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-rw-r--r--lambdacube-compiler.cabal6
-rw-r--r--src/LambdaCube/Compiler/CoreToIR.hs1
-rw-r--r--src/LambdaCube/Compiler/Pretty.hs10
-rw-r--r--testdata/Graphics.out1259
-rw-r--r--testdata/HyperbolicParaboloic.out27
-rw-r--r--testdata/Hyperboloid.out27
-rw-r--r--testdata/NewStyle.out14
-rw-r--r--testdata/PrimReduce.out33
-rw-r--r--testdata/Spiral.out33
-rw-r--r--testdata/editor-examples/Cube.out148
-rw-r--r--testdata/editor-examples/Heartbeat.out168
-rw-r--r--testdata/editor-examples/LambdaCube.out66
-rw-r--r--testdata/editor-examples/LambdaCube2.out151
-rw-r--r--testdata/editor-examples/MagicCube.out366
-rw-r--r--testdata/editor-examples/RecLC.out509
-rw-r--r--testdata/editor-examples/RecursiveTexture.out2670
-rw-r--r--testdata/editor-examples/Stripes.out350
-rw-r--r--testdata/editor-examples/Tetrahedron.out178
-rw-r--r--testdata/editor-examples/Texturing.out148
-rw-r--r--testdata/example06.out14
-rw-r--r--testdata/example07.out21
-rw-r--r--testdata/example08.out416
-rw-r--r--testdata/fetcharrays01.out23
-rw-r--r--testdata/fragment01.out10
-rw-r--r--testdata/fragment03swizzling.out9
-rw-r--r--testdata/fragment04ifthenelse.out13
-rw-r--r--testdata/fragment07let.out6
-rw-r--r--testdata/gfx02.out6
-rw-r--r--testdata/gfx03.out39
-rw-r--r--testdata/gfx04.out19
-rw-r--r--testdata/graphics-features/codegen/shadergen01.out14
-rw-r--r--testdata/helloWorld.out14
-rw-r--r--testdata/line01.out23
-rw-r--r--testdata/performance/Graphics.out1259
-rw-r--r--testdata/point01.out19
-rw-r--r--testdata/recursivetexture02.out34
-rw-r--r--testdata/reduce01.out6
-rw-r--r--testdata/reduce05.out12
-rw-r--r--testdata/simple02.out11
-rw-r--r--testdata/simple03.out28
-rw-r--r--testdata/texture01.out14
-rw-r--r--testdata/texture02.out14
-rw-r--r--testdata/uniformparam01.out6
-rw-r--r--testdata/uniformparam02.out6
-rw-r--r--testdata/uniformparam03.out6
45 files changed, 5787 insertions, 2419 deletions
diff --git a/lambdacube-compiler.cabal b/lambdacube-compiler.cabal
index 90ed99c4..50308b6d 100644
--- a/lambdacube-compiler.cabal
+++ b/lambdacube-compiler.cabal
@@ -79,7 +79,7 @@ library
79 filepath, 79 filepath,
80 mtl >=2.2 && <2.3, 80 mtl >=2.2 && <2.3,
81 megaparsec >= 4.3.0 && <4.4, 81 megaparsec >= 4.3.0 && <4.4,
82 pretty-compact >=1.0 && <1.1, 82 wl-pprint >=1.2 && <1.3,
83 pretty-show >= 1.6.9, 83 pretty-show >= 1.6.9,
84 text >= 1.2 && <1.3, 84 text >= 1.2 && <1.3,
85 lambdacube-ir == 0.3.*, 85 lambdacube-ir == 0.3.*,
@@ -132,7 +132,7 @@ executable lambdacube-compiler-test-suite
132 monad-control >= 1.0 && <1.1, 132 monad-control >= 1.0 && <1.1,
133 optparse-applicative == 0.12.*, 133 optparse-applicative == 0.12.*,
134 megaparsec >= 4.3.0 && <4.4, 134 megaparsec >= 4.3.0 && <4.4,
135 pretty-compact >=1.0 && <1.1, 135 wl-pprint >=1.2 && <1.3,
136 patience >= 0.1 && < 0.2, 136 patience >= 0.1 && < 0.2,
137 text >= 1.2 && <1.3, 137 text >= 1.2 && <1.3,
138 time >= 1.5 && <1.6, 138 time >= 1.5 && <1.6,
@@ -240,7 +240,7 @@ executable lambdacube-compiler-coverage-test-suite
240 monad-control >= 1.0 && <1.1, 240 monad-control >= 1.0 && <1.1,
241 optparse-applicative == 0.12.*, 241 optparse-applicative == 0.12.*,
242 megaparsec >= 4.3.0 && <4.4, 242 megaparsec >= 4.3.0 && <4.4,
243 pretty-compact >=1.0 && <1.1, 243 wl-pprint >=1.2 && <1.3,
244 pretty-show >= 1.6.9, 244 pretty-show >= 1.6.9,
245 patience >= 0.1 && < 0.2, 245 patience >= 0.1 && < 0.2,
246 text >= 1.2 && <1.3, 246 text >= 1.2 && <1.3,
diff --git a/src/LambdaCube/Compiler/CoreToIR.hs b/src/LambdaCube/Compiler/CoreToIR.hs
index 097aad62..38383cc3 100644
--- a/src/LambdaCube/Compiler/CoreToIR.hs
+++ b/src/LambdaCube/Compiler/CoreToIR.hs
@@ -30,7 +30,6 @@ import qualified LambdaCube.IR as IR
30import qualified LambdaCube.Linear as IR 30import qualified LambdaCube.Linear as IR
31 31
32import LambdaCube.Compiler.Pretty 32import LambdaCube.Compiler.Pretty
33import Text.PrettyPrint.Compact (nest)
34import LambdaCube.Compiler.Infer hiding (Con, Lam, Pi, TType, Var, ELit, Func) 33import LambdaCube.Compiler.Infer hiding (Con, Lam, Pi, TType, Var, ELit, Func)
35import qualified LambdaCube.Compiler.Infer as I 34import qualified LambdaCube.Compiler.Infer as I
36import LambdaCube.Compiler.Parser (up, Up (..), upDB) 35import LambdaCube.Compiler.Parser (up, Up (..), upDB)
diff --git a/src/LambdaCube/Compiler/Pretty.hs b/src/LambdaCube/Compiler/Pretty.hs
index 63fd85d4..2fa539a3 100644
--- a/src/LambdaCube/Compiler/Pretty.hs
+++ b/src/LambdaCube/Compiler/Pretty.hs
@@ -12,8 +12,10 @@ module LambdaCube.Compiler.Pretty
12 , punctuate 12 , punctuate
13 , tupled, braces, parens 13 , tupled, braces, parens
14 , text 14 , text
15 , nest
15 ) where 16 ) where
16 17
18import Data.String
17import Data.Set (Set) 19import Data.Set (Set)
18import qualified Data.Set as Set 20import qualified Data.Set as Set
19import Data.Map (Map) 21import Data.Map (Map)
@@ -21,11 +23,15 @@ import qualified Data.Map as Map
21import Control.Monad.Except 23import Control.Monad.Except
22import Debug.Trace 24import Debug.Trace
23 25
24import Text.PrettyPrint.Compact 26import Text.PrettyPrint.Leijen
25 27
26-------------------------------------------------------------------------------- 28--------------------------------------------------------------------------------
27 29
28--instance IsString Doc where fromString = text 30instance IsString Doc where fromString = text
31
32instance Monoid Doc where
33 mempty = empty
34 mappend = (<>)
29 35
30class PShow a where 36class PShow a where
31 pShowPrec :: Int -> a -> Doc 37 pShowPrec :: Int -> a -> Doc
diff --git a/testdata/Graphics.out b/testdata/Graphics.out
index b53f3f5d..e3241e74 100644
--- a/testdata/Graphics.out
+++ b/testdata/Graphics.out
@@ -27,7 +27,8 @@ Pipeline
27 , vertexShader = 27 , vertexShader =
28 """ 28 """
29 #version 330 core 29 #version 330 core
30 vec4 texture2D(sampler2D s,vec2 uv) { 30 vec4 texture2D(sampler2D s
31 ,vec2 uv) {
31 return texture(s,uv); 32 return texture(s,uv);
32 } 33 }
33 uniform mat4 viewProj; 34 uniform mat4 viewProj;
@@ -36,10 +37,15 @@ Pipeline
36 in vec4 vi2; 37 in vec4 vi2;
37 smooth out vec4 vo1; 38 smooth out vec4 vo1;
38 vec4 snoc(vec3 z0,float z1) { 39 vec4 snoc(vec3 z0,float z1) {
39 return vec4 ((z0).x,(z0).y,(z0).z,z1); 40 return vec4 ((z0).x
41 ,(z0).y
42 ,(z0).z
43 ,z1);
40 } 44 }
41 void main() { 45 void main() {
42 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 46 gl_Position =
47 (viewProj) * ((worldMat) * (snoc
48 (vi1,1.0)));
43 vo1 = vi2; 49 vo1 = vi2;
44 } 50 }
45 """ 51 """
@@ -47,14 +53,17 @@ Pipeline
47 , fragmentShader = 53 , fragmentShader =
48 """ 54 """
49 #version 330 core 55 #version 330 core
50 vec4 texture2D(sampler2D s,vec2 uv) { 56 vec4 texture2D(sampler2D s
57 ,vec2 uv) {
51 return texture(s,uv); 58 return texture(s,uv);
52 } 59 }
53 smooth in vec4 vo1; 60 smooth in vec4 vo1;
54 out vec4 f0; 61 out vec4 f0;
55 void main() { 62 void main() {
56 f0 = vec4 63 f0 = vec4 ((1.0) - ((vo1).x)
57 ((1.0) - ((vo1).x),(1.0) - ((vo1).y),(1.0) - ((vo1).z),1.0); 64 ,(1.0) - ((vo1).y)
65 ,(1.0) - ((vo1).z)
66 ,1.0);
58 } 67 }
59 """ 68 """
60 } 69 }
@@ -71,7 +80,8 @@ Pipeline
71 , vertexShader = 80 , vertexShader =
72 """ 81 """
73 #version 330 core 82 #version 330 core
74 vec4 texture2D(sampler2D s,vec2 uv) { 83 vec4 texture2D(sampler2D s
84 ,vec2 uv) {
75 return texture(s,uv); 85 return texture(s,uv);
76 } 86 }
77 uniform mat4 viewProj; 87 uniform mat4 viewProj;
@@ -80,18 +90,27 @@ Pipeline
80 in vec4 vi2; 90 in vec4 vi2;
81 smooth out vec4 vo1; 91 smooth out vec4 vo1;
82 vec4 snoc(vec3 z0,float z1) { 92 vec4 snoc(vec3 z0,float z1) {
83 return vec4 ((z0).x,(z0).y,(z0).z,z1); 93 return vec4 ((z0).x
94 ,(z0).y
95 ,(z0).z
96 ,z1);
84 } 97 }
85 void main() { 98 void main() {
86 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 99 gl_Position =
87 vo1 = vec4 ((vi2).x,(vi2).y,(vi2).z,0.5); 100 (viewProj) * ((worldMat) * (snoc
101 (vi1,1.0)));
102 vo1 = vec4 ((vi2).x
103 ,(vi2).y
104 ,(vi2).z
105 ,0.5);
88 } 106 }
89 """ 107 """
90 , geometryShader = Nothing 108 , geometryShader = Nothing
91 , fragmentShader = 109 , fragmentShader =
92 """ 110 """
93 #version 330 core 111 #version 330 core
94 vec4 texture2D(sampler2D s,vec2 uv) { 112 vec4 texture2D(sampler2D s
113 ,vec2 uv) {
95 return texture(s,uv); 114 return texture(s,uv);
96 } 115 }
97 smooth in vec4 vo1; 116 smooth in vec4 vo1;
@@ -121,7 +140,8 @@ Pipeline
121 , vertexShader = 140 , vertexShader =
122 """ 141 """
123 #version 330 core 142 #version 330 core
124 vec4 texture2D(sampler2D s,vec2 uv) { 143 vec4 texture2D(sampler2D s
144 ,vec2 uv) {
125 return texture(s,uv); 145 return texture(s,uv);
126 } 146 }
127 uniform mat4 viewProj; 147 uniform mat4 viewProj;
@@ -134,10 +154,15 @@ Pipeline
134 smooth out vec2 vo1; 154 smooth out vec2 vo1;
135 smooth out vec4 vo2; 155 smooth out vec4 vo2;
136 vec4 snoc(vec3 z0,float z1) { 156 vec4 snoc(vec3 z0,float z1) {
137 return vec4 ((z0).x,(z0).y,(z0).z,z1); 157 return vec4 ((z0).x
158 ,(z0).y
159 ,(z0).z
160 ,z1);
138 } 161 }
139 void main() { 162 void main() {
140 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 163 gl_Position =
164 (viewProj) * ((worldMat) * (snoc
165 (vi1,1.0)));
141 vo1 = vi4; 166 vo1 = vi4;
142 vo2 = vec4 (1.0,1.0,1.0,1.0); 167 vo2 = vec4 (1.0,1.0,1.0,1.0);
143 } 168 }
@@ -146,7 +171,8 @@ Pipeline
146 , fragmentShader = 171 , fragmentShader =
147 """ 172 """
148 #version 330 core 173 #version 330 core
149 vec4 texture2D(sampler2D s,vec2 uv) { 174 vec4 texture2D(sampler2D s
175 ,vec2 uv) {
150 return texture(s,uv); 176 return texture(s,uv);
151 } 177 }
152 uniform sampler2D LightMap; 178 uniform sampler2D LightMap;
@@ -154,7 +180,8 @@ Pipeline
154 smooth in vec4 vo2; 180 smooth in vec4 vo2;
155 out vec4 f0; 181 out vec4 f0;
156 void main() { 182 void main() {
157 f0 = (vo2) * (texture2D (LightMap,vo1)); 183 f0 = (vo2) * (texture2D
184 (LightMap,vo1));
158 } 185 }
159 """ 186 """
160 } 187 }
@@ -179,7 +206,8 @@ Pipeline
179 , vertexShader = 206 , vertexShader =
180 """ 207 """
181 #version 330 core 208 #version 330 core
182 vec4 texture2D(sampler2D s,vec2 uv) { 209 vec4 texture2D(sampler2D s
210 ,vec2 uv) {
