4077187607",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 u40 ;\nin vec3 v40 ;\nin vec2 w40 ;\nin vec2 x40 ;\nin vec4 y40 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = w40;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( u40 ).x,( u40 ).y,( u40 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_4077187607 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4077187607,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3416962274",FTexture2D),("time",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f45",Parameter {name = "position", ty = V3F}),("g45",Parameter {name = "normal", ty = V3F}),("h45",Parameter {name = "diffuseUV", ty = V2F}),("i45",Parameter {name = "lightmapUV", ty = V2F}),("j45",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3416962274",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float time ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f45 ;\nin vec3 g45 ;\nin vec2 h45 ;\nin vec2 i45 ;\nin vec4 j45 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = ( ( ( h45 ) + ( ( vec2 ( 0.0,1.0 ) ) * ( time ) ) ) + ( ( sin ( vec2 ( ( 6.28 ) * ( ( ( ( ( f45 ).x ) + ( ( f45 ).z ) ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 5.6 ) ) ) ),( 6.28 ) * ( ( ( ( f45 ).y ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 5.6 ) ) ) ) ) ) ) * ( 0.25 ) ) ) * ( vec2 ( 1.5,1.5 ) );\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f45 ).x,( f45 ).y,( f45 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3416962274 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3416962274,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d52",Parameter {name = "position", ty = V3F}),("e52",Parameter {name = "normal", ty = V3F}),("f52",Parameter {name = "diffuseUV", ty = V2F}),("g52",Parameter {name = "lightmapUV", ty = V2F}),("h52",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d52 ;\nin vec3 e52 ;\nin vec2 f52 ;\nin vec2 g52 ;\nin vec4 h52 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = g52;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d52 ).x,( d52 ).y,( d52 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4288602201",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("r56",Parameter {name = "position", ty = V3F}),("s56",Parameter {name = "normal", ty = V3F}),("t56",Parameter {name = "diffuseUV", ty = V2F}),("u56",Parameter {name = "lightmapUV", ty = V2F}),("v56",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_4288602201",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r56 ;\nin vec3 s56 ;\nin vec2 t56 ;\nin vec2 u56 ;\nin vec4 v56 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = t56;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r56 ).x,( r56 ).y,( r56 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_4288602201 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4288602201,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("n61",Parameter {name = "position", ty = V3F}),("o61",Parameter {name = "normal", ty = V3F}),("p61",Parameter {name = "diffuseUV", ty = V2F}),("q61",Parameter {name = "lightmapUV", ty = V2F}),("r61",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n61 ;\nin vec3 o61 ;\nin vec2 p61 ;\nin vec2 q61 ;\nin vec4 r61 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q61;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n61 ).x,( n61 ).y,( n61 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3202786139",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b66",Parameter {name = "position", ty = V3F}),("c66",Parameter {name = "normal", ty = V3F}),("d66",Parameter {name = "diffuseUV", ty = V2F}),("e66",Parameter {name = "lightmapUV", ty = V2F}),("f66",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3202786139",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b66 ;\nin vec3 c66 ;\nin vec2 d66 ;\nin vec2 e66 ;\nin vec4 f66 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = d66;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b66 ).x,( b66 ).y,( b66 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3202786139 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3202786139,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a71",Parameter {name = "lightmapUV", ty = V2F}),("b71",Parameter {name = "color", ty = V4F}),("x70",Parameter {name = "position", ty = V3F}),("y70",Parameter {name = "normal", ty = V3F}),("z70",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x70 ;\nin vec3 y70 ;\nin vec2 z70 ;\nin vec2 a71 ;\nin vec4 b71 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a71;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x70 ).x,( x70 ).y,( x70 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4255130505",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("l75",Parameter {name = "position", ty = V3F}),("m75",Parameter {name = "normal", ty = V3F}),("n75",Parameter {name = "diffuseUV", ty = V2F}),("o75",Parameter {name = "lightmapUV", ty = V2F}),("p75",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_4255130505",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l75 ;\nin vec3 m75 ;\nin vec2 n75 ;\nin vec2 o75 ;\nin vec4 p75 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = n75;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l75 ).x,( l75 ).y,( l75 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_4255130505 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4255130505,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("h80",Parameter {name = "position", ty = V3F}),("i80",Parameter {name = "normal", ty = V3F}),("j80",Parameter {name = "diffuseUV", ty = V2F}),("k80",Parameter {name = "lightmapUV", ty = V2F}),("l80",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h80 ;\nin vec3 i80 ;\nin vec2 j80 ;\nin vec2 k80 ;\nin vec4 l80 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = k80;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h80 ).x,( h80 ).y,( h80 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_564811775",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("v84",Parameter {name = "position", ty = V3F}),("w84",Parameter {name = "normal", ty = V3F}),("x84",Parameter {name = "diffuseUV", ty = V2F}),("y84",Parameter {name = "lightmapUV", ty = V2F}),("z84",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_564811775",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v84 ;\nin vec3 w84 ;\nin vec2 x84 ;\nin vec2 y84 ;\nin vec4 z84 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = x84;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v84 ).x,( v84 ).y,( v84 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_564811775 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_564811775,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("r89",Parameter {name = "position", ty = V3F}),("s89",Parameter {name = "normal", ty = V3F}),("t89",Parameter {name = "diffuseUV", ty = V2F}),("u89",Parameter {name = "lightmapUV", ty = V2F}),("v89",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r89 ;\nin vec3 s89 ;\nin vec2 t89 ;\nin vec2 u89 ;\nin vec4 v89 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = u89;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r89 ).x,( r89 ).y,( r89 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2073154888",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f94",Parameter {name = "position", ty = V3F}),("g94",Parameter {name = "normal", ty = V3F}),("h94",Parameter {name = "diffuseUV", ty = V2F}),("i94",Parameter {name = "lightmapUV", ty = V2F}),("j94",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2073154888",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f94 ;\nin vec3 g94 ;\nin vec2 h94 ;\nin vec2 i94 ;\nin vec4 j94 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = h94;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f94 ).x,( f94 ).y,( f94 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2073154888 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2073154888,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b99",Parameter {name = "position", ty = V3F}),("c99",Parameter {name = "normal", ty = V3F}),("d99",Parameter {name = "diffuseUV", ty = V2F}),("e99",Parameter {name = "lightmapUV", ty = V2F}),("f99",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b99 ;\nin vec3 c99 ;\nin vec2 d99 ;\nin vec2 e99 ;\nin vec4 f99 