183 return texture(s,uv); 211 return texture(s,uv);
184 } 212 }
185 uniform mat4 viewProj; 213 uniform mat4 viewProj;
@@ -192,10 +220,15 @@ Pipeline
192 smooth out vec2 vo1; 220 smooth out vec2 vo1;
193 smooth out vec4 vo2; 221 smooth out vec4 vo2;
194 vec4 snoc(vec3 z0,float z1) { 222 vec4 snoc(vec3 z0,float z1) {
195 return vec4 ((z0).x,(z0).y,(z0).z,z1); 223 return vec4 ((z0).x
224 ,(z0).y
225 ,(z0).z
226 ,z1);
196 } 227 }
197 void main() { 228 void main() {
198 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 229 gl_Position =
230 (viewProj) * ((worldMat) * (snoc
231 (vi1,1.0)));
199 vo1 = vi3; 232 vo1 = vi3;
200 vo2 = vec4 (1.0,1.0,1.0,1.0); 233 vo2 = vec4 (1.0,1.0,1.0,1.0);
201 } 234 }
@@ -204,7 +237,8 @@ Pipeline
204 , fragmentShader = 237 , fragmentShader =
205 """ 238 """
206 #version 330 core 239 #version 330 core
207 vec4 texture2D(sampler2D s,vec2 uv) { 240 vec4 texture2D(sampler2D s
241 ,vec2 uv) {
208 return texture(s,uv); 242 return texture(s,uv);
209 } 243 }
210 uniform sampler2D Tex_3562558025; 244 uniform sampler2D Tex_3562558025;
@@ -212,7 +246,8 @@ Pipeline
212 smooth in vec4 vo2; 246 smooth in vec4 vo2;
213 out vec4 f0; 247 out vec4 f0;
214 void main() { 248 void main() {
215 f0 = (vo2) * (texture2D (Tex_3562558025,vo1)); 249 f0 = (vo2) * (texture2D
250 (Tex_3562558025,vo1));
216 } 251 }
217 """ 252 """
218 } 253 }
@@ -237,7 +272,8 @@ Pipeline
237 , vertexShader = 272 , vertexShader =
238 """ 273 """
239 #version 330 core 274 #version 330 core
240 vec4 texture2D(sampler2D s,vec2 uv) { 275 vec4 texture2D(sampler2D s
276 ,vec2 uv) {
241 return texture(s,uv); 277 return texture(s,uv);
242 } 278 }
243 uniform float time; 279 uniform float time;
@@ -251,11 +287,17 @@ Pipeline
251 smooth out vec2 vo1; 287 smooth out vec2 vo1;
252 smooth out vec4 vo2; 288 smooth out vec4 vo2;
253 vec4 snoc(vec3 z0,float z1) { 289 vec4 snoc(vec3 z0,float z1) {
254 return vec4 ((z0).x,(z0).y,(z0).z,z1); 290 return vec4 ((z0).x
291 ,(z0).y
292 ,(z0).z
293 ,z1);
255 } 294 }
256 void main() { 295 void main() {
257 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 296 gl_Position =
258 vo1 = (((vi3) + ((vec2 (0.0,1.0)) * (time))) + ((sin (vec2 297 (viewProj) * ((worldMat) * (snoc
298 (vi1,1.0)));
299 vo1 = (((vi3) + ((vec2 (0.0
300 ,1.0)) * (time))) + ((sin (vec2
259 ((6.283185307179586) * (((((vi1).x) + ((vi1).z)) * (9.765625e-4)) + ((0.0) + ((time) * (1.6)))) 301 ((6.283185307179586) * (((((vi1).x) + ((vi1).z)) * (9.765625e-4)) + ((0.0) + ((time) * (1.6))))
260 ,(6.283185307179586) * ((((vi1).y) * (9.765625e-4)) + ((0.0) + ((time) * (1.6))))))) * (0.25))) * (vec2 302 ,(6.283185307179586) * ((((vi1).y) * (9.765625e-4)) + ((0.0) + ((time) * (1.6))))))) * (0.25))) * (vec2
261 (4.0,4.0)); 303 (4.0,4.0));
@@ -266,7 +308,8 @@ Pipeline
266 , fragmentShader = 308 , fragmentShader =
267 """ 309 """
268 #version 330 core 310 #version 330 core
269 vec4 texture2D(sampler2D s,vec2 uv) { 311 vec4 texture2D(sampler2D s
312 ,vec2 uv) {
270 return texture(s,uv); 313 return texture(s,uv);
271 } 314 }
272 uniform sampler2D Tex_47037129; 315 uniform sampler2D Tex_47037129;
@@ -274,7 +317,8 @@ Pipeline
274 smooth in vec4 vo2; 317 smooth in vec4 vo2;
275 out vec4 f0; 318 out vec4 f0;
276 void main() { 319 void main() {
277 f0 = (vo2) * (texture2D (Tex_47037129,vo1)); 320 f0 = (vo2) * (texture2D
321 (Tex_47037129,vo1));
278 } 322 }
279 """ 323 """
280 } 324 }
@@ -299,7 +343,8 @@ Pipeline
299 , vertexShader = 343 , vertexShader =
300 """ 344 """
301 #version 330 core 345 #version 330 core
302 vec4 texture2D(sampler2D s,vec2 uv) { 346 vec4 texture2D(sampler2D s
347 ,vec2 uv) {
303 return texture(s,uv); 348 return texture(s,uv);
304 } 349 }
305 uniform mat4 viewProj; 350 uniform mat4 viewProj;
@@ -312,10 +357,15 @@ Pipeline
312 smooth out vec2 vo1; 357 smooth out vec2 vo1;
313 smooth out vec4 vo2; 358 smooth out vec4 vo2;
314 vec4 snoc(vec3 z0,float z1) { 359 vec4 snoc(vec3 z0,float z1) {
315 return vec4 ((z0).x,(z0).y,(z0).z,z1); 360 return vec4 ((z0).x
361 ,(z0).y
362 ,(z0).z
363 ,z1);
316 } 364 }
317 void main() { 365 void main() {
318 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 366 gl_Position =
367 (viewProj) * ((worldMat) * (snoc
368 (vi1,1.0)));
319 vo1 = vi3; 369 vo1 = vi3;
320 vo2 = vec4 (1.0,1.0,1.0,1.0); 370 vo2 = vec4 (1.0,1.0,1.0,1.0);
321 } 371 }
@@ -324,7 +374,8 @@ Pipeline
324 , fragmentShader = 374 , fragmentShader =
325 """ 375 """
326 #version 330 core 376 #version 330 core
327 vec4 texture2D(sampler2D s,vec2 uv) { 377 vec4 texture2D(sampler2D s
378 ,vec2 uv) {
328 return texture(s,uv); 379 return texture(s,uv);
329 } 380 }
330 uniform sampler2D Tex_1910997598; 381 uniform sampler2D Tex_1910997598;
@@ -332,7 +383,8 @@ Pipeline
332 smooth in vec4 vo2; 383 smooth in vec4 vo2;
333 out vec4 f0; 384 out vec4 f0;
334 void main() { 385 void main() {
335 f0 = (vo2) * (texture2D (Tex_1910997598,vo1)); 386 f0 = (vo2) * (texture2D
387 (Tex_1910997598,vo1));
336 } 388 }
337 """ 389 """
338 } 390 }
@@ -357,7 +409,8 @@ Pipeline
357 , vertexShader = 409 , vertexShader =
358 """ 410 """
359 #version 330 core 411 #version 330 core
360 vec4 texture2D(sampler2D s,vec2 uv) { 412 vec4 texture2D(sampler2D s
413 ,vec2 uv) {
361 return texture(s,uv); 414 return texture(s,uv);
362 } 415 }
363 uniform mat4 viewProj; 416 uniform mat4 viewProj;
@@ -370,10 +423,15 @@ Pipeline
370 smooth out vec2 vo1; 423 smooth out vec2 vo1;
371 smooth out vec4 vo2; 424 smooth out vec4 vo2;
372 vec4 snoc(vec3 z0,float z1) { 425 vec4 snoc(vec3 z0,float z1) {
373 return vec4 ((z0).x,(z0).y,(z0).z,z1); 426 return vec4 ((z0).x
427 ,(z0).y
428 ,(z0).z
429 ,z1);
374 } 430 }
375 void main() { 431 void main() {
376 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 432 gl_Position =
433 (viewProj) * ((worldMat) * (snoc
434 (vi1,1.0)));
377 vo1 = vi3; 435 vo1 = vi3;
378 vo2 = vec4 (1.0,1.0,1.0,1.0); 436 vo2 = vec4 (1.0,1.0,1.0,1.0);
379 } 437 }
@@ -382,7 +440,8 @@ Pipeline
382 , fragmentShader = 440 , fragmentShader =
383 """ 441 """
384 #version 330 core 442 #version 330 core
385 vec4 texture2D(sampler2D s,vec2 uv) { 443 vec4 texture2D(sampler2D s
444 ,vec2 uv) {
386 return texture(s,uv); 445 return texture(s,uv);
387 } 446 }
388 uniform sampler2D Tex_4077187607; 447 uniform sampler2D Tex_4077187607;
@@ -390,7 +449,8 @@ Pipeline
390 smooth in vec4 vo2; 449 smooth in vec4 vo2;
391 out vec4 f0; 450 out vec4 f0;
392 void main() { 451 void main() {
393 f0 = (vo2) * (texture2D (Tex_4077187607,vo1)); 452 f0 = (vo2) * (texture2D
453 (Tex_4077187607,vo1));
394 } 454 }
395 """ 455 """
396 } 456 }
@@ -416,7 +476,8 @@ Pipeline
416 , vertexShader = 476 , vertexShader =
417 """ 477 """
418 #version 330 core 478 #version 330 core
419 vec4 texture2D(sampler2D s,vec2 uv) { 479 vec4 texture2D(sampler2D s
480 ,vec2 uv) {
420 return texture(s,uv); 481 return texture(s,uv);
421 } 482 }
422 uniform float time; 483 uniform float time;
@@ -430,11 +491,17 @@ Pipeline
430 smooth out vec2 vo1; 491 smooth out vec2 vo1;
431 smooth out vec4 vo2; 492 smooth out vec4 vo2;
432 vec4 snoc(vec3 z0,float z1) { 493 vec4 snoc(vec3 z0,float z1) {
433 return vec4 ((z0).x,(z0).y,(z0).z,z1); 494 return vec4 ((z0).x
495 ,(z0).y
496 ,(z0).z
497 ,z1);
434 } 498 }
435 void main() { 499 void main() {
436 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 500 gl_Position =
437 vo1 = (((vi3) + ((vec2 (0.0,1.0)) * (time))) + ((sin (vec2 501 (viewProj) * ((worldMat) * (snoc
502 (vi1,1.0)));
503 vo1 = (((vi3) + ((vec2 (0.0
504 ,1.0)) * (time))) + ((sin (vec2
438 ((6.283185307179586) * (((((vi1).x) + ((vi1).z)) * (9.765625e-4)) + ((0.0) + ((time) * (5.6)))) 505 ((6.283185307179586) * (((((vi1).x) + ((vi1).z)) * (9.765625e-4)) + ((0.0) + ((time) * (5.6))))
439 ,(6.283185307179586) * ((((vi1).y) * (9.765625e-4)) + ((0.0) + ((time) * (5.6))))))) * (0.25))) * (vec2 506 ,(6.283185307179586) * ((((vi1).y) * (9.765625e-4)) + ((0.0) + ((time) * (5.6))))))) * (0.25))) * (vec2
440 (1.5,1.5)); 507 (1.5,1.5));
@@ -445,7 +512,8 @@ Pipeline
445 , fragmentShader = 512 , fragmentShader =
446 """ 513 """
447 #version 330 core 514 #version 330 core
448 vec4 texture2D(sampler2D s,vec2 uv) { 515 vec4 texture2D(sampler2D s
516 ,vec2 uv) {
449 return texture(s,uv); 517 return texture(s,uv);
450 } 518 }
451 uniform sampler2D Tex_3416962274; 519 uniform sampler2D Tex_3416962274;
@@ -453,7 +521,8 @@ Pipeline
453 smooth in vec4 vo2; 521 smooth in vec4 vo2;
454 out vec4 f0; 522 out vec4 f0;
455 void main() { 523 void main() {
456 f0 = (vo2) * (texture2D (Tex_3416962274,vo1)); 524 f0 = (vo2) * (texture2D
525 (Tex_3416962274,vo1));
457 } 526 }
458 """ 527 """
459 } 528 }
@@ -478,7 +547,8 @@ Pipeline
478 , vertexShader = 547 , vertexShader =
479 """ 548 """
480 #version 330 core 549 #version 330 core
481 vec4 texture2D(sampler2D s,vec2 uv) { 550 vec4 texture2D(sampler2D s
551 ,vec2 uv) {
482 return texture(s,uv); 552 return texture(s,uv);
483 } 553 }
484 uniform float identityLight; 554 uniform float identityLight;
@@ -492,19 +562,28 @@ Pipeline
492 smooth out vec2 vo1; 562 smooth out vec2 vo1;
493 smooth out vec4 vo2; 563 smooth out vec4 vo2;
494 vec4 snoc(vec3 z0,float z1) { 564 vec4 snoc(vec3 z0,float z1) {
495 return vec4 ((z0).x,(z0).y,(z0).z,z1); 565 return vec4 ((z0).x
566 ,(z0).y
567 ,(z0).z
568 ,z1);
496 } 569 }
497 void main() { 570 void main() {
498 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 571 gl_Position =
572 (viewProj) * ((worldMat) * (snoc
573 (vi1,1.0)));
499 vo1 = vi4; 574 vo1 = vi4;
500 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 575 vo2 = vec4 (identityLight
576 ,identityLight
577 ,identityLight
578 ,1.0);
501 } 579 }
502 """ 580 """
503 , geometryShader = Nothing 581 , geometryShader = Nothing
504 , fragmentShader = 582 , fragmentShader =
505 """ 583 """
506 #version 330 core 584 #version 330 core
507 vec4 texture2D(sampler2D s,vec2 uv) { 585 vec4 texture2D(sampler2D s
586 ,vec2 uv) {
508 return texture(s,uv); 587 return texture(s,uv);
509 } 588 }
510 uniform sampler2D LightMap; 589 uniform sampler2D LightMap;
@@ -512,7 +591,8 @@ Pipeline
512 smooth in vec4 vo2; 591 smooth in vec4 vo2;
513 out vec4 f0; 592 out vec4 f0;
514 void main() { 593 void main() {
515 f0 = (vo2) * (texture2D (LightMap,vo1)); 594 f0 = (vo2) * (texture2D
595 (LightMap,vo1));
516 } 596 }
517 """ 597 """
518 } 598 }
@@ -538,7 +618,8 @@ Pipeline
538 , vertexShader = 618 , vertexShader =
539 """ 619 """
540 #version 330 core 620 #version 330 core
541 vec4 texture2D(sampler2D s,vec2 uv) { 621 vec4 texture2D(sampler2D s
622 ,vec2 uv) {
542 return texture(s,uv); 623 return texture(s,uv);
543 } 624 }
544 uniform float identityLight; 625 uniform float identityLight;
@@ -552,19 +633,28 @@ Pipeline
552 smooth out vec2 vo1; 633 smooth out vec2 vo1;
553 smooth out vec4 vo2; 634 smooth out vec4 vo2;
554 vec4 snoc(vec3 z0,float z1) { 635 vec4 snoc(vec3 z0,float z1) {
555 return vec4 ((z0).x,(z0).y,(z0).z,z1); 636 return vec4 ((z0).x
637 ,(z0).y
638 ,(z0).z
639 ,z1);
556 } 640 }
557 void main() { 641 void main() {
558 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 642 gl_Position =
643 (viewProj) * ((worldMat) * (snoc
644 (vi1,1.0)));
559 vo1 = vi3; 645 vo1 = vi3;
560 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 646 vo2 = vec4 (identityLight
647 ,identityLight
648 ,identityLight
649 ,1.0);
561 } 650 }
562 """ 651 """
563 , geometryShader = Nothing 652 , geometryShader = Nothing
564 , fragmentShader = 653 , fragmentShader =
565 """ 654 """
566 #version 330 core 655 #version 330 core
567 vec4 texture2D(sampler2D s,vec2 uv) { 656 vec4 texture2D(sampler2D s
657 ,vec2 uv) {
568 return texture(s,uv); 658 return texture(s,uv);
569 } 659 }
570 uniform sampler2D Tex_4288602201; 660 uniform sampler2D Tex_4288602201;
@@ -572,7 +662,8 @@ Pipeline
572 smooth in vec4 vo2; 662 smooth in vec4 vo2;
573 out vec4 f0; 663 out vec4 f0;
574 void main() { 664 void main() {
575 f0 = (vo2) * (texture2D (Tex_4288602201,vo1)); 665 f0 = (vo2) * (texture2D
666 (Tex_4288602201,vo1));
576 } 667 }
577 """ 668 """
578 } 669 }
@@ -598,7 +689,8 @@ Pipeline
598 , vertexShader = 689 , vertexShader =
599 """ 690 """
600 #version 330 core 691 #version 330 core
601 vec4 texture2D(sampler2D s,vec2 uv) { 692 vec4 texture2D(sampler2D s
693 ,vec2 uv) {
602 return texture(s,uv); 694 return texture(s,uv);
603 } 695 }
604 uniform float identityLight; 696 uniform float identityLight;
@@ -612,19 +704,28 @@ Pipeline
612 smooth out vec2 vo1; 704 smooth out vec2 vo1;
613 smooth out vec4 vo2; 705 smooth out vec4 vo2;
614 vec4 snoc(vec3 z0,float z1) { 706 vec4 snoc(vec3 z0,float z1) {
615 return vec4 ((z0).x,(z0).y,(z0).z,z1); 707 return vec4 ((z0).x
708 ,(z0).y
709 ,(z0).z
710 ,z1);
616 } 711 }
617 void main() { 712 void main() {
618 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 713 gl_Position =
714 (viewProj) * ((worldMat) * (snoc
715 (vi1,1.0)));
619 vo1 = vi3; 716 vo1 = vi3;
620 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 717 vo2 = vec4 (identityLight
718 ,identityLight
719 ,identityLight
720 ,1.0);
621 } 721 }
622 """ 722 """
623 , geometryShader = Nothing 723 , geometryShader = Nothing
624 , fragmentShader = 724 , fragmentShader =
625 """ 725 """
626 #version 330 core 726 #version 330 core
627 vec4 texture2D(sampler2D s,vec2 uv) { 727 vec4 texture2D(sampler2D s
728 ,vec2 uv) {
628 return texture(s,uv); 729 return texture(s,uv);
629 } 730 }
630 uniform sampler2D Tex_3202786139; 731 uniform sampler2D Tex_3202786139;
@@ -632,7 +733,8 @@ Pipeline
632 smooth in vec4 vo2; 733 smooth in vec4 vo2;
633 out vec4 f0; 734 out vec4 f0;
634 void main() { 735 void main() {
635 f0 = (vo2) * (texture2D (Tex_3202786139,vo1)); 736 f0 = (vo2) * (texture2D
737 (Tex_3202786139,vo1));
636 } 738 }
637 """ 739 """
638 } 740 }
@@ -658,7 +760,8 @@ Pipeline
658 , vertexShader = 760 , vertexShader =
659 """ 761 """
660 #version 330 core 762 #version 330 core
661 vec4 texture2D(sampler2D s,vec2 uv) { 763 vec4 texture2D(sampler2D s
764 ,vec2 uv) {
662 return texture(s,uv); 765 return texture(s,uv);
663 } 766 }
664 uniform float identityLight; 767 uniform float identityLight;
@@ -672,19 +775,28 @@ Pipeline
672 smooth out vec2 vo1; 775 smooth out vec2 vo1;
673 smooth out vec4 vo2; 776 smooth out vec4 vo2;
674 vec4 snoc(vec3 z0,float z1) { 777 vec4 snoc(vec3 z0,float z1) {
675 return vec4 ((z0).x,(z0).y,(z0).z,z1); 778 return vec4 ((z0).x
779 ,(z0).y
780 ,(z0).z
781 ,z1);
676 } 782 }
677 void main() { 783 void main() {
678 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 784 gl_Position =
785 (viewProj) * ((worldMat) * (snoc
786 (vi1,1.0)));
679 vo1 = vi3; 787 vo1 = vi3;
680 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 788 vo2 = vec4 (identityLight
789 ,identityLight
790 ,identityLight
791 ,1.0);
681 } 792 }
682 """ 793 """
683 , geometryShader = Nothing 794 , geometryShader = Nothing
684 , fragmentShader = 795 , fragmentShader =
685 """ 796 """
686 #version 330 core 797 #version 330 core
687 vec4 texture2D(sampler2D s,vec2 uv) { 798 vec4 texture2D(sampler2D s
799 ,vec2 uv) {
688 return texture(s,uv); 800 return texture(s,uv);
689 } 801 }
690 uniform sampler2D Tex_4255130505; 802 uniform sampler2D Tex_4255130505;
@@ -692,7 +804,8 @@ Pipeline
692 smooth in vec4 vo2; 804 smooth in vec4 vo2;
693 out vec4 f0; 805 out vec4 f0;
694 void main() { 806 void main() {
695 f0 = (vo2) * (texture2D (Tex_4255130505,vo1)); 807 f0 = (vo2) * (texture2D
808 (Tex_4255130505,vo1));
696 } 809 }
697 """ 810 """
698 } 811 }
@@ -717,7 +830,8 @@ Pipeline
717 , vertexShader = 830 , vertexShader =
718 """ 831 """
719 #version 330 core 832 #version 330 core
720 vec4 texture2D(sampler2D s,vec2 uv) { 833 vec4 texture2D(sampler2D s
834 ,vec2 uv) {
721 return texture(s,uv); 835 return texture(s,uv);
722 } 836 }
723 uniform float identityLight; 837 uniform float identityLight;
@@ -731,19 +845,28 @@ Pipeline
731 smooth out vec2 vo1; 845 smooth out vec2 vo1;
732 smooth out vec4 vo2; 846 smooth out vec4 vo2;
733 vec4 snoc(vec3 z0,float z1) { 847 vec4 snoc(vec3 z0,float z1) {
734 return vec4 ((z0).x,(z0).y,(z0).z,z1); 848 return vec4 ((z0).x
849 ,(z0).y
850 ,(z0).z
851 ,z1);
735 } 852 }
736 void main() { 853 void main() {
737 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 854 gl_Position =
855 (viewProj) * ((worldMat) * (snoc
856 (vi1,1.0)));
738 vo1 = vi3; 857 vo1 = vi3;
739 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 858 vo2 = vec4 (identityLight
859 ,identityLight
860 ,identityLight
861 ,1.0);
740 } 862 }
741 """ 863 """
742 , geometryShader = Nothing 864 , geometryShader = Nothing
743 , fragmentShader = 865 , fragmentShader =
744 """ 866 """
745 #version 330 core 867 #version 330 core
746 vec4 texture2D(sampler2D s,vec2 uv) { 868 vec4 texture2D(sampler2D s
869 ,vec2 uv) {
747 return texture(s,uv); 870 return texture(s,uv);
748 } 871 }
749 uniform sampler2D Tex_564811775; 872 uniform sampler2D Tex_564811775;
@@ -751,7 +874,8 @@ Pipeline
751 smooth in vec4 vo2; 874 smooth in vec4 vo2;
752 out vec4 f0; 875 out vec4 f0;
753 void main() { 876 void main() {
754 f0 = (vo2) * (texture2D (Tex_564811775,vo1)); 877 f0 = (vo2) * (texture2D
878 (Tex_564811775,vo1));
755 } 879 }
756 """ 880 """
757 } 881 }
@@ -777,7 +901,8 @@ Pipeline
777 , vertexShader = 901 , vertexShader =
778 """ 902 """
779 #version 330 core 903 #version 330 core
780 vec4 texture2D(sampler2D s,vec2 uv) { 904 vec4 texture2D(sampler2D s
905 ,vec2 uv) {
781 return texture(s,uv); 906 return texture(s,uv);
782 } 907 }
783 uniform float identityLight; 908 uniform float identityLight;
@@ -791,19 +916,28 @@ Pipeline
791 smooth out vec2 vo1; 916 smooth out vec2 vo1;
792 smooth out vec4 vo2; 917 smooth out vec4 vo2;
793 vec4 snoc(vec3 z0,float z1) { 918 vec4 snoc(vec3 z0,float z1) {
794 return vec4 ((z0).x,(z0).y,(z0).z,z1); 919 return vec4 ((z0).x
920 ,(z0).y
921 ,(z0).z
922 ,z1);
795 } 923 }
796 void main() { 924 void main() {
797 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 925 gl_Position =
926 (viewProj) * ((worldMat) * (snoc
927 (vi1,1.0)));
798 vo1 = vi3; 928 vo1 = vi3;
799 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 929 vo2 = vec4 (identityLight
930 ,identityLight
931 ,identityLight
932 ,1.0);
800 } 933 }
801 """ 934 """
802 , geometryShader = Nothing 935 , geometryShader = Nothing
803 , fragmentShader = 936 , fragmentShader =
804 """ 937 """
805 #version 330 core 938 #version 330 core
806 vec4 texture2D(sampler2D s,vec2 uv) { 939 vec4 texture2D(sampler2D s
940 ,vec2 uv) {
807 return texture(s,uv); 941 return texture(s,uv);
808 } 942 }
809 uniform sampler2D Tex_2073154888; 943 uniform sampler2D Tex_2073154888;
@@ -811,7 +945,8 @@ Pipeline
811 smooth in vec4 vo2; 945 smooth in vec4 vo2;
812 out vec4 f0; 946 out vec4 f0;
813 void main() { 947 void main() {
814 f0 = (vo2) * (texture2D (Tex_2073154888,vo1)); 948 f0 = (vo2) * (texture2D
949 (Tex_2073154888,vo1));
815 } 950 }
816 """ 951 """
817 } 952 }
@@ -837,7 +972,8 @@ Pipeline
837 , vertexShader = 972 , vertexShader =
838 """ 973 """
839 #version 330 core 974 #version 330 core
840 vec4 texture2D(sampler2D s,vec2 uv) { 975 vec4 texture2D(sampler2D s
976 ,vec2 uv) {
841 return texture(s,uv); 977 return texture(s,uv);
842 } 978 }
843 uniform float identityLight; 979 uniform float identityLight;
@@ -851,19 +987,28 @@ Pipeline
851 smooth out vec2 vo1; 987 smooth out vec2 vo1;
852 smooth out vec4 vo2; 988 smooth out vec4 vo2;
853 vec4 snoc(vec3 z0,float z1) { 989 vec4 snoc(vec3 z0,float z1) {
854 return vec4 ((z0).x,(z0).y,(z0).z,z1); 990 return vec4 ((z0).x
991 ,(z0).y
992 ,(z0).z
993 ,z1);
855 } 994 }
856 void main() { 995 void main() {
857 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 996 gl_Position =
997 (viewProj) * ((worldMat) * (snoc
998 (vi1,1.0)));
858 vo1 = vi3; 999 vo1 = vi3;
859 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 1000 vo2 = vec4 (identityLight
1001 ,identityLight
1002 ,identityLight
1003 ,1.0);
860 } 1004 }
861 """ 1005 """
862 , geometryShader = Nothing 1006 , geometryShader = Nothing
863 , fragmentShader = 1007 , fragmentShader =
864 """ 1008 """
865 #version 330 core 1009 #version 330 core
866 vec4 texture2D(sampler2D s,vec2 uv) { 1010 vec4 texture2D(sampler2D s
1011 ,vec2 uv) {
867 return texture(s,uv); 1012 return texture(s,uv);
868 } 1013 }
869 uniform sampler2D Tex_2099456856; 1014 uniform sampler2D Tex_2099456856;
@@ -871,7 +1016,8 @@ Pipeline
871 smooth in vec4 vo2; 1016 smooth in vec4 vo2;