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = e99;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b99 ).x,( b99 ).y,( b99 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2099456856",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("p103",Parameter {name = "position", ty = V3F}),("q103",Parameter {name = "normal", ty = V3F}),("r103",Parameter {name = "diffuseUV", ty = V2F}),("s103",Parameter {name = "lightmapUV", ty = V2F}),("t103",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2099456856",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p103 ;\nin vec3 q103 ;\nin vec2 r103 ;\nin vec2 s103 ;\nin vec4 t103 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = r103;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p103 ).x,( p103 ).y,( p103 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2099456856 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2099456856,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("l108",Parameter {name = "position", ty = V3F}),("m108",Parameter {name = "normal", ty = V3F}),("n108",Parameter {name = "diffuseUV", ty = V2F}),("o108",Parameter {name = "lightmapUV", ty = V2F}),("p108",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l108 ;\nin vec3 m108 ;\nin vec2 n108 ;\nin vec2 o108 ;\nin vec4 p108 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = o108;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l108 ).x,( l108 ).y,( l108 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1581337759",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a113",Parameter {name = "normal", ty = V3F}),("b113",Parameter {name = "diffuseUV", ty = V2F}),("c113",Parameter {name = "lightmapUV", ty = V2F}),("d113",Parameter {name = "color", ty = V4F}),("z112",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("Tex_1581337759",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z112 ;\nin vec3 a113 ;\nin vec2 b113 ;\nin vec2 c113 ;\nin vec4 d113 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = b113;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z112 ).x,( z112 ).y,( z112 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1581337759 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1581337759,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("v117",Parameter {name = "position", ty = V3F}),("w117",Parameter {name = "normal", ty = V3F}),("x117",Parameter {name = "diffuseUV", ty = V2F}),("y117",Parameter {name = "lightmapUV", ty = V2F}),("z117",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v117 ;\nin vec3 w117 ;\nin vec2 x117 ;\nin vec2 y117 ;\nin vec4 z117 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = y117;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v117 ).x,( v117 ).y,( v117 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1062467595",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("j122",Parameter {name = "position", ty = V3F}),("k122",Parameter {name = "normal", ty = V3F}),("l122",Parameter {name = "diffuseUV", ty = V2F}),("m122",Parameter {name = "lightmapUV", ty = V2F}),("n122",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1062467595",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j122 ;\nin vec3 k122 ;\nin vec2 l122 ;\nin vec2 m122 ;\nin vec4 n122 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = l122;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j122 ).x,( j122 ).y,( j122 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1062467595 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1062467595,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f127",Parameter {name = "position", ty = V3F}),("g127",Parameter {name = "normal", ty = V3F}),("h127",Parameter {name = "diffuseUV", ty = V2F}),("i127",Parameter {name = "lightmapUV", ty = V2F}),("j127",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f127 ;\nin vec3 g127 ;\nin vec2 h127 ;\nin vec2 i127 ;\nin vec4 j127 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = i127;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f127 ).x,( f127 ).y,( f127 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2024854890",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("t131",Parameter {name = "position", ty = V3F}),("u131",Parameter {name = "normal", ty = V3F}),("v131",Parameter {name = "diffuseUV", ty = V2F}),("w131",Parameter {name = "lightmapUV", ty = V2F}),("x131",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2024854890",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 t131 ;\nin vec3 u131 ;\nin vec2 v131 ;\nin vec2 w131 ;\nin vec4 x131 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = v131;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( t131 ).x,( t131 ).y,( t131 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2024854890 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2024854890,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("p136",Parameter {name = "position", ty = V3F}),("q136",Parameter {name = "normal", ty = V3F}),("r136",Parameter {name = "diffuseUV", ty = V2F}),("s136",Parameter {name = "lightmapUV", ty = V2F}),("t136",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p136 ;\nin vec3 q136 ;\nin vec2 r136 ;\nin vec2 s136 ;\nin vec4 t136 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = s136;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p136 ).x,( p136 ).y,( p136 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1284708166",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d141",Parameter {name = "position", ty = V3F}),("e141",Parameter {name = "normal", ty = V3F}),("f141",Parameter {name = "diffuseUV", ty = V2F}),("g141",Parameter {name = "lightmapUV", ty = V2F}),("h141",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1284708166",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d141 ;\nin vec3 e141 ;\nin vec2 f141 ;\nin vec2 g141 ;\nin vec4 h141 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = f141;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d141 ).x,( d141 ).y,( d141 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1284708166 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1284708166,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a146",Parameter {name = "normal", ty = V3F}),("b146",Parameter {name = "diffuseUV", ty = V2F}),("c146",Parameter {name = "lightmapUV", ty = V2F}),("d146",Parameter {name = "color", ty = V4F}),("z145",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z145 ;\nin vec3 a146 ;\nin vec2 b146 ;\nin vec2 c146 ;\nin vec4 d146 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = c146;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z145 ).x,( z145 ).y,( z145 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2432583247",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("n150",Parameter {name = "position", ty = V3F}),("o150",Parameter {name = "normal", ty = V3F}),("p150",Parameter {name = "diffuseUV", ty = V2F}),("q150",Parameter {name = "lightmapUV", ty = V2F}),("r150",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2432583247",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n150 ;\nin vec3 o150 ;\nin vec2 p150 ;\nin vec2 q150 ;\nin vec4 r150 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = p150;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n150 ).x,( n150 ).y,( n150 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2432583247 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2432583247,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("j155",Parameter {name = "position", ty = V3F}),("k155",Parameter {name = "normal", ty = V3F}),("l155",Parameter {name = "diffuseUV", ty = V2F}),("m155",Parameter {name = "lightmapUV", ty = V2F}),("n155",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j155 ;\nin vec3 k155 ;\nin vec2 l155 ;\nin vec2 m155 ;\nin vec4 n155 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = m155;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j155 ).x,( j155 ).y,( j155 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1002517541",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a160",Parameter {name = "lightmapUV", ty = V2F}),("b160",Parameter {name = "color", ty = V4F}),("x159",Parameter {name = "position", ty = V3F}),("y159",Parameter {name = "normal", ty = V3F}),("z159",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("Tex_1002517541",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x159 ;\nin vec3 y159 ;\nin vec2 z159 ;\nin vec2 a160 ;\nin vec4 b160 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = z159;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x159 ).x,( x159 ).y,( x159 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1002517541 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1002517541,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("t164",Parameter {name = "position", ty = V3F}),("u164",Parameter {name = "normal", ty = V3F}),("v164",Parameter {name = "diffuseUV", ty = V2F}),("w164",Parameter {name = "lightmapUV", ty = V2F}),("x164",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 t164 ;\nin vec3 u164 ;\nin vec2 v164 ;\nin vec2 w164 ;\nin vec4 x164 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = w164;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( t164 ).x,( t164 ).y,( t164 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2639119078",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("h169",Parameter {name = "position", ty = V3F}),("i169",Parameter {name = "normal", ty = V3F}),("j169",Parameter {name = "diffuseUV", ty = V2F}),("k169",Parameter {name = "lightmapUV", ty = V2F}),("l169",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2639119078",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h169 ;\nin vec3 i169 ;\nin vec2 j169 ;\nin vec2 k169 ;\nin vec4 l169 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = j169;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h169 ).x,( h169 ).y,( h169 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2639119078 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2639119078,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d174",Parameter {name = "position", ty = V3F}),("e174",Parameter {name = "normal", ty = V3F}),("f174",Parameter {name = "diffuseUV", ty = V2F}),("g174",Parameter {name = "lightmapUV", ty = V2F}),("h174",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d174 ;\nin vec3 e174 ;\nin vec2 f174 ;\nin vec2 g174 ;\nin vec4 h174 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = g174;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d174 ).x,( d174 ).y,( d174 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3479185666",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("r178",Parameter {name = "position", ty = V3F}),("s178",Parameter {name = "normal", ty = V3F}),("t178",Parameter {name = "diffuseUV", ty = V2F}),("u178",Parameter {name = "lightmapUV", ty = V2F}),("v178",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3479185666",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r178 ;\nin vec3 s178 ;\nin vec2 t178 ;\nin vec2 u178 ;\nin vec4 v178 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = t178;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r178 ).x,( r178 ).y,( r178 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3479185666 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3479185666,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("n183",Parameter {name = "position", ty = V3F}),("o183",Parameter {name = "normal", ty = V3F}),("p183",Parameter {name = "diffuseUV", ty = V2F}),("q183",Parameter {name = "lightmapUV", ty = V2F}),("r183",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n183 ;\nin vec3 o183 ;\nin vec2 p183 ;\nin vec2 q183 ;\nin vec4 r183 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q183;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n183 ).x,( n183 ).y,( n183 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3448884269",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b188",Parameter {name = "position", ty = V3F}),("c188",Parameter {name = "normal", ty = V3F}),("d188",Parameter {name = "diffuseUV", ty = V2F}),("e188",Parameter {name = "lightmapUV", ty = V2F}),("f188",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3448884269",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b188 ;\nin vec3 c188 ;\nin vec2 d188 ;\nin vec2 e188 ;\nin vec4 f188 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = d188;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b188 ).x,( b188 ).y,( b188 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3448884269 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3448884269,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a193",Parameter {name = "lightmapUV", ty = V2F}),("b193",Parameter {name = "color", ty = V4F}),("x192",Parameter {name = "position", ty = V3F}),("y192",Parameter {name = "normal", ty = V3F}),("z192",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x192 ;\nin vec3 y192 ;\nin vec2 z192 ;\nin vec2 a193 ;\nin vec4 b193 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a193;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x192 ).x,( x192 ).y,( x192 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1201212243",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("l197",Parameter {name = "position", ty = V3F}),("m197",Parameter {name = "normal", ty = V3F}),("n197",Parameter {name = "diffuseUV", ty = V2F}),("o197",Parameter {name = "lightmapUV", ty = V2F}),("p197",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1201212243",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l197 ;\nin vec3 m197 ;\nin vec2 n197 ;\nin vec2 o197 ;\nin vec4 p197 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = n197;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l197 ).x,( l197 ).y,( l197 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1201212243 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1201212243,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("h202",Parameter {name = "position", ty = V3F}),("i202",Parameter {name = "normal", ty = V3F}),("j202",Parameter {name = "diffuseUV", ty = V2F}),("k202",Parameter {name = "lightmapUV", ty = V2F}),("l202",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h202 ;\nin vec3 i202 ;\nin vec2 j202 ;\nin vec2 k202 ;\nin vec4 l202 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = k202;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h202 ).x,( h202 ).y,( h202 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3389727963",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("v206",Parameter {name = "position", ty = V3F}),("w206",Parameter {name = "normal", ty = V3F}),("x206",Parameter {name = "diffuseUV", ty = V2F}),("y206",Parameter {name = "lightmapUV", ty = V2F}),("z206",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3389727963",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v206 ;\nin vec3 w206 ;\nin vec2 x206 ;\nin vec2 y206 ;\nin vec4 z206 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = x206;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v206 ).x,( v206 ).y,( v206 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3389727963 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3389727963,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("r211",Parameter {name = "position", ty = V3F}),("s211",Parameter {name = "normal", ty = V3F}),("t211",Parameter {name = "diffuseUV", ty = V2F}),("u211",Parameter {name = "lightmapUV", ty = V2F}),("v211",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r211 ;\nin vec3 s211 ;\nin vec2 t211 ;\nin vec2 u211 ;\nin vec4 v211 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = u211;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r211 ).x,( r211 ).y,( r211 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3836020895",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f216",Parameter {name = "position", ty = V3F}),("g216",Parameter {name = "normal", ty = V3F}),("h216",Parameter {name = "diffuseUV", ty = V2F}),("i216",Parameter {name = "lightmapUV", ty = V2F}),("j216",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3836020895",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f216 ;\nin vec3 g216 ;\nin vec2 h216 ;\nin vec2 i216 ;\nin vec4 j216 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = h216;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f216 ).x,( f216 ).y,( f216 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3836020895 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3836020895,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b221",Parameter {name = "position", ty = V3F}),("c221",Parameter {name = "normal", ty = V3F}),("d221",Parameter {name = "diffuseUV", ty = V2F}),("e221",Parameter {name = "lightmapUV", ty = V2F}),("f221",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b221 ;\nin vec3 c221 ;\nin vec2 d221 ;\nin vec2 e221 ;\nin vec4 f221 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = e221;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b221 ).x,( b221 ).y,( b221 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_209322640",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("p225",Parameter {name = "position", ty = V3F}),("q225",Parameter {name = "normal", ty = V3F}),("r225",Parameter {name = "diffuseUV", ty = V2F}),("s225",Parameter {name = "lightmapUV", ty = V2F}),("t225",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_209322640",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p225 ;\nin vec3 q225 ;\nin vec2 r225 ;\nin vec2 s225 ;\nin vec4 t225 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = r225;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p225 ).x,( p225 ).y,( p225 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_209322640 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_209322640,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("l230",Parameter {name = "position", ty = V3F}),("m230",Parameter {name = "normal", ty = V3F}),("n230",Parameter {name = "diffuseUV", ty = V2F}),("o230",Parameter {name = "lightmapUV", ty = V2F}),("p230",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l230 ;\nin vec3 m230 ;\nin vec2 n230 ;\nin vec2 o230 ;\nin vec4 p230 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = o230;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l230 ).x,( l230 ).y,( l230 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2893650486",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a235",Parameter {name = "normal", ty = V3F}),("b235",Parameter {name = "diffuseUV", ty = V2F}),("c235",Parameter {name = "lightmapUV", ty = V2F}),("d235",Parameter {name = "color", ty = V4F}),("z234",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("Tex_2893650486",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z234 ;\nin vec3 a235 ;\nin vec2 b235 ;\nin vec2 c235 ;\nin vec4 d235 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = b235;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z234 ).x,( z234 ).y,( z234 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2893650486 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2893650486,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("v239",Parameter {name = "position", ty = V3F}),("w239",Parameter {name = "normal", ty = V3F}),("x239",Parameter {name = "diffuseUV", ty = V2F}),("y239",Parameter {name = "lightmapUV", ty = V2F}),("z239",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v239 ;\nin vec3 w239 ;\nin vec2 x239 ;\nin vec2 y239 ;\nin vec4 z239 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = y239;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v239 ).x,( v239 ).y,( v239 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3814342582",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("j244",Parameter {name = "position", ty = V3F}),("k244",Parameter {name = "normal", ty = V3F}),("l244",Parameter {name = "diffuseUV", ty = V2F}),("m244",Parameter {name = "lightmapUV", ty = V2F}),("n244",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3814342582",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j244 ;\nin vec3 k244 ;\nin vec2 l244 ;\nin vec2 m244 ;\nin vec4 n244 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = l244;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j244 ).x,( j244 ).y,( j244 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3814342582 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3814342582,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f249",Parameter {name = "position", ty = V3F}),("g249",Parameter {name = "normal", ty = V3F}),("h249",Parameter {name = "diffuseUV", ty = V2F}),("i249",Parameter {name = "lightmapUV", ty = V2F}),("j249",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f249 ;\nin vec3 g249 ;\nin vec2 h249 ;\nin vec2 i249 ;\nin vec4 j249 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = i249;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f249 ).x,( f249 ).y,( f249 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4189195777",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("t253",Parameter {name = "position", ty = V3F}),("u253",Parameter {name = "normal", ty = V3F}),("v253",Parameter {name = "diffuseUV", ty = V2F}),("w253",Parameter {name = "lightmapUV", ty = V2F}),("x253",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_4189195777",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 t253 ;\nin vec3 u253 ;\nin vec2 v253 ;\nin vec2 w253 ;\nin vec4 x253 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = v253;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( t253 ).x,( t253 ).y,( t253 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_4189195777 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4189195777,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("p258",Parameter {name = "position", ty = V3F}),("q258",Parameter {name = "normal", ty = V3F}),("r258",Parameter {name = "diffuseUV", ty = V2F}),("s258",Parameter {name = "lightmapUV", ty = V2F}),("t258",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p258 ;\nin vec3 q258 ;\nin vec2 r258 ;\nin vec2 s258 ;\nin vec4 t258 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = s258;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p258 ).x,( p258 ).y,( p258 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2239853403",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d263",Parameter {name = "position", ty = V3F}),("e263",Parameter {name = "normal", ty = V3F}),("f263",Parameter {name = "diffuseUV", ty = V2F}),("g263",Parameter {name = "lightmapUV", ty = V2F}),("h263",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2239853403",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d263 ;\nin vec3 e263 ;\nin vec2 f263 ;\nin vec2 g263 ;\nin vec4 h263 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = f263;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d263 ).x,( d263 ).y,( d263 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2239853403 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2239853403,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a268",Parameter {name = "normal", ty = V3F}),("b268",Parameter {name = "diffuseUV", ty = V2F}),("c268",Parameter {name = "lightmapUV", ty = V2F}),("d268",Parameter {name = "color", ty = V4F}),("z267",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z267 ;\nin vec3 a268 ;\nin vec2 b268 ;\nin vec2 c268 ;\nin vec4 d268 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = c268;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z267 ).x,( z267 ).y,( z267 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2367525081",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("n272",Parameter {name = "position", ty = V3F}),("o272",Parameter {name = "normal", ty = V3F}),("p272",Parameter {name = "diffuseUV", ty = V2F}),("q272",Parameter {name = "lightmapUV", ty = V2F}),("r272",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2367525081",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n272 ;\nin vec3 o272 ;\nin vec2 p272 ;\nin vec2 q272 ;\nin vec4 r272 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = p272;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n272 ).x,( n272 ).y,( n272 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2367525081 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2367525081,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("j277",Parameter {name = "position", ty = V3F}),("k277",Parameter {name = "normal", ty = V3F}),("l277",Parameter {name = "diffuseUV", ty = V2F}),("m277",Parameter {name = "lightmapUV", ty = V2F}),("n277",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j277 ;\nin vec3 k277 ;\nin vec2 l277 ;\nin vec2 m277 ;\nin vec4 n277 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = m277;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j277 ).x,( j277 ).y,( j277 