872 out vec4 f0; 1017 out vec4 f0;
873 void main() { 1018 void main() {
874 f0 = (vo2) * (texture2D (Tex_2099456856,vo1)); 1019 f0 = (vo2) * (texture2D
1020 (Tex_2099456856,vo1));
875 } 1021 }
876 """ 1022 """
877 } 1023 }
@@ -897,7 +1043,8 @@ Pipeline
897 , vertexShader = 1043 , vertexShader =
898 """ 1044 """
899 #version 330 core 1045 #version 330 core
900 vec4 texture2D(sampler2D s,vec2 uv) { 1046 vec4 texture2D(sampler2D s
1047 ,vec2 uv) {
901 return texture(s,uv); 1048 return texture(s,uv);
902 } 1049 }
903 uniform float identityLight; 1050 uniform float identityLight;
@@ -911,19 +1058,28 @@ Pipeline
911 smooth out vec2 vo1; 1058 smooth out vec2 vo1;
912 smooth out vec4 vo2; 1059 smooth out vec4 vo2;
913 vec4 snoc(vec3 z0,float z1) { 1060 vec4 snoc(vec3 z0,float z1) {
914 return vec4 ((z0).x,(z0).y,(z0).z,z1); 1061 return vec4 ((z0).x
1062 ,(z0).y
1063 ,(z0).z
1064 ,z1);
915 } 1065 }
916 void main() { 1066 void main() {
917 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 1067 gl_Position =
1068 (viewProj) * ((worldMat) * (snoc
1069 (vi1,1.0)));
918 vo1 = vi3; 1070 vo1 = vi3;
919 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 1071 vo2 = vec4 (identityLight
1072 ,identityLight
1073 ,identityLight
1074 ,1.0);
920 } 1075 }
921 """ 1076 """
922 , geometryShader = Nothing 1077 , geometryShader = Nothing
923 , fragmentShader = 1078 , fragmentShader =
924 """ 1079 """
925 #version 330 core 1080 #version 330 core
926 vec4 texture2D(sampler2D s,vec2 uv) { 1081 vec4 texture2D(sampler2D s
1082 ,vec2 uv) {
927 return texture(s,uv); 1083 return texture(s,uv);
928 } 1084 }
929 uniform sampler2D Tex_1581337759; 1085 uniform sampler2D Tex_1581337759;
@@ -931,7 +1087,8 @@ Pipeline
931 smooth in vec4 vo2; 1087 smooth in vec4 vo2;
932 out vec4 f0; 1088 out vec4 f0;
933 void main() { 1089 void main() {
934 f0 = (vo2) * (texture2D (Tex_1581337759,vo1)); 1090 f0 = (vo2) * (texture2D
1091 (Tex_1581337759,vo1));
935 } 1092 }
936 """ 1093 """
937 } 1094 }
@@ -957,7 +1114,8 @@ Pipeline
957 , vertexShader = 1114 , vertexShader =
958 """ 1115 """
959 #version 330 core 1116 #version 330 core
960 vec4 texture2D(sampler2D s,vec2 uv) { 1117 vec4 texture2D(sampler2D s
1118 ,vec2 uv) {
961 return texture(s,uv); 1119 return texture(s,uv);
962 } 1120 }
963 uniform float identityLight; 1121 uniform float identityLight;
@@ -971,19 +1129,28 @@ Pipeline
971 smooth out vec2 vo1; 1129 smooth out vec2 vo1;
972 smooth out vec4 vo2; 1130 smooth out vec4 vo2;
973 vec4 snoc(vec3 z0,float z1) { 1131 vec4 snoc(vec3 z0,float z1) {
974 return vec4 ((z0).x,(z0).y,(z0).z,z1); 1132 return vec4 ((z0).x
1133 ,(z0).y
1134 ,(z0).z
1135 ,z1);
975 } 1136 }
976 void main() { 1137 void main() {
977 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 1138 gl_Position =
1139 (viewProj) * ((worldMat) * (snoc
1140 (vi1,1.0)));
978 vo1 = vi3; 1141 vo1 = vi3;
979 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 1142 vo2 = vec4 (identityLight
1143 ,identityLight
1144 ,identityLight
1145 ,1.0);
980 } 1146 }
981 """ 1147 """
982 , geometryShader = Nothing 1148 , geometryShader = Nothing
983 , fragmentShader = 1149 , fragmentShader =
984 """ 1150 """
985 #version 330 core 1151 #version 330 core
986 vec4 texture2D(sampler2D s,vec2 uv) { 1152 vec4 texture2D(sampler2D s
1153 ,vec2 uv) {
987 return texture(s,uv); 1154 return texture(s,uv);
988 } 1155 }
989 uniform sampler2D Tex_1062467595; 1156 uniform sampler2D Tex_1062467595;
@@ -991,7 +1158,8 @@ Pipeline
991 smooth in vec4 vo2; 1158 smooth in vec4 vo2;
992 out vec4 f0; 1159 out vec4 f0;
993 void main() { 1160 void main() {
994 f0 = (vo2) * (texture2D (Tex_1062467595,vo1)); 1161 f0 = (vo2) * (texture2D
1162 (Tex_1062467595,vo1));
995 } 1163 }
996 """ 1164 """
997 } 1165 }
@@ -1017,7 +1185,8 @@ Pipeline
1017 , vertexShader = 1185 , vertexShader =
1018 """ 1186 """
1019 #version 330 core 1187 #version 330 core
1020 vec4 texture2D(sampler2D s,vec2 uv) { 1188 vec4 texture2D(sampler2D s
1189 ,vec2 uv) {
1021 return texture(s,uv); 1190 return texture(s,uv);
1022 } 1191 }
1023 uniform float identityLight; 1192 uniform float identityLight;
@@ -1031,19 +1200,28 @@ Pipeline
1031 smooth out vec2 vo1; 1200 smooth out vec2 vo1;
1032 smooth out vec4 vo2; 1201 smooth out vec4 vo2;
1033 vec4 snoc(vec3 z0,float z1) { 1202 vec4 snoc(vec3 z0,float z1) {
1034 return vec4 ((z0).x,(z0).y,(z0).z,z1); 1203 return vec4 ((z0).x
1204 ,(z0).y
1205 ,(z0).z
1206 ,z1);
1035 } 1207 }
1036 void main() { 1208 void main() {
1037 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 1209 gl_Position =
1210 (viewProj) * ((worldMat) * (snoc
1211 (vi1,1.0)));
1038 vo1 = vi3; 1212 vo1 = vi3;
1039 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 1213 vo2 = vec4 (identityLight
1214 ,identityLight
1215 ,identityLight
1216 ,1.0);
1040 } 1217 }
1041 """ 1218 """
1042 , geometryShader = Nothing 1219 , geometryShader = Nothing
1043 , fragmentShader = 1220 , fragmentShader =
1044 """ 1221 """
1045 #version 330 core 1222 #version 330 core
1046 vec4 texture2D(sampler2D s,vec2 uv) { 1223 vec4 texture2D(sampler2D s
1224 ,vec2 uv) {
1047 return texture(s,uv); 1225 return texture(s,uv);
1048 } 1226 }
1049 uniform sampler2D Tex_2024854890; 1227 uniform sampler2D Tex_2024854890;
@@ -1051,7 +1229,8 @@ Pipeline
1051 smooth in vec4 vo2; 1229 smooth in vec4 vo2;
1052 out vec4 f0; 1230 out vec4 f0;
1053 void main() { 1231 void main() {
1054 f0 = (vo2) * (texture2D (Tex_2024854890,vo1)); 1232 f0 = (vo2) * (texture2D
1233 (Tex_2024854890,vo1));
1055 } 1234 }
1056 """ 1235 """
1057 } 1236 }
@@ -1077,7 +1256,8 @@ Pipeline
1077 , vertexShader = 1256 , vertexShader =
1078 """ 1257 """
1079 #version 330 core 1258 #version 330 core
1080 vec4 texture2D(sampler2D s,vec2 uv) { 1259 vec4 texture2D(sampler2D s
1260 ,vec2 uv) {
1081 return texture(s,uv); 1261 return texture(s,uv);
1082 } 1262 }
1083 uniform float identityLight; 1263 uniform float identityLight;
@@ -1091,19 +1271,28 @@ Pipeline
1091 smooth out vec2 vo1; 1271 smooth out vec2 vo1;
1092 smooth out vec4 vo2; 1272 smooth out vec4 vo2;
1093 vec4 snoc(vec3 z0,float z1) { 1273 vec4 snoc(vec3 z0,float z1) {
1094 return vec4 ((z0).x,(z0).y,(z0).z,z1); 1274 return vec4 ((z0).x
1275 ,(z0).y
1276 ,(z0).z
1277 ,z1);
1095 } 1278 }
1096 void main() { 1279 void main() {
1097 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 1280 gl_Position =
1281 (viewProj) * ((worldMat) * (snoc
1282 (vi1,1.0)));
1098 vo1 = vi3; 1283 vo1 = vi3;
1099 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 1284 vo2 = vec4 (identityLight
1285 ,identityLight
1286 ,identityLight
1287 ,1.0);
1100 } 1288 }
1101 """ 1289 """
1102 , geometryShader = Nothing 1290 , geometryShader = Nothing
1103 , fragmentShader = 1291 , fragmentShader =
1104 """ 1292 """
1105 #version 330 core 1293 #version 330 core
1106 vec4 texture2D(sampler2D s,vec2 uv) { 1294 vec4 texture2D(sampler2D s
1295 ,vec2 uv) {
1107 return texture(s,uv); 1296 return texture(s,uv);
1108 } 1297 }
1109 uniform sampler2D Tex_1284708166; 1298 uniform sampler2D Tex_1284708166;
@@ -1111,7 +1300,8 @@ Pipeline
1111 smooth in vec4 vo2; 1300 smooth in vec4 vo2;
1112 out vec4 f0; 1301 out vec4 f0;
1113 void main() { 1302 void main() {
1114 f0 = (vo2) * (texture2D (Tex_1284708166,vo1)); 1303 f0 = (vo2) * (texture2D
1304 (Tex_1284708166,vo1));
1115 } 1305 }
1116 """ 1306 """
1117 } 1307 }
@@ -1137,7 +1327,8 @@ Pipeline
1137 , vertexShader = 1327 , vertexShader =
1138 """ 1328 """
1139 #version 330 core 1329 #version 330 core
1140 vec4 texture2D(sampler2D s,vec2 uv) { 1330 vec4 texture2D(sampler2D s
1331 ,vec2 uv) {
1141 return texture(s,uv); 1332 return texture(s,uv);
1142 } 1333 }
1143 uniform float identityLight; 1334 uniform float identityLight;
@@ -1151,19 +1342,28 @@ Pipeline
1151 smooth out vec2 vo1; 1342 smooth out vec2 vo1;
1152 smooth out vec4 vo2; 1343 smooth out vec4 vo2;
1153 vec4 snoc(vec3 z0,float z1) { 1344 vec4 snoc(vec3 z0,float z1) {
1154 return vec4 ((z0).x,(z0).y,(z0).z,z1); 1345 return vec4 ((z0).x
1346 ,(z0).y
1347 ,(z0).z
1348 ,z1);
1155 } 1349 }
1156 void main() { 1350 void main() {
1157 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 1351 gl_Position =
1352 (viewProj) * ((worldMat) * (snoc
1353 (vi1,1.0)));
1158 vo1 = vi3; 1354 vo1 = vi3;
1159 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 1355 vo2 = vec4 (identityLight
1356 ,identityLight
1357 ,identityLight
1358 ,1.0);
1160 } 1359 }
1161 """ 1360 """
1162 , geometryShader = Nothing 1361 , geometryShader = Nothing
1163 , fragmentShader = 1362 , fragmentShader =
1164 """ 1363 """
1165 #version 330 core 1364 #version 330 core
1166 vec4 texture2D(sampler2D s,vec2 uv) { 1365 vec4 texture2D(sampler2D s
1366 ,vec2 uv) {
1167 return texture(s,uv); 1367 return texture(s,uv);
1168 } 1368 }
1169 uniform sampler2D Tex_2432583247; 1369 uniform sampler2D Tex_2432583247;
@@ -1171,7 +1371,8 @@ Pipeline
1171 smooth in vec4 vo2; 1371 smooth in vec4 vo2;
1172 out vec4 f0; 1372 out vec4 f0;
1173 void main() { 1373 void main() {
1174 f0 = (vo2) * (texture2D (Tex_2432583247,vo1)); 1374 f0 = (vo2) * (texture2D
1375 (Tex_2432583247,vo1));
1175 } 1376 }
1176 """ 1377 """
1177 } 1378 }
@@ -1197,7 +1398,8 @@ Pipeline
1197 , vertexShader = 1398 , vertexShader =
1198 """ 1399 """
1199 #version 330 core 1400 #version 330 core
1200 vec4 texture2D(sampler2D s,vec2 uv) { 1401 vec4 texture2D(sampler2D s
1402 ,vec2 uv) {
1201 return texture(s,uv); 1403 return texture(s,uv);
1202 } 1404 }
1203 uniform float identityLight; 1405 uniform float identityLight;
@@ -1211,19 +1413,28 @@ Pipeline
1211 smooth out vec2 vo1; 1413 smooth out vec2 vo1;
1212 smooth out vec4 vo2; 1414 smooth out vec4 vo2;
1213 vec4 snoc(vec3 z0,float z1) { 1415 vec4 snoc(vec3 z0,float z1) {
1214 return vec4 ((z0).x,(z0).y,(z0).z,z1); 1416 return vec4 ((z0).x
1417 ,(z0).y
1418 ,(z0).z
1419 ,z1);
1215 } 1420 }
1216 void main() { 1421 void main() {
1217 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 1422 gl_Position =
1423 (viewProj) * ((worldMat) * (snoc
1424 (vi1,1.0)));
1218 vo1 = vi3; 1425 vo1 = vi3;
1219 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 1426 vo2 = vec4 (identityLight
1427 ,identityLight
1428 ,identityLight
1429 ,1.0);
1220 } 1430 }
1221 """ 1431 """
1222 , geometryShader = Nothing 1432 , geometryShader = Nothing
1223 , fragmentShader = 1433 , fragmentShader =
1224 """ 1434 """
1225 #version 330 core 1435 #version 330 core
1226 vec4 texture2D(sampler2D s,vec2 uv) { 1436 vec4 texture2D(sampler2D s
1437 ,vec2 uv) {
1227 return texture(s,uv); 1438 return texture(s,uv);
1228 } 1439 }
1229 uniform sampler2D Tex_1002517541; 1440 uniform sampler2D Tex_1002517541;
@@ -1231,7 +1442,8 @@ Pipeline
1231 smooth in vec4 vo2; 1442 smooth in vec4 vo2;
1232 out vec4 f0; 1443 out vec4 f0;
1233 void main() { 1444 void main() {
1234 f0 = (vo2) * (texture2D (Tex_1002517541,vo1)); 1445 f0 = (vo2) * (texture2D
1446 (Tex_1002517541,vo1));
1235 } 1447 }
1236 """ 1448 """
1237 } 1449 }
@@ -1257,7 +1469,8 @@ Pipeline
1257 , vertexShader = 1469 , vertexShader =
1258 """ 1470 """
1259 #version 330 core 1471 #version 330 core
1260 vec4 texture2D(sampler2D s,vec2 uv) { 1472 vec4 texture2D(sampler2D s
1473 ,vec2 uv) {
1261 return texture(s,uv); 1474 return texture(s,uv);
1262 } 1475 }
1263 uniform float identityLight; 1476 uniform float identityLight;
@@ -1271,19 +1484,28 @@ Pipeline
1271 smooth out vec2 vo1; 1484 smooth out vec2 vo1;
1272 smooth out vec4 vo2; 1485 smooth out vec4 vo2;
1273 vec4 snoc(vec3 z0,float z1) { 1486 vec4 snoc(vec3 z0,float z1) {
1274 return vec4 ((z0).x,(z0).y,(z0).z,z1); 1487 return vec4 ((z0).x
1488 ,(z0).y
1489 ,(z0).z
1490 ,z1);
1275 } 1491 }
1276 void main() { 1492 void main() {
1277 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 1493 gl_Position =
1494 (viewProj) * ((worldMat) * (snoc
1495 (vi1,1.0)));
1278 vo1 = vi3; 1496 vo1 = vi3;
1279 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 1497 vo2 = vec4 (identityLight
1498 ,identityLight
1499 ,identityLight
1500 ,1.0);
1280 } 1501 }
1281 """ 1502 """
1282 , geometryShader = Nothing 1503 , geometryShader = Nothing
1283 , fragmentShader = 1504 , fragmentShader =
1284 """ 1505 """
1285 #version 330 core 1506 #version 330 core
1286 vec4 texture2D(sampler2D s,vec2 uv) { 1507 vec4 texture2D(sampler2D s
1508 ,vec2 uv) {
1287 return texture(s,uv); 1509 return texture(s,uv);
1288 } 1510 }
1289 uniform sampler2D Tex_2639119078; 1511 uniform sampler2D Tex_2639119078;
@@ -1291,7 +1513,8 @@ Pipeline
1291 smooth in vec4 vo2; 1513 smooth in vec4 vo2;
1292 out vec4 f0; 1514 out vec4 f0;
1293 void main() { 1515 void main() {
1294 f0 = (vo2) * (texture2D (Tex_2639119078,vo1)); 1516 f0 = (vo2) * (texture2D
1517 (Tex_2639119078,vo1));
1295 } 1518 }
1296 """ 1519 """
1297 } 1520 }
@@ -1317,7 +1540,8 @@ Pipeline
1317 , vertexShader = 1540 , vertexShader =
1318 """ 1541 """
1319 #version 330 core 1542 #version 330 core
1320 vec4 texture2D(sampler2D s,vec2 uv) { 1543 vec4 texture2D(sampler2D s
1544 ,vec2 uv) {
1321 return texture(s,uv); 1545 return texture(s,uv);
1322 } 1546 }
1323 uniform float identityLight; 1547 uniform float identityLight;
@@ -1331,19 +1555,28 @@ Pipeline
1331 smooth out vec2 vo1; 1555 smooth out vec2 vo1;
1332 smooth out vec4 vo2; 1556 smooth out vec4 vo2;
1333 vec4 snoc(vec3 z0,float z1) { 1557 vec4 snoc(vec3 z0,float z1) {
1334 return vec4 ((z0).x,(z0).y,(z0).z,z1); 1558 return vec4 ((z0).x
1559 ,(z0).y
1560 ,(z0).z
1561 ,z1);
1335 } 1562 }
1336 void main() { 1563 void main() {
1337 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 1564 gl_Position =
1565 (viewProj) * ((worldMat) * (snoc
1566 (vi1,1.0)));
1338 vo1 = vi3; 1567 vo1 = vi3;
1339 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 1568 vo2 = vec4 (identityLight
1569 ,identityLight
1570 ,identityLight
1571 ,1.0);
1340 } 1572 }
1341 """ 1573 """
1342 , geometryShader = Nothing 1574 , geometryShader = Nothing
1343 , fragmentShader = 1575 , fragmentShader =
1344 """ 1576 """
1345 #version 330 core 1577 #version 330 core
1346 vec4 texture2D(sampler2D s,vec2 uv) { 1578 vec4 texture2D(sampler2D s
1579 ,vec2 uv) {
1347 return texture(s,uv); 1580 return texture(s,uv);
1348 } 1581 }
1349 uniform sampler2D Tex_3479185666; 1582 uniform sampler2D Tex_3479185666;
@@ -1351,7 +1584,8 @@ Pipeline
1351 smooth in vec4 vo2; 1584 smooth in vec4 vo2;
1352 out vec4 f0; 1585 out vec4 f0;
1353 void main() { 1586 void main() {
1354 f0 = (vo2) * (texture2D (Tex_3479185666,vo1)); 1587 f0 = (vo2) * (texture2D
1588 (Tex_3479185666,vo1));
1355 } 1589 }
1356 """ 1590 """
1357 } 1591 }
@@ -1377,7 +1611,8 @@ Pipeline
1377 , vertexShader = 1611 , vertexShader =
1378 """ 1612 """
1379 #version 330 core 1613 #version 330 core
1380 vec4 texture2D(sampler2D s,vec2 uv) { 1614 vec4 texture2D(sampler2D s
1615 ,vec2 uv) {
1381 return texture(s,uv); 1616 return texture(s,uv);
1382 } 1617 }
1383 uniform float identityLight; 1618 uniform float identityLight;
@@ -1391,19 +1626,28 @@ Pipeline
1391 smooth out vec2 vo1; 1626 smooth out vec2 vo1;
1392 smooth out vec4 vo2; 1627 smooth out vec4 vo2;
1393 vec4 snoc(vec3 z0,float z1) { 1628 vec4 snoc(vec3 z0,float z1) {
1394 return vec4 ((z0).x,(z0).y,(z0).z,z1); 1629 return vec4 ((z0).x
1630 ,(z0).y
1631 ,(z0).z
1632 ,z1);
1395 } 1633 }
1396 void main() { 1634 void main() {
1397 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 1635 gl_Position =
1636 (viewProj) * ((worldMat) * (snoc
1637 (vi1,1.0)));
1398 vo1 = vi3; 1638 vo1 = vi3;
1399 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 1639 vo2 = vec4 (identityLight
1640 ,identityLight
1641 ,identityLight
1642 ,1.0);
1400 } 1643 }
1401 """ 1644 """
1402 , geometryShader = Nothing 1645 , geometryShader = Nothing
1403 , fragmentShader = 1646 , fragmentShader =
1404 """ 1647 """
1405 #version 330 core 1648 #version 330 core
1406 vec4 texture2D(sampler2D s,vec2 uv) { 1649 vec4 texture2D(sampler2D s
1650 ,vec2 uv) {
1407 return texture(s,uv); 1651 return texture(s,uv);
1408 } 1652 }
1409 uniform sampler2D Tex_3448884269; 1653 uniform sampler2D Tex_3448884269;
@@ -1411,7 +1655,8 @@ Pipeline
1411 smooth in vec4 vo2; 1655 smooth in vec4 vo2;
1412 out vec4 f0; 1656 out vec4 f0;
1413 void main() { 1657 void main() {
1414 f0 = (vo2) * (texture2D (Tex_3448884269,vo1)); 1658 f0 = (vo2) * (texture2D
1659 (Tex_3448884269,vo1));
1415 } 1660 }
1416 """ 1661 """
1417 } 1662 }
@@ -1437,7 +1682,8 @@ Pipeline
1437 , vertexShader = 1682 , vertexShader =
1438 """ 1683 """
1439 #version 330 core 1684 #version 330 core
1440 vec4 texture2D(sampler2D s,vec2 uv) { 1685 vec4 texture2D(sampler2D s
1686 ,vec2 uv) {
1441 return texture(s,uv); 1687 return texture(s,uv);
1442 } 1688 }
1443 uniform float identityLight; 1689 uniform float identityLight;
@@ -1451,19 +1697,28 @@ Pipeline
1451 smooth out vec2 vo1; 1697 smooth out vec2 vo1;
1452 smooth out vec4 vo2; 1698 smooth out vec4 vo2;
1453 vec4 snoc(vec3 z0,float z1) { 1699 vec4 snoc(vec3 z0,float z1) {
1454 return vec4 ((z0).x,(z0).y,(z0).z,z1); 1700 return vec4 ((z0).x
1701 ,(z0).y
1702 ,(z0).z
1703 ,z1);
1455 } 1704 }
1456 void main() { 1705 void main() {
1457 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 1706 gl_Position =
1707 (viewProj) * ((worldMat) * (snoc
1708 (vi1,1.0)));
1458 vo1 = vi3; 1709 vo1 = vi3;
1459 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 1710 vo2 = vec4 (identityLight
1711 ,identityLight
1712 ,identityLight
1713 ,1.0);
1460 } 1714 }
1461 """ 1715 """
1462 , geometryShader = Nothing 1716 , geometryShader = Nothing
1463 , fragmentShader = 1717 , fragmentShader =
1464 """ 1718 """
1465 #version 330 core 1719 #version 330 core
1466 vec4 texture2D(sampler2D s,vec2 uv) { 1720 vec4 texture2D(sampler2D s
1721 ,vec2 uv) {
1467 return texture(s,uv); 1722 return texture(s,uv);
1468 } 1723 }
1469 uniform sampler2D Tex_1201212243; 1724 uniform sampler2D Tex_1201212243;
@@ -1471,7 +1726,8 @@ Pipeline
1471 smooth in vec4 vo2; 1726 smooth in vec4 vo2;
1472 out vec4 f0; 1727 out vec4 f0;
1473 void main() { 1728 void main() {
1474 f0 = (vo2) * (texture2D (Tex_1201212243,vo1)); 1729 f0 = (vo2) * (texture2D
1730 (Tex_1201212243,vo1));
1475 } 1731 }
1476 """ 1732 """
1477 } 1733 }
@@ -1497,7 +1753,8 @@ Pipeline
1497 , vertexShader = 1753 , vertexShader =
1498 """ 1754 """
1499 #version 330 core 1755 #version 330 core
1500 vec4 texture2D(sampler2D s,vec2 uv) { 1756 vec4 texture2D(sampler2D s
1757 ,vec2 uv) {
1501 return texture(s,uv); 1758 return texture(s,uv);
1502 } 1759 }
1503 uniform float identityLight; 1760 uniform float identityLight;
@@ -1511,19 +1768,28 @@ Pipeline
1511 smooth out vec2 vo1; 1768 smooth out vec2 vo1;
1512 smooth out vec4 vo2; 1769 smooth out vec4 vo2;
1513 vec4 snoc(vec3 z0,float z1) { 1770 vec4 snoc(vec3 z0,float z1) {
1514 return vec4 ((z0).x,(z0).y,(z0).z,z1); 1771 return vec4 ((z0).x
1772 ,(z0).y
1773 ,(z0).z
1774 ,z1);
1515 } 1775 }
1516 void main() { 1776 void main() {
1517 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 1777 gl_Position =
1778 (viewProj) * ((worldMat) * (snoc
1779 (vi1,1.0)));
1518 vo1 = vi3; 1780 vo1 = vi3;
1519 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 1781 vo2 = vec4 (identityLight
1782 ,identityLight
1783 ,identityLight
1784 ,1.0);
1520 } 1785 }
1521 """ 1786 """
1522 , geometryShader = Nothing 1787 , geometryShader = Nothing
1523 , fragmentShader = 1788 , fragmentShader =
1524 """ 1789 """
1525 #version 330 core 1790 #version 330 core
1526 vec4 texture2D(sampler2D s,vec2 uv) { 1791 vec4 texture2D(sampler2D s
1792 ,vec2 uv) {
1527 return texture(s,uv); 1793 return texture(s,uv);
1528 } 1794 }
1529 uniform sampler2D Tex_3389727963; 1795 uniform sampler2D Tex_3389727963;
@@ -1531,7 +1797,8 @@ Pipeline
1531 smooth in vec4 vo2; 1797 smooth in vec4 vo2;
1532 out vec4 f0; 1798 out vec4 f0;
1533 void main() { 1799 void main() {
1534 f0 = (vo2) * (texture2D (Tex_3389727963,vo1)); 1800 f0 = (vo2) * (texture2D
1801 (Tex_3389727963,vo1));
1535 } 1802 }
1536 """ 1803 """
1537 } 1804 }
@@ -1557,7 +1824,8 @@ Pipeline
1557 , vertexShader = 1824 , vertexShader =
1558 """ 1825 """
1559 #version 330 core 1826 #version 330 core
1560 vec4 texture2D(sampler2D s,vec2 uv) { 1827 vec4 texture2D(sampler2D s
1828 ,vec2 uv) {
1561 return texture(s,uv); 1829 return texture(s,uv);
1562 } 1830 }
1563 uniform float identityLight; 1831 uniform float identityLight;
@@ -1571,19 +1839,28 @@ Pipeline
1571 smooth out vec2 vo1; 1839 smooth out vec2 vo1;