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2523116863",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a282",Parameter {name = "lightmapUV", ty = V2F}),("b282",Parameter {name = "color", ty = V4F}),("x281",Parameter {name = "position", ty = V3F}),("y281",Parameter {name = "normal", ty = V3F}),("z281",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("Tex_2523116863",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x281 ;\nin vec3 y281 ;\nin vec2 z281 ;\nin vec2 a282 ;\nin vec4 b282 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = z281;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x281 ).x,( x281 ).y,( x281 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2523116863 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2523116863,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("t286",Parameter {name = "position", ty = V3F}),("u286",Parameter {name = "normal", ty = V3F}),("v286",Parameter {name = "diffuseUV", ty = V2F}),("w286",Parameter {name = "lightmapUV", ty = V2F}),("x286",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 t286 ;\nin vec3 u286 ;\nin vec2 v286 ;\nin vec2 w286 ;\nin vec4 x286 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = w286;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( t286 ).x,( t286 ).y,( t286 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2512757607",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("h291",Parameter {name = "position", ty = V3F}),("i291",Parameter {name = "normal", ty = V3F}),("j291",Parameter {name = "diffuseUV", ty = V2F}),("k291",Parameter {name = "lightmapUV", ty = V2F}),("l291",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2512757607",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h291 ;\nin vec3 i291 ;\nin vec2 j291 ;\nin vec2 k291 ;\nin vec4 l291 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = j291;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h291 ).x,( h291 ).y,( h291 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2512757607 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2512757607,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d296",Parameter {name = "position", ty = V3F}),("e296",Parameter {name = "normal", ty = V3F}),("f296",Parameter {name = "diffuseUV", ty = V2F}),("g296",Parameter {name = "lightmapUV", ty = V2F}),("h296",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d296 ;\nin vec3 e296 ;\nin vec2 f296 ;\nin vec2 g296 ;\nin vec4 h296 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = g296;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d296 ).x,( d296 ).y,( d296 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4289279309",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("r300",Parameter {name = "position", ty = V3F}),("s300",Parameter {name = "normal", ty = V3F}),("t300",Parameter {name = "diffuseUV", ty = V2F}),("u300",Parameter {name = "lightmapUV", ty = V2F}),("v300",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_4289279309",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r300 ;\nin vec3 s300 ;\nin vec2 t300 ;\nin vec2 u300 ;\nin vec4 v300 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = t300;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r300 ).x,( r300 ).y,( r300 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_4289279309 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4289279309,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("n305",Parameter {name = "position", ty = V3F}),("o305",Parameter {name = "normal", ty = V3F}),("p305",Parameter {name = "diffuseUV", ty = V2F}),("q305",Parameter {name = "lightmapUV", ty = V2F}),("r305",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n305 ;\nin vec3 o305 ;\nin vec2 p305 ;\nin vec2 q305 ;\nin vec4 r305 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q305;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n305 ).x,( n305 ).y,( n305 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2525124732",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b310",Parameter {name = "position", ty = V3F}),("c310",Parameter {name = "normal", ty = V3F}),("d310",Parameter {name = "diffuseUV", ty = V2F}),("e310",Parameter {name = "lightmapUV", ty = V2F}),("f310",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2525124732",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b310 ;\nin vec3 c310 ;\nin vec2 d310 ;\nin vec2 e310 ;\nin vec4 f310 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = d310;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b310 ).x,( b310 ).y,( b310 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2525124732 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2525124732,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a315",Parameter {name = "lightmapUV", ty = V2F}),("b315",Parameter {name = "color", ty = V4F}),("x314",Parameter {name = "position", ty = V3F}),("y314",Parameter {name = "normal", ty = V3F}),("z314",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x314 ;\nin vec3 y314 ;\nin vec2 z314 ;\nin vec2 a315 ;\nin vec4 b315 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a315;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x314 ).x,( x314 ).y,( x314 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3071107621",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("l319",Parameter {name = "position", ty = V3F}),("m319",Parameter {name = "normal", ty = V3F}),("n319",Parameter {name = "diffuseUV", ty = V2F}),("o319",Parameter {name = "lightmapUV", ty = V2F}),("p319",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3071107621",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l319 ;\nin vec3 m319 ;\nin vec2 n319 ;\nin vec2 o319 ;\nin vec4 p319 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = n319;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l319 ).x,( l319 ).y,( l319 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3071107621 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3071107621,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("h324",Parameter {name = "position", ty = V3F}),("i324",Parameter {name = "normal", ty = V3F}),("j324",Parameter {name = "diffuseUV", ty = V2F}),("k324",Parameter {name = "lightmapUV", ty = V2F}),("l324",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h324 ;\nin vec3 i324 ;\nin vec2 j324 ;\nin vec2 k324 ;\nin vec4 l324 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = k324;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h324 ).x,( h324 ).y,( h324 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3921745736",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("v328",Parameter {name = "position", ty = V3F}),("w328",Parameter {name = "normal", ty = V3F}),("x328",Parameter {name = "diffuseUV", ty = V2F}),("y328",Parameter {name = "lightmapUV", ty = V2F}),("z328",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3921745736",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v328 ;\nin vec3 w328 ;\nin vec2 x328 ;\nin vec2 y328 ;\nin vec4 z328 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = x328;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v328 ).x,( v328 ).y,( v328 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3921745736 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3921745736,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("r333",Parameter {name = "position", ty = V3F}),("s333",Parameter {name = "normal", ty = V3F}),("t333",Parameter {name = "diffuseUV", ty = V2F}),("u333",Parameter {name = "lightmapUV", ty = V2F}),("v333",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r333 ;\nin vec3 s333 ;\nin vec2 t333 ;\nin vec2 u333 ;\nin vec4 v333 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = u333;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r333 ).x,( r333 ).y,( r333 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3647563961",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f338",Parameter {name = "position", ty = V3F}),("g338",Parameter {name = "normal", ty = V3F}),("h338",Parameter {name = "diffuseUV", ty = V2F}),("i338",Parameter {name = "lightmapUV", ty = V2F}),("j338",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3647563961",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f338 ;\nin vec3 g338 ;\nin vec2 h338 ;\nin vec2 i338 ;\nin vec4 j338 