1572 smooth out vec4 vo2; 1840 smooth out vec4 vo2;
1573 vec4 snoc(vec3 z0,float z1) { 1841 vec4 snoc(vec3 z0,float z1) {
1574 return vec4 ((z0).x,(z0).y,(z0).z,z1); 1842 return vec4 ((z0).x
1843 ,(z0).y
1844 ,(z0).z
1845 ,z1);
1575 } 1846 }
1576 void main() { 1847 void main() {
1577 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 1848 gl_Position =
1849 (viewProj) * ((worldMat) * (snoc
1850 (vi1,1.0)));
1578 vo1 = vi3; 1851 vo1 = vi3;
1579 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 1852 vo2 = vec4 (identityLight
1853 ,identityLight
1854 ,identityLight
1855 ,1.0);
1580 } 1856 }
1581 """ 1857 """
1582 , geometryShader = Nothing 1858 , geometryShader = Nothing
1583 , fragmentShader = 1859 , fragmentShader =
1584 """ 1860 """
1585 #version 330 core 1861 #version 330 core
1586 vec4 texture2D(sampler2D s,vec2 uv) { 1862 vec4 texture2D(sampler2D s
1863 ,vec2 uv) {
1587 return texture(s,uv); 1864 return texture(s,uv);
1588 } 1865 }
1589 uniform sampler2D Tex_3836020895; 1866 uniform sampler2D Tex_3836020895;
@@ -1591,7 +1868,8 @@ Pipeline
1591 smooth in vec4 vo2; 1868 smooth in vec4 vo2;
1592 out vec4 f0; 1869 out vec4 f0;
1593 void main() { 1870 void main() {
1594 f0 = (vo2) * (texture2D (Tex_3836020895,vo1)); 1871 f0 = (vo2) * (texture2D
1872 (Tex_3836020895,vo1));
1595 } 1873 }
1596 """ 1874 """
1597 } 1875 }
@@ -1616,7 +1894,8 @@ Pipeline
1616 , vertexShader = 1894 , vertexShader =
1617 """ 1895 """
1618 #version 330 core 1896 #version 330 core
1619 vec4 texture2D(sampler2D s,vec2 uv) { 1897 vec4 texture2D(sampler2D s
1898 ,vec2 uv) {
1620 return texture(s,uv); 1899 return texture(s,uv);
1621 } 1900 }
1622 uniform float identityLight; 1901 uniform float identityLight;
@@ -1630,19 +1909,28 @@ Pipeline
1630 smooth out vec2 vo1; 1909 smooth out vec2 vo1;
1631 smooth out vec4 vo2; 1910 smooth out vec4 vo2;
1632 vec4 snoc(vec3 z0,float z1) { 1911 vec4 snoc(vec3 z0,float z1) {
1633 return vec4 ((z0).x,(z0).y,(z0).z,z1); 1912 return vec4 ((z0).x
1913 ,(z0).y
1914 ,(z0).z
1915 ,z1);
1634 } 1916 }
1635 void main() { 1917 void main() {
1636 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 1918 gl_Position =
1919 (viewProj) * ((worldMat) * (snoc
1920 (vi1,1.0)));
1637 vo1 = vi3; 1921 vo1 = vi3;
1638 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 1922 vo2 = vec4 (identityLight
1923 ,identityLight
1924 ,identityLight
1925 ,1.0);
1639 } 1926 }
1640 """ 1927 """
1641 , geometryShader = Nothing 1928 , geometryShader = Nothing
1642 , fragmentShader = 1929 , fragmentShader =
1643 """ 1930 """
1644 #version 330 core 1931 #version 330 core
1645 vec4 texture2D(sampler2D s,vec2 uv) { 1932 vec4 texture2D(sampler2D s
1933 ,vec2 uv) {
1646 return texture(s,uv); 1934 return texture(s,uv);
1647 } 1935 }
1648 uniform sampler2D Tex_209322640; 1936 uniform sampler2D Tex_209322640;
@@ -1650,7 +1938,8 @@ Pipeline
1650 smooth in vec4 vo2; 1938 smooth in vec4 vo2;
1651 out vec4 f0; 1939 out vec4 f0;
1652 void main() { 1940 void main() {
1653 f0 = (vo2) * (texture2D (Tex_209322640,vo1)); 1941 f0 = (vo2) * (texture2D
1942 (Tex_209322640,vo1));
1654 } 1943 }
1655 """ 1944 """
1656 } 1945 }
@@ -1676,7 +1965,8 @@ Pipeline
1676 , vertexShader = 1965 , vertexShader =
1677 """ 1966 """
1678 #version 330 core 1967 #version 330 core
1679 vec4 texture2D(sampler2D s,vec2 uv) { 1968 vec4 texture2D(sampler2D s
1969 ,vec2 uv) {
1680 return texture(s,uv); 1970 return texture(s,uv);
1681 } 1971 }
1682 uniform float identityLight; 1972 uniform float identityLight;
@@ -1690,19 +1980,28 @@ Pipeline
1690 smooth out vec2 vo1; 1980 smooth out vec2 vo1;
1691 smooth out vec4 vo2; 1981 smooth out vec4 vo2;
1692 vec4 snoc(vec3 z0,float z1) { 1982 vec4 snoc(vec3 z0,float z1) {
1693 return vec4 ((z0).x,(z0).y,(z0).z,z1); 1983 return vec4 ((z0).x
1984 ,(z0).y
1985 ,(z0).z
1986 ,z1);
1694 } 1987 }
1695 void main() { 1988 void main() {
1696 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 1989 gl_Position =
1990 (viewProj) * ((worldMat) * (snoc
1991 (vi1,1.0)));
1697 vo1 = vi3; 1992 vo1 = vi3;
1698 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 1993 vo2 = vec4 (identityLight
1994 ,identityLight
1995 ,identityLight
1996 ,1.0);
1699 } 1997 }
1700 """ 1998 """
1701 , geometryShader = Nothing 1999 , geometryShader = Nothing
1702 , fragmentShader = 2000 , fragmentShader =
1703 """ 2001 """
1704 #version 330 core 2002 #version 330 core
1705 vec4 texture2D(sampler2D s,vec2 uv) { 2003 vec4 texture2D(sampler2D s
2004 ,vec2 uv) {
1706 return texture(s,uv); 2005 return texture(s,uv);
1707 } 2006 }
1708 uniform sampler2D Tex_2893650486; 2007 uniform sampler2D Tex_2893650486;
@@ -1710,7 +2009,8 @@ Pipeline
1710 smooth in vec4 vo2; 2009 smooth in vec4 vo2;
1711 out vec4 f0; 2010 out vec4 f0;
1712 void main() { 2011 void main() {
1713 f0 = (vo2) * (texture2D (Tex_2893650486,vo1)); 2012 f0 = (vo2) * (texture2D
2013 (Tex_2893650486,vo1));
1714 } 2014 }
1715 """ 2015 """
1716 } 2016 }
@@ -1736,7 +2036,8 @@ Pipeline
1736 , vertexShader = 2036 , vertexShader =
1737 """ 2037 """
1738 #version 330 core 2038 #version 330 core
1739 vec4 texture2D(sampler2D s,vec2 uv) { 2039 vec4 texture2D(sampler2D s
2040 ,vec2 uv) {
1740 return texture(s,uv); 2041 return texture(s,uv);
1741 } 2042 }
1742 uniform float identityLight; 2043 uniform float identityLight;
@@ -1750,19 +2051,28 @@ Pipeline
1750 smooth out vec2 vo1; 2051 smooth out vec2 vo1;
1751 smooth out vec4 vo2; 2052 smooth out vec4 vo2;
1752 vec4 snoc(vec3 z0,float z1) { 2053 vec4 snoc(vec3 z0,float z1) {
1753 return vec4 ((z0).x,(z0).y,(z0).z,z1); 2054 return vec4 ((z0).x
2055 ,(z0).y
2056 ,(z0).z
2057 ,z1);
1754 } 2058 }
1755 void main() { 2059 void main() {
1756 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 2060 gl_Position =
2061 (viewProj) * ((worldMat) * (snoc
2062 (vi1,1.0)));
1757 vo1 = vi3; 2063 vo1 = vi3;
1758 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 2064 vo2 = vec4 (identityLight
2065 ,identityLight
2066 ,identityLight
2067 ,1.0);
1759 } 2068 }
1760 """ 2069 """
1761 , geometryShader = Nothing 2070 , geometryShader = Nothing
1762 , fragmentShader = 2071 , fragmentShader =
1763 """ 2072 """
1764 #version 330 core 2073 #version 330 core
1765 vec4 texture2D(sampler2D s,vec2 uv) { 2074 vec4 texture2D(sampler2D s
2075 ,vec2 uv) {
1766 return texture(s,uv); 2076 return texture(s,uv);
1767 } 2077 }
1768 uniform sampler2D Tex_3814342582; 2078 uniform sampler2D Tex_3814342582;
@@ -1770,7 +2080,8 @@ Pipeline
1770 smooth in vec4 vo2; 2080 smooth in vec4 vo2;
1771 out vec4 f0; 2081 out vec4 f0;
1772 void main() { 2082 void main() {
1773 f0 = (vo2) * (texture2D (Tex_3814342582,vo1)); 2083 f0 = (vo2) * (texture2D
2084 (Tex_3814342582,vo1));
1774 } 2085 }
1775 """ 2086 """
1776 } 2087 }
@@ -1796,7 +2107,8 @@ Pipeline
1796 , vertexShader = 2107 , vertexShader =
1797 """ 2108 """
1798 #version 330 core 2109 #version 330 core
1799 vec4 texture2D(sampler2D s,vec2 uv) { 2110 vec4 texture2D(sampler2D s
2111 ,vec2 uv) {
1800 return texture(s,uv); 2112 return texture(s,uv);
1801 } 2113 }
1802 uniform float identityLight; 2114 uniform float identityLight;
@@ -1810,19 +2122,28 @@ Pipeline
1810 smooth out vec2 vo1; 2122 smooth out vec2 vo1;
1811 smooth out vec4 vo2; 2123 smooth out vec4 vo2;
1812 vec4 snoc(vec3 z0,float z1) { 2124 vec4 snoc(vec3 z0,float z1) {
1813 return vec4 ((z0).x,(z0).y,(z0).z,z1); 2125 return vec4 ((z0).x
2126 ,(z0).y
2127 ,(z0).z
2128 ,z1);
1814 } 2129 }
1815 void main() { 2130 void main() {
1816 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 2131 gl_Position =
2132 (viewProj) * ((worldMat) * (snoc
2133 (vi1,1.0)));
1817 vo1 = vi3; 2134 vo1 = vi3;
1818 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 2135 vo2 = vec4 (identityLight
2136 ,identityLight
2137 ,identityLight
2138 ,1.0);
1819 } 2139 }
1820 """ 2140 """
1821 , geometryShader = Nothing 2141 , geometryShader = Nothing
1822 , fragmentShader = 2142 , fragmentShader =
1823 """ 2143 """
1824 #version 330 core 2144 #version 330 core
1825 vec4 texture2D(sampler2D s,vec2 uv) { 2145 vec4 texture2D(sampler2D s
2146 ,vec2 uv) {
1826 return texture(s,uv); 2147 return texture(s,uv);
1827 } 2148 }
1828 uniform sampler2D Tex_4189195777; 2149 uniform sampler2D Tex_4189195777;
@@ -1830,7 +2151,8 @@ Pipeline
1830 smooth in vec4 vo2; 2151 smooth in vec4 vo2;
1831 out vec4 f0; 2152 out vec4 f0;
1832 void main() { 2153 void main() {
1833 f0 = (vo2) * (texture2D (Tex_4189195777,vo1)); 2154 f0 = (vo2) * (texture2D
2155 (Tex_4189195777,vo1));
1834 } 2156 }
1835 """ 2157 """
1836 } 2158 }
@@ -1856,7 +2178,8 @@ Pipeline
1856 , vertexShader = 2178 , vertexShader =
1857 """ 2179 """
1858 #version 330 core 2180 #version 330 core
1859 vec4 texture2D(sampler2D s,vec2 uv) { 2181 vec4 texture2D(sampler2D s
2182 ,vec2 uv) {
1860 return texture(s,uv); 2183 return texture(s,uv);
1861 } 2184 }
1862 uniform float identityLight; 2185 uniform float identityLight;
@@ -1870,19 +2193,28 @@ Pipeline
1870 smooth out vec2 vo1; 2193 smooth out vec2 vo1;
1871 smooth out vec4 vo2; 2194 smooth out vec4 vo2;
1872 vec4 snoc(vec3 z0,float z1) { 2195 vec4 snoc(vec3 z0,float z1) {
1873 return vec4 ((z0).x,(z0).y,(z0).z,z1); 2196 return vec4 ((z0).x
2197 ,(z0).y
2198 ,(z0).z
2199 ,z1);
1874 } 2200 }
1875 void main() { 2201 void main() {
1876 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 2202 gl_Position =
2203 (viewProj) * ((worldMat) * (snoc
2204 (vi1,1.0)));
1877 vo1 = vi3; 2205 vo1 = vi3;
1878 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 2206 vo2 = vec4 (identityLight
2207 ,identityLight
2208 ,identityLight
2209 ,1.0);
1879 } 2210 }
1880 """ 2211 """
1881 , geometryShader = Nothing 2212 , geometryShader = Nothing
1882 , fragmentShader = 2213 , fragmentShader =
1883 """ 2214 """
1884 #version 330 core 2215 #version 330 core
1885 vec4 texture2D(sampler2D s,vec2 uv) { 2216 vec4 texture2D(sampler2D s
2217 ,vec2 uv) {
1886 return texture(s,uv); 2218 return texture(s,uv);
1887 } 2219 }
1888 uniform sampler2D Tex_2239853403; 2220 uniform sampler2D Tex_2239853403;
@@ -1890,7 +2222,8 @@ Pipeline
1890 smooth in vec4 vo2; 2222 smooth in vec4 vo2;
1891 out vec4 f0; 2223 out vec4 f0;
1892 void main() { 2224 void main() {