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = h338;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f338 ).x,( f338 ).y,( f338 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3647563961 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3647563961,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b343",Parameter {name = "position", ty = V3F}),("c343",Parameter {name = "normal", ty = V3F}),("d343",Parameter {name = "diffuseUV", ty = V2F}),("e343",Parameter {name = "lightmapUV", ty = V2F}),("f343",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b343 ;\nin vec3 c343 ;\nin vec2 d343 ;\nin vec2 e343 ;\nin vec4 f343 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = e343;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b343 ).x,( b343 ).y,( b343 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3593923076",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("p347",Parameter {name = "position", ty = V3F}),("q347",Parameter {name = "normal", ty = V3F}),("r347",Parameter {name = "diffuseUV", ty = V2F}),("s347",Parameter {name = "lightmapUV", ty = V2F}),("t347",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3593923076",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p347 ;\nin vec3 q347 ;\nin vec2 r347 ;\nin vec2 s347 ;\nin vec4 t347 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = r347;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p347 ).x,( p347 ).y,( p347 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3593923076 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3593923076,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("l352",Parameter {name = "position", ty = V3F}),("m352",Parameter {name = "normal", ty = V3F}),("n352",Parameter {name = "diffuseUV", ty = V2F}),("o352",Parameter {name = "lightmapUV", ty = V2F}),("p352",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l352 ;\nin vec3 m352 ;\nin vec2 n352 ;\nin vec2 o352 ;\nin vec4 p352 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = o352;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l352 ).x,( l352 ).y,( l352 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1435187472",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a357",Parameter {name = "normal", ty = V3F}),("b357",Parameter {name = "diffuseUV", ty = V2F}),("c357",Parameter {name = "lightmapUV", ty = V2F}),("d357",Parameter {name = "color", ty = V4F}),("z356",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("Tex_1435187472",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z356 ;\nin vec3 a357 ;\nin vec2 b357 ;\nin vec2 c357 ;\nin vec4 d357 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = b357;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z356 ).x,( z356 ).y,( z356 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1435187472 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1435187472,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("v361",Parameter {name = "position", ty = V3F}),("w361",Parameter {name = "normal", ty = V3F}),("x361",Parameter {name = "diffuseUV", ty = V2F}),("y361",Parameter {name = "lightmapUV", ty = V2F}),("z361",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v361 ;\nin vec3 w361 ;\nin vec2 x361 ;\nin vec2 y361 ;\nin vec4 z361 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = y361;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v361 ).x,( v361 ).y,( v361 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1318715778",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("j366",Parameter {name = "position", ty = V3F}),("k366",Parameter {name = "normal", ty = V3F}),("l366",Parameter {name = "diffuseUV", ty = V2F}),("m366",Parameter {name = "lightmapUV", ty = V2F}),("n366",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1318715778",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j366 ;\nin vec3 k366 ;\nin vec2 l366 ;\nin vec2 m366 ;\nin vec4 n366 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = l366;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j366 ).x,( j366 ).y,( j366 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1318715778 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1318715778,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f371",Parameter {name = "position", ty = V3F}),("g371",Parameter {name = "normal", ty = V3F}),("h371",Parameter {name = "diffuseUV", ty = V2F}),("i371",Parameter {name = "lightmapUV", ty = V2F}),("j371",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f371 ;\nin vec3 g371 ;\nin vec2 h371 ;\nin vec2 i371 ;\nin vec4 j371 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = i371;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f371 ).x,( f371 ).y,( f371 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_442868841",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("t375",Parameter {name = "position", ty = V3F}),("u375",Parameter {name = "normal", ty = V3F}),("v375",Parameter {name = "diffuseUV", ty = V2F}),("w375",Parameter {name = "lightmapUV", ty = V2F}),("x375",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_442868841",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 t375 ;\nin vec3 u375 ;\nin vec2 v375 ;\nin vec2 w375 ;\nin vec4 x375 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = v375;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( t375 ).x,( t375 ).y,( t375 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_442868841 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_442868841,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("p380",Parameter {name = "position", ty = V3F}),("q380",Parameter {name = "normal", ty = V3F}),("r380",Parameter {name = "diffuseUV", ty = V2F}),("s380",Parameter {name = "lightmapUV", ty = V2F}),("t380",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p380 ;\nin vec3 q380 ;\nin vec2 r380 ;\nin vec2 s380 ;\nin vec4 t380 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = s380;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p380 ).x,( p380 ).y,( p380 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2289735512",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d385",Parameter {name = "position", ty = V3F}),("e385",Parameter {name = "normal", ty = V3F}),("f385",Parameter {name = "diffuseUV", ty = V2F}),("g385",Parameter {name = "lightmapUV", ty = V2F}),("h385",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2289735512",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d385 ;\nin vec3 e385 ;\nin vec2 f385 ;\nin vec2 g385 ;\nin vec4 h385 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = f385;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d385 ).x,( d385 ).y,( d385 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2289735512 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2289735512,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a390",Parameter {name = "normal", ty = V3F}),("b390",Parameter {name = "diffuseUV", ty = V2F}),("c390",Parameter {name = "lightmapUV", ty = V2F}),("d390",Parameter {name = "color", ty = V4F}),("z389",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z389 ;\nin vec3 a390 ;\nin vec2 b390 ;\nin vec2 c390 ;\nin vec4 d390 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = c390;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z389 ).x,( z389 ).y,( z389 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3939430064",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("n394",Parameter {name = "position", ty = V3F}),("o394",Parameter {name = "normal", ty = V3F}),("p394",Parameter {name = "diffuseUV", ty = V2F}),("q394",Parameter {name = "lightmapUV", ty = V2F}),("r394",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3939430064",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n394 ;\nin vec3 o394 ;\nin vec2 p394 ;\nin vec2 q394 ;\nin vec4 r394 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = p394;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n394 ).x,( n394 ).y,( n394 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3939430064 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3939430064,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("j399",Parameter {name = "position", ty = V3F}),("k399",Parameter {name = "normal", ty = V3F}),("l399",Parameter {name = "diffuseUV", ty = V2F}),("m399",Parameter {name = "lightmapUV", ty = V2F}),("n399",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j399 ;\nin vec3 k399 ;\nin vec2 l399 ;\nin vec2 m399 ;\nin vec4 n399 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = m399;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j399 ).x,( j399 ).y,( j399 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3012001075",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a404",Parameter {name = "lightmapUV", ty = V2F}),("b404",Parameter {name = "color", ty = V4F}),("x403",Parameter {name = "position", ty = V3F}),("y403",Parameter {name = "normal", ty = V3F}),("z403",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("Tex_3012001075",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x403 ;\nin vec3 y403 ;\nin vec2 z403 ;\nin vec2 a404 ;\nin vec4 b404 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = z403;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x403 ).x,( x403 ).y,( x403 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3012001075 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3012001075,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("t408",Parameter {name = "position", ty = V3F}),("u408",Parameter {name = "normal", ty = V3F}),("v408",Parameter {name = "diffuseUV", ty = V2F}),("w408",Parameter {name = "lightmapUV", ty = V2F}),("x408",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 t408 ;\nin vec3 u408 ;\nin vec2 v408 ;\nin vec2 w408 ;\nin vec4 x408 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = w408;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( t408 ).x,( t408 ).y,( t408 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3768122504",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("h413",Parameter {name = "position", ty = V3F}),("i413",Parameter {name = "normal", ty = V3F}),("j413",Parameter {name = "diffuseUV", ty = V2F}),("k413",Parameter {name = "lightmapUV", ty = V2F}),("l413",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3768122504",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h413 ;\nin vec3 i413 ;\nin vec2 j413 ;\nin vec2 k413 ;\nin vec4 l413 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = j413;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h413 ).x,( h413 ).y,( h413 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3768122504 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3768122504,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d418",Parameter {name = "position", ty = V3F}),("e418",Parameter {name = "normal", ty = V3F}),("f418",Parameter {name = "diffuseUV", ty = V2F}),("g418",Parameter {name = "lightmapUV", ty = V2F}),("h418",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d418 ;\nin vec3 e418 ;\nin vec2 f418 ;\nin vec2 g418 ;\nin vec4 h418 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = g418;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d418 ).x,( d418 ).y,( d418 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2634868983",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("r422",Parameter {name = "position", ty = V3F}),("s422",Parameter {name = "normal", ty = V3F}),("t422",Parameter {name = "diffuseUV", ty = V2F}),("u422",Parameter {name = "lightmapUV", ty = V2F}),("v422",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2634868983",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r422 ;\nin vec3 s422 ;\nin vec2 t422 ;\nin vec2 u422 ;\nin vec4 v422 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = t422;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r422 ).x,( r422 ).y,( r422 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2634868983 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2634868983,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("n427",Parameter {name = "position", ty = V3F}),("o427",Parameter {name = "normal", ty = V3F}),("p427",Parameter {name = "diffuseUV", ty = V2F}),("q427",Parameter {name = "lightmapUV", ty = V2F}),("r427",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n427 ;\nin vec3 o427 ;\nin vec2 p427 ;\nin vec2 q427 ;\nin vec4 r427 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q427;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n427 ).x,( n427 ).y,( n427 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3269743316",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b432",Parameter {name = "position", ty = V3F}),("c432",Parameter {name = "normal", ty = V3F}),("d432",Parameter {name = "diffuseUV", ty = V2F}),("e432",Parameter {name = "lightmapUV", ty = V2F}),("f432",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3269743316",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b432 ;\nin vec3 c432 ;\nin vec2 d432 ;\nin vec2 e432 ;\nin vec4 f432 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = d432;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b432 ).x,( b432 ).y,( b432 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3269743316 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3269743316,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a437",Parameter {name = "lightmapUV", ty = V2F}),("b437",Parameter {name = "color", ty = V4F}),("x436",Parameter {name = "position", ty = V3F}),("y436",Parameter {name = "normal", ty = V3F}),("z436",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x436 ;\nin vec3 y436 ;\nin vec2 z436 ;\nin vec2 a437 ;\nin vec4 b437 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a437;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x436 ).x,( x436 ).y,( x436 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3617993418",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("l441",Parameter {name = "position", ty = V3F}),("m441",Parameter {name = "normal", ty = V3F}),("n441",Parameter {name = "diffuseUV", ty = V2F}),("o441",Parameter {name = "lightmapUV", ty = V2F}),("p441",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3617993418",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l441 ;\nin vec3 m441 ;\nin vec2 n441 ;\nin vec2 o441 ;\nin vec4 p441 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = n441;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l441 ).x,( l441 ).y,( l441 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3617993418 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3617993418,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("h446",Parameter {name = "position", ty = V3F}),("i446",Parameter {name = "normal", ty = V3F}),("j446",Parameter {name = "diffuseUV", ty = V2F}),("k446",Parameter {name = "lightmapUV", ty = V2F}),("l446",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h446 ;\nin vec3 i446 ;\nin vec2 j446 ;\nin vec2 k446 ;\nin vec4 l446 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = k446;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h446 ).x,( h446 ).y,( h446 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1243894392",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("v450",Parameter {name = "position", ty = V3F}),("w450",Parameter {name = "normal", ty = V3F}),("x450",Parameter {name = "diffuseUV", ty = V2F}),("y450",Parameter {name = "lightmapUV", ty = V2F}),("z450",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1243894392",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v450 ;\nin vec3 w450 ;\nin vec2 x450 ;\nin vec2 y450 ;\nin vec4 z450 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = x450;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v450 ).x,( v450 ).y,( v450 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1243894392 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1243894392,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("r455",Parameter {name = "position", ty = V3F}),("s455",Parameter {name = "normal", ty = V3F}),("t455",Parameter {name = "diffuseUV", ty = V2F}),("u455",Parameter {name = "lightmapUV", ty = V2F}),("v455",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r455 ;\nin vec3 s455 ;\nin vec2 t455 ;\nin vec2 u455 ;\nin vec4 v455 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = u455;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r455 ).x,( r455 ).y,( r455 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2966885788",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f460",Parameter {name = "position", ty = V3F}),("g460",Parameter {name = "normal", ty = V3F}),("h460",Parameter {name = "diffuseUV", ty = V2F}),("i460",Parameter {name = "lightmapUV", ty = V2F}),("j460",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2966885788",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f460 ;\nin vec3 g460 ;\nin vec2 h460 ;\nin vec2 i460 ;\nin vec4 j460 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = h460;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f460 ).x,( f460 ).y,( f460 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2966885788 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2966885788,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b465",Parameter {name = "position", ty = V3F}),("c465",Parameter {name = "normal", ty = V3F}),("d465",Parameter {name = "diffuseUV", ty = V2F}),("e465",Parameter {name = "lightmapUV", ty = V2F}),("f465",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b465 ;\nin vec3 c465 ;\nin vec2 d465 ;\nin vec2 e465 ;\nin vec4 f465 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = e465;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b465 ).x,( b465 ).y,( b465 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1250438154",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("p469",Parameter {name = "position", ty = V3F}),("q469",Parameter {name = "normal", ty = V3F}),("r469",Parameter {name = "diffuseUV", ty = V2F}),("s469",Parameter {name = "lightmapUV", ty = V2F}),("t469",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1250438154",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p469 ;\nin vec3 q469 ;\nin vec2 r469 ;\nin vec2 s469 ;\nin vec4 t469 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = r469;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p469 ).x,( p469 ).y,( p469 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1250438154 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1250438154,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("l474",Parameter {name = "position", ty = V3F}),("m474",Parameter {name = "normal", ty = V3F}),("n474",Parameter {name = "diffuseUV", ty = V2F}),("o474",Parameter {name = "lightmapUV", ty = V2F}),("p474",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l474 ;\nin vec3 m474 ;\nin vec2 n474 ;\nin vec2 o474 ;\nin vec4 p474 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = o474;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l474 ).x,( l474 ).y,( l474 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2490648334",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a479",Parameter {name = "normal", ty = V3F}),("b479",Parameter {name = "diffuseUV", ty = V2F}),("c479",Parameter {name = "lightmapUV", ty = V2F}),("d479",Parameter {name = "color", ty = V4F}),("z478",Parameter {name = "position", ty = 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{accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 29,SetProgram 59,SetSamplerUniform "Tex_2523116863" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 28,SetProgram 58,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 28,SetProgram 57,SetSamplerUniform "Tex_2367525081" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 27,SetProgram 56,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 27,SetProgram 55,SetSamplerUniform "Tex_2239853403" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 26,SetProgram 54,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 26,SetProgram 53,SetSamplerUniform "Tex_4189195777" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 25,SetProgram 52,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 25,SetProgram 51,SetSamplerUniform "Tex_3814342582" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 24,SetProgram 50,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 24,SetProgram 49,SetSamplerUniform "Tex_2893650486" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 23,SetProgram 48,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 23,SetProgram 47,SetSamplerUniform "Tex_209322640" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 22,SetProgram 46,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 22,SetProgram 45,SetSamplerUniform "Tex_3836020895" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 21,SetProgram 44,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 21,SetProgram 43,SetSamplerUniform "Tex_3389727963" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 20,SetProgram 42,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 20,SetProgram 41,SetSamplerUniform "Tex_1201212243" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 19,SetProgram 40,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 19,SetProgram 39,SetSamplerUniform "Tex_3448884269" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 18,SetProgram 38,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 18,SetProgram 37,SetSamplerUniform "Tex_3479185666" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 17,SetProgram 36,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 17,SetProgram 35,SetSamplerUniform "Tex_2639119078" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 16,SetProgram 34,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 16,SetProgram 33,SetSamplerUniform "Tex_1002517541" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 15,SetProgram 32,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 15,SetProgram 31,SetSamplerUniform "Tex_2432583247" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 14,SetProgram 30,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 14,SetProgram 29,SetSamplerUniform "Tex_1284708166" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 13,SetProgram 28,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 13,SetProgram 27,SetSamplerUniform "Tex_2024854890" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 12,SetProgram 26,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 12,SetProgram 25,SetSamplerUniform "Tex_1062467595" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 11,SetProgram 24,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 11,SetProgram 23,SetSamplerUniform "Tex_1581337759" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 10,SetProgram 22,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 10,SetProgram 21,SetSamplerUniform "Tex_2099456856" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 9,SetProgram 20,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 9,SetProgram 19,SetSamplerUniform "Tex_2073154888" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 8,SetProgram 18,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 8,SetProgram 17,SetSamplerUniform "Tex_564811775" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 7,SetProgram 16,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 7,SetProgram 15,SetSamplerUniform "Tex_4255130505" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 6,SetProgram 14,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 6,SetProgram 13,SetSamplerUniform "Tex_3202786139" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 5,SetProgram 12,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 5,SetProgram 11,SetSamplerUniform "Tex_4288602201" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 4,SetProgram 10,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 4,SetProgram 9,SetSamplerUniform "Tex_3416962274" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 3,SetProgram 8,SetSamplerUniform "Tex_4077187607" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 3,SetProgram 7,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 3,SetProgram 6,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 2,SetProgram 5,SetSamplerUniform "Tex_1910997598" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 2,SetProgram 4,SetSamplerUniform "Tex_47037129" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 3,SetSamplerUniform "Tex_3562558025" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 2,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = OneMinusDstAlpha, alphaFSrc = DstColor, alphaFDst = OneMinusDstAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = Min, colorFSrc = One, colorFDst = One, alphaFSrc = One, alphaFDst = One, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 0,SetRasterContext (TriangleCtx CullNone (PolygonLine 1.0) NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]}
5>>>>>>> update .out file