1893 f0 = (vo2) * (texture2D (Tex_2239853403,vo1)); 2225 f0 = (vo2) * (texture2D
2226 (Tex_2239853403,vo1));
1894 } 2227 }
1895 """ 2228 """
1896 } 2229 }
@@ -1916,7 +2249,8 @@ Pipeline
1916 , vertexShader = 2249 , vertexShader =
1917 """ 2250 """
1918 #version 330 core 2251 #version 330 core
1919 vec4 texture2D(sampler2D s,vec2 uv) { 2252 vec4 texture2D(sampler2D s
2253 ,vec2 uv) {
1920 return texture(s,uv); 2254 return texture(s,uv);
1921 } 2255 }
1922 uniform float identityLight; 2256 uniform float identityLight;
@@ -1930,19 +2264,28 @@ Pipeline
1930 smooth out vec2 vo1; 2264 smooth out vec2 vo1;
1931 smooth out vec4 vo2; 2265 smooth out vec4 vo2;
1932 vec4 snoc(vec3 z0,float z1) { 2266 vec4 snoc(vec3 z0,float z1) {
1933 return vec4 ((z0).x,(z0).y,(z0).z,z1); 2267 return vec4 ((z0).x
2268 ,(z0).y
2269 ,(z0).z
2270 ,z1);
1934 } 2271 }
1935 void main() { 2272 void main() {
1936 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 2273 gl_Position =
2274 (viewProj) * ((worldMat) * (snoc
2275 (vi1,1.0)));
1937 vo1 = vi3; 2276 vo1 = vi3;
1938 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 2277 vo2 = vec4 (identityLight
2278 ,identityLight
2279 ,identityLight
2280 ,1.0);
1939 } 2281 }
1940 """ 2282 """
1941 , geometryShader = Nothing 2283 , geometryShader = Nothing
1942 , fragmentShader = 2284 , fragmentShader =
1943 """ 2285 """
1944 #version 330 core 2286 #version 330 core
1945 vec4 texture2D(sampler2D s,vec2 uv) { 2287 vec4 texture2D(sampler2D s
2288 ,vec2 uv) {
1946 return texture(s,uv); 2289 return texture(s,uv);
1947 } 2290 }
1948 uniform sampler2D Tex_2367525081; 2291 uniform sampler2D Tex_2367525081;
@@ -1950,7 +2293,8 @@ Pipeline
1950 smooth in vec4 vo2; 2293 smooth in vec4 vo2;
1951 out vec4 f0; 2294 out vec4 f0;
1952 void main() { 2295 void main() {
1953 f0 = (vo2) * (texture2D (Tex_2367525081,vo1)); 2296 f0 = (vo2) * (texture2D
2297 (Tex_2367525081,vo1));
1954 } 2298 }
1955 """ 2299 """
1956 } 2300 }
@@ -1976,7 +2320,8 @@ Pipeline
1976 , vertexShader = 2320 , vertexShader =
1977 """ 2321 """
1978 #version 330 core 2322 #version 330 core
1979 vec4 texture2D(sampler2D s,vec2 uv) { 2323 vec4 texture2D(sampler2D s
2324 ,vec2 uv) {
1980 return texture(s,uv); 2325 return texture(s,uv);
1981 } 2326 }
1982 uniform float identityLight; 2327 uniform float identityLight;
@@ -1990,19 +2335,28 @@ Pipeline
1990 smooth out vec2 vo1; 2335 smooth out vec2 vo1;
1991 smooth out vec4 vo2; 2336 smooth out vec4 vo2;
1992 vec4 snoc(vec3 z0,float z1) { 2337 vec4 snoc(vec3 z0,float z1) {
1993 return vec4 ((z0).x,(z0).y,(z0).z,z1); 2338 return vec4 ((z0).x
2339 ,(z0).y
2340 ,(z0).z
2341 ,z1);
1994 } 2342 }
1995 void main() { 2343 void main() {
1996 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 2344 gl_Position =
2345 (viewProj) * ((worldMat) * (snoc
2346 (vi1,1.0)));
1997 vo1 = vi3; 2347 vo1 = vi3;
1998 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 2348 vo2 = vec4 (identityLight
2349 ,identityLight
2350 ,identityLight
2351 ,1.0);
1999 } 2352 }
2000 """ 2353 """
2001 , geometryShader = Nothing 2354 , geometryShader = Nothing
2002 , fragmentShader = 2355 , fragmentShader =
2003 """ 2356 """
2004 #version 330 core 2357 #version 330 core
2005 vec4 texture2D(sampler2D s,vec2 uv) { 2358 vec4 texture2D(sampler2D s
2359 ,vec2 uv) {
2006 return texture(s,uv); 2360 return texture(s,uv);
2007 } 2361 }
2008 uniform sampler2D Tex_2523116863; 2362 uniform sampler2D Tex_2523116863;
@@ -2010,7 +2364,8 @@ Pipeline
2010 smooth in vec4 vo2; 2364 smooth in vec4 vo2;
2011 out vec4 f0; 2365 out vec4 f0;
2012 void main() { 2366 void main() {
2013 f0 = (vo2) * (texture2D (Tex_2523116863,vo1)); 2367 f0 = (vo2) * (texture2D
2368 (Tex_2523116863,vo1));
2014 } 2369 }
2015 """ 2370 """
2016 } 2371 }
@@ -2036,7 +2391,8 @@ Pipeline
2036 , vertexShader = 2391 , vertexShader =
2037 """ 2392 """
2038 #version 330 core 2393 #version 330 core
2039 vec4 texture2D(sampler2D s,vec2 uv) { 2394 vec4 texture2D(sampler2D s
2395 ,vec2 uv) {
2040 return texture(s,uv); 2396 return texture(s,uv);
2041 } 2397 }
2042 uniform float identityLight; 2398 uniform float identityLight;
@@ -2050,19 +2406,28 @@ Pipeline
2050 smooth out vec2 vo1; 2406 smooth out vec2 vo1;
2051 smooth out vec4 vo2; 2407 smooth out vec4 vo2;
2052 vec4 snoc(vec3 z0,float z1) { 2408 vec4 snoc(vec3 z0,float z1) {
2053 return vec4 ((z0).x,(z0).y,(z0).z,z1); 2409 return vec4 ((z0).x
2410 ,(z0).y
2411 ,(z0).z
2412 ,z1);
2054 } 2413 }
2055 void main() { 2414 void main() {
2056 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 2415 gl_Position =
2416 (viewProj) * ((worldMat) * (snoc
2417 (vi1,1.0)));
2057 vo1 = vi3; 2418 vo1 = vi3;
2058 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 2419 vo2 = vec4 (identityLight
2420 ,identityLight
2421 ,identityLight
2422 ,1.0);
2059 } 2423 }
2060 """ 2424 """
2061 , geometryShader = Nothing 2425 , geometryShader = Nothing
2062 , fragmentShader = 2426 , fragmentShader =
2063 """ 2427 """
2064 #version 330 core 2428 #version 330 core
2065 vec4 texture2D(sampler2D s,vec2 uv) { 2429 vec4 texture2D(sampler2D s
2430 ,vec2 uv) {
2066 return texture(s,uv); 2431 return texture(s,uv);
2067 } 2432 }
2068 uniform sampler2D Tex_2512757607; 2433 uniform sampler2D Tex_2512757607;
@@ -2070,7 +2435,8 @@ Pipeline
2070 smooth in vec4 vo2; 2435 smooth in vec4 vo2;
2071 out vec4 f0; 2436 out vec4 f0;
2072 void main() { 2437 void main() {
2073 f0 = (vo2) * (texture2D (Tex_2512757607,vo1)); 2438 f0 = (vo2) * (texture2D
2439 (Tex_2512757607,vo1));
2074 } 2440 }
2075 """ 2441 """
2076 } 2442 }
@@ -2096,7 +2462,8 @@ Pipeline
2096 , vertexShader = 2462 , vertexShader =
2097 """ 2463 """
2098 #version 330 core 2464 #version 330 core
2099 vec4 texture2D(sampler2D s,vec2 uv) { 2465 vec4 texture2D(sampler2D s
2466 ,vec2 uv) {
2100 return texture(s,uv); 2467 return texture(s,uv);
2101 } 2468 }
2102 uniform float identityLight; 2469 uniform float identityLight;
@@ -2110,19 +2477,28 @@ Pipeline
2110 smooth out vec2 vo1; 2477 smooth out vec2 vo1;
2111 smooth out vec4 vo2; 2478 smooth out vec4 vo2;
2112 vec4 snoc(vec3 z0,float z1) { 2479 vec4 snoc(vec3 z0,float z1) {
2113 return vec4 ((z0).x,(z0).y,(z0).z,z1); 2480 return vec4 ((z0).x
2481 ,(z0).y
2482 ,(z0).z
2483 ,z1);
2114 } 2484 }
2115 void main() { 2485 void main() {
2116 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 2486 gl_Position =
2487 (viewProj) * ((worldMat) * (snoc
2488 (vi1,1.0)));
2117 vo1 = vi3; 2489 vo1 = vi3;
2118 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 2490 vo2 = vec4 (identityLight
2491 ,identityLight
2492 ,identityLight
2493 ,1.0);
2119 } 2494 }
2120 """ 2495 """
2121 , geometryShader = Nothing 2496 , geometryShader = Nothing
2122 , fragmentShader = 2497 , fragmentShader =
2123 """ 2498 """
2124 #version 330 core 2499 #version 330 core
2125 vec4 texture2D(sampler2D s,vec2 uv) { 2500 vec4 texture2D(sampler2D s
2501 ,vec2 uv) {
2126 return texture(s,uv); 2502 return texture(s,uv);
2127 } 2503 }
2128 uniform sampler2D Tex_4289279309; 2504 uniform sampler2D Tex_4289279309;
@@ -2130,7 +2506,8 @@ Pipeline
2130 smooth in vec4 vo2; 2506 smooth in vec4 vo2;
2131 out vec4 f0; 2507 out vec4 f0;
2132 void main() { 2508 void main() {
2133 f0 = (vo2) * (texture2D (Tex_4289279309,vo1)); 2509 f0 = (vo2) * (texture2D
2510 (Tex_4289279309,vo1));
2134 } 2511 }
2135 """ 2512 """
2136 } 2513 }
@@ -2156,7 +2533,8 @@ Pipeline
2156 , vertexShader = 2533 , vertexShader =
2157 """ 2534 """
2158 #version 330 core 2535 #version 330 core
2159 vec4 texture2D(sampler2D s,vec2 uv) { 2536 vec4 texture2D(sampler2D s
2537 ,vec2 uv) {
2160 return texture(s,uv); 2538 return texture(s,uv);
2161 } 2539 }
2162 uniform float identityLight; 2540 uniform float identityLight;
@@ -2170,19 +2548,28 @@ Pipeline
2170 smooth out vec2 vo1; 2548 smooth out vec2 vo1;
2171 smooth out vec4 vo2; 2549 smooth out vec4 vo2;
2172 vec4 snoc(vec3 z0,float z1) { 2550 vec4 snoc(vec3 z0,float z1) {
2173 return vec4 ((z0).x,(z0).y,(z0).z,z1); 2551 return vec4 ((z0).x
2552 ,(z0).y
2553 ,(z0).z
2554 ,z1);
2174 } 2555 }
2175 void main() { 2556 void main() {
2176 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 2557 gl_Position =
2558 (viewProj) * ((worldMat) * (snoc
2559 (vi1,1.0)));
2177 vo1 = vi3; 2560 vo1 = vi3;
2178 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 2561 vo2 = vec4 (identityLight
2562 ,identityLight
2563 ,identityLight
2564 ,1.0);
2179 } 2565 }
2180 """ 2566 """
2181 , geometryShader = Nothing 2567 , geometryShader = Nothing
2182 , fragmentShader = 2568 , fragmentShader =
2183 """ 2569 """
2184 #version 330 core 2570 #version 330 core
2185 vec4 texture2D(sampler2D s,vec2 uv) { 2571 vec4 texture2D(sampler2D s
2572 ,vec2 uv) {
2186 return texture(s,uv); 2573 return texture(s,uv);
2187 } 2574 }
2188 uniform sampler2D Tex_2525124732; 2575 uniform sampler2D Tex_2525124732;
@@ -2190,7 +2577,8 @@ Pipeline
2190 smooth in vec4 vo2; 2577 smooth in vec4 vo2;
2191 out vec4 f0; 2578 out vec4 f0;
2192 void main() { 2579 void main() {
2193 f0 = (vo2) * (texture2D (Tex_2525124732,vo1)); 2580 f0 = (vo2) * (texture2D
2581 (Tex_2525124732,vo1));
2194 } 2582 }
2195 """ 2583 """
2196 } 2584 }
@@ -2216,7 +2604,8 @@ Pipeline
2216 , vertexShader = 2604 , vertexShader =
2217 """ 2605 """
2218 #version 330 core 2606 #version 330 core
2219 vec4 texture2D(sampler2D s,vec2 uv) { 2607 vec4 texture2D(sampler2D s
2608 ,vec2 uv) {
2220 return texture(s,uv); 2609 return texture(s,uv);
2221 } 2610 }
2222 uniform float identityLight; 2611 uniform float identityLight;
@@ -2230,19 +2619,28 @@ Pipeline
2230 smooth out vec2 vo1; 2619 smooth out vec2 vo1;
2231 smooth out vec4 vo2; 2620 smooth out vec4 vo2;
2232 vec4 snoc(vec3 z0,float z1) { 2621 vec4 snoc(vec3 z0,float z1) {
2233 return vec4 ((z0).x,(z0).y,(z0).z,z1); 2622 return vec4 ((z0).x
2623 ,(z0).y
2624 ,(z0).z
2625 ,z1);
2234 } 2626 }
2235 void main() { 2627 void main() {
2236 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 2628 gl_Position =
2629 (viewProj) * ((worldMat) * (snoc
2630 (vi1,1.0)));
2237 vo1 = vi3; 2631 vo1 = vi3;
2238 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 2632 vo2 = vec4 (identityLight
2633 ,identityLight
2634 ,identityLight
2635 ,1.0);
2239 } 2636 }
2240 """ 2637 """
2241 , geometryShader = Nothing 2638 , geometryShader = Nothing
2242 , fragmentShader = 2639 , fragmentShader =
2243 """ 2640 """
2244 #version 330 core 2641 #version 330 core
2245 vec4 texture2D(sampler2D s,vec2 uv) { 2642 vec4 texture2D(sampler2D s
2643 ,vec2 uv) {
2246 return texture(s,uv); 2644 return texture(s,uv);
2247 } 2645 }
2248 uniform sampler2D Tex_3071107621; 2646 uniform sampler2D Tex_3071107621;
@@ -2250,7 +2648,8 @@ Pipeline
2250 smooth in vec4 vo2; 2648 smooth in vec4 vo2;
2251 out vec4 f0; 2649 out vec4 f0;
2252 void main() { 2650 void main() {
2253 f0 = (vo2) * (texture2D (Tex_3071107621,vo1)); 2651 f0 = (vo2) * (texture2D
2652 (Tex_3071107621,vo1));
2254 } 2653 }
2255 """ 2654 """
2256 } 2655 }
@@ -2276,7 +2675,8 @@ Pipeline
2276 , vertexShader = 2675 , vertexShader =
2277 """ 2676 """
2278 #version 330 core 2677 #version 330 core
2279 vec4 texture2D(sampler2D s,vec2 uv) { 2678 vec4 texture2D(sampler2D s
2679 ,vec2 uv) {
2280 return texture(s,uv); 2680 return texture(s,uv);
2281 } 2681 }
2282 uniform float identityLight; 2682 uniform float identityLight;
@@ -2290,19 +2690,28 @@ Pipeline
2290 smooth out vec2 vo1; 2690 smooth out vec2 vo1;
2291 smooth out vec4 vo2; 2691 smooth out vec4 vo2;
2292 vec4 snoc(vec3 z0,float z1) { 2692 vec4 snoc(vec3 z0,float z1) {
2293 return vec4 ((z0).x,(z0).y,(z0).z,z1); 2693 return vec4 ((z0).x
2694 ,(z0).y
2695 ,(z0).z
2696 ,z1);
2294 } 2697 }
2295 void main() { 2698 void main() {
2296 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 2699 gl_Position =
2700 (viewProj) * ((worldMat) * (snoc
2701 (vi1,1.0)));
2297 vo1 = vi3; 2702 vo1 = vi3;
2298 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 2703 vo2 = vec4 (identityLight
2704 ,identityLight
2705 ,identityLight
2706 ,1.0);
2299 } 2707 }
2300 """ 2708 """
2301 , geometryShader = Nothing 2709 , geometryShader = Nothing
2302 , fragmentShader = 2710 , fragmentShader =
2303 """ 2711 """
2304 #version 330 core 2712 #version 330 core
2305 vec4 texture2D(sampler2D s,vec2 uv) { 2713 vec4 texture2D(sampler2D s
2714 ,vec2 uv) {
2306 return texture(s,uv); 2715 return texture(s,uv);
2307 } 2716 }
2308 uniform sampler2D Tex_3921745736; 2717 uniform sampler2D Tex_3921745736;
@@ -2310,7 +2719,8 @@ Pipeline
2310 smooth in vec4 vo2; 2719 smooth in vec4 vo2;
2311 out vec4 f0; 2720 out vec4 f0;
2312 void main() { 2721 void main() {
2313 f0 = (vo2) * (texture2D (Tex_3921745736,vo1)); 2722 f0 = (vo2) * (texture2D
2723 (Tex_3921745736,vo1));
2314 } 2724 }
2315 """ 2725 """
2316 } 2726 }
@@ -2336,7 +2746,8 @@ Pipeline
2336 , vertexShader = 2746 , vertexShader =
2337 """ 2747 """
2338 #version 330 core 2748 #version 330 core
2339 vec4 texture2D(sampler2D s,vec2 uv) { 2749 vec4 texture2D(sampler2D s
2750 ,vec2 uv) {
2340 return texture(s,uv); 2751 return texture(s,uv);
2341 } 2752 }
2342 uniform float identityLight; 2753 uniform float identityLight;
@@ -2350,19 +2761,28 @@ Pipeline
2350 smooth out vec2 vo1; 2761 smooth out vec2 vo1;
2351 smooth out vec4 vo2; 2762 smooth out vec4 vo2;
2352 vec4 snoc(vec3 z0,float z1) { 2763 vec4 snoc(vec3 z0,float z1) {
2353 return vec4 ((z0).x,(z0).y,(z0).z,z1); 2764 return vec4 ((z0).x
2765 ,(z0).y
2766 ,(z0).z
2767 ,z1);
2354 } 2768 }
2355 void main() { 2769 void main() {
2356 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 2770 gl_Position =
2771 (viewProj) * ((worldMat) * (snoc
2772 (vi1,1.0)));
2357 vo1 = vi3; 2773 vo1 = vi3;
2358 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 2774 vo2 = vec4 (identityLight
2775 ,identityLight
2776 ,identityLight
2777 ,1.0);
2359 } 2778 }
2360 """ 2779 """
2361 , geometryShader = Nothing 2780 , geometryShader = Nothing
2362 , fragmentShader = 2781 , fragmentShader =
2363 """ 2782 """
2364 #version 330 core 2783 #version 330 core
2365 vec4 texture2D(sampler2D s,vec2 uv) { 2784 vec4 texture2D(sampler2D s
2785 ,vec2 uv) {
2366 return texture(s,uv); 2786 return texture(s,uv);
2367 } 2787 }
2368 uniform sampler2D Tex_3647563961; 2788 uniform sampler2D Tex_3647563961;
@@ -2370,7 +2790,8 @@ Pipeline
2370 smooth in vec4 vo2; 2790 smooth in vec4 vo2;
2371 out vec4 f0; 2791 out vec4 f0;
2372 void main() { 2792 void main() {
2373 f0 = (vo2) * (texture2D (Tex_3647563961,vo1)); 2793 f0 = (vo2) * (texture2D
2794 (Tex_3647563961,vo1));
2374 } 2795 }
2375 """ 2796 """
2376 } 2797 }
@@ -2396,7 +2817,8 @@ Pipeline
2396 , vertexShader = 2817 , vertexShader =
2397 """ 2818 """
2398 #version 330 core 2819 #version 330 core
2399 vec4 texture2D(sampler2D s,vec2 uv) { 2820 vec4 texture2D(sampler2D s
2821 ,vec2 uv) {
2400 return texture(s,uv); 2822 return texture(s,uv);
2401 } 2823 }
2402 uniform float identityLight; 2824 uniform float identityLight;
@@ -2410,19 +2832,28 @@ Pipeline
2410 smooth out vec2 vo1; 2832 smooth out vec2 vo1;
2411 smooth out vec4 vo2; 2833 smooth out vec4 vo2;
2412 vec4 snoc(vec3 z0,float z1) { 2834 vec4 snoc(vec3 z0,float z1) {
2413 return vec4 ((z0).x,(z0).y,(z0).z,z1); 2835 return vec4 ((z0).x
2836 ,(z0).y
2837 ,(z0).z
2838 ,z1);
2414 } 2839 }
2415 void main() { 2840 void main() {
2416 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 2841 gl_Position =
2842 (viewProj) * ((worldMat) * (snoc
2843 (vi1,1.0)));
2417 vo1 = vi3; 2844 vo1 = vi3;
2418 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 2845 vo2 = vec4 (identityLight
2846 ,identityLight
2847 ,identityLight
2848 ,1.0);
2419 } 2849 }
2420 """ 2850 """
2421 , geometryShader = Nothing 2851 , geometryShader = Nothing
2422 , fragmentShader = 2852 , fragmentShader =
2423 """ 2853 """
2424 #version 330 core 2854 #version 330 core
2425 vec4 texture2D(sampler2D s,vec2 uv) { 2855 vec4 texture2D(sampler2D s
2856 ,vec2 uv) {
2426 return texture(s,uv); 2857 return texture(s,uv);
2427 } 2858 }
2428 uniform sampler2D Tex_3593923076; 2859 uniform sampler2D Tex_3593923076;
@@ -2430,7 +2861,8 @@ Pipeline
2430 smooth in vec4 vo2; 2861 smooth in vec4 vo2;
2431 out vec4 f0; 2862 out vec4 f0;
2432 void main() { 2863 void main() {
2433 f0 = (vo2) * (texture2D (Tex_3593923076,vo1)); 2864 f0 = (vo2) * (texture2D
2865 (Tex_3593923076,vo1));
2434 } 2866 }
2435 """ 2867 """
2436 } 2868 }
@@ -2456,7 +2888,8 @@ Pipeline
2456 , vertexShader = 2888 , vertexShader =
2457 """ 2889 """
2458 #version 330 core 2890 #version 330 core
2459 vec4 texture2D(sampler2D s,vec2 uv) { 2891 vec4 texture2D(sampler2D s
2892 ,vec2 uv) {
2460 return texture(s,uv); 2893 return texture(s,uv);
2461 } 2894 }
2462 uniform float identityLight; 2895 uniform float identityLight;
@@ -2470,19 +2903,28 @@ Pipeline
2470 smooth out vec2 vo1; 2903 smooth out vec2 vo1;
2471 smooth out vec4 vo2; 2904 smooth out vec4 vo2;
2472 vec4 snoc(vec3 z0,float z1) { 2905 vec4 snoc(vec3 z0,float z1) {
2473 return vec4 ((z0).x,(z0).y,(z0).z,z1); 2906 return vec4 ((z0).x
2907 ,(z0).y
2908 ,(z0).z
2909 ,z1);
2474 } 2910 }
2475 void main() { 2911 void main() {
2476 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 2912 gl_Position =
2913 (viewProj) * ((worldMat) * (snoc
2914 (vi1,1.0)));
2477 vo1 = vi3; 2915 vo1 = vi3;
2478 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 2916 vo2 = vec4 (identityLight
2917 ,identityLight
2918 ,identityLight
2919 ,1.0);
2479 } 2920 }
2480 """ 2921 """
2481 , geometryShader = Nothing 2922 , geometryShader = Nothing
2482 , fragmentShader = 2923 , fragmentShader =
2483 """ 2924 """
2484 #version 330 core 2925 #version 330 core
2485 vec4 texture2D(sampler2D s,vec2 uv) { 2926 vec4 texture2D(sampler2D s
2927 ,vec2 uv) {
2486 return texture(s,uv); 2928 return texture(s,uv);
2487 } 2929 }
2488 uniform sampler2D Tex_1435187472; 2930 uniform sampler2D Tex_1435187472;
@@ -2490,7 +2932,8 @@ Pipeline
2490 smooth in vec4 vo2; 2932 smooth in vec4 vo2;
2491 out vec4 f0; 2933 out vec4 f0;
2492 void main() { 2934 void main() {
2493 f0 = (vo2) * (texture2D (Tex_1435187472,vo1)); 2935 f0 = (vo2) * (texture2D
2936 (Tex_1435187472,vo1));
2494 } 2937 }
2495 """ 2938 """
2496 } 2939 }
@@ -2516,7 +2959,8 @@ Pipeline
2516 , vertexShader = 2959 , vertexShader =
2517 """ 2960 """
2518 #version 330 core 2961 #version 330 core
2519 vec4 texture2D(sampler2D s,vec2 uv) { 2962 vec4 texture2D(sampler2D s
2963 ,vec2 uv) {
2520 return texture(s,uv); 2964 return texture(s,uv);
2521 } 2965 }
2522 uniform float identityLight; 2966 uniform float identityLight;
@@ -2530,19 +2974,28 @@ Pipeline
2530 smooth out vec2 vo1; 2974 smooth out vec2 vo1;
2531 smooth out vec4 vo2; 2975 smooth out vec4 vo2;
2532 vec4 snoc(vec3 z0,float z1) { 2976 vec4 snoc(vec3 z0,float z1) {
2533 return vec4 ((z0).x,(z0).y,(z0).z,z1); 2977 return vec4 ((z0).x
2978 ,(z0).y
2979 ,(z0).z
2980 ,z1);
2534 } 2981 }
2535 void main() { 2982 void main() {
2536 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 2983 gl_Position =
2984 (viewProj) * ((worldMat) * (snoc
2985 (vi1,1.0)));
2537 vo1 = vi3; 2986 vo1 = vi3;
2538 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 2987 vo2 = vec4 (identityLight
2988 ,identityLight
2989 ,identityLight
2990 ,1.0);
2539 } 2991 }
2540 """ 2992 """
2541 , geometryShader = Nothing 2993 , geometryShader = Nothing
2542 , fragmentShader = 2994 , fragmentShader =
2543 """ 2995 """
2544 #version 330 core 2996 #version 330 core
2545 vec4 texture2D(sampler2D s,vec2 uv) { 2997 vec4 texture2D(sampler2D s
2998 ,vec2 uv) {
2546 return texture(s,uv); 2999 return texture(s,uv);
2547 } 3000 }
2548 uniform sampler2D Tex_1318715778; 3001 uniform sampler2D Tex_1318715778;
@@ -2550,7 +3003,8 @@ Pipeline
2550 smooth in vec4 vo2; 3003 smooth in vec4 vo2;
2551 out vec4 f0; 3004 out vec4 f0;
2552 void main() { 3005 void main() {
2553 f0 = (vo2) * (texture2D (Tex_1318715778,vo1)); 3006 f0 = (vo2) * (texture2D
3007 (Tex_1318715778,vo1));
2554 } 3008 }
2555 """ 3009 """
2556 } 3010 }
@@ -2575,7 +3029,8 @@ Pipeline
2575 , vertexShader = 3029 , vertexShader =
2576 """ 3030 """
2577 #version 330 core 3031 #version 330 core
2578 vec4 texture2D(sampler2D s,vec2 uv) { 3032 vec4 texture2D(sampler2D s
3033 ,vec2 uv) {
2579 return texture(s,uv); 3034 return texture(s,uv);
2580 } 3035 }
2581 uniform float identityLight; 3036 uniform float identityLight;
@@ -2589,19 +3044,28 @@ Pipeline
2589 smooth out vec2 vo1; 3044 smooth out vec2 vo1;
2590 smooth out vec4 vo2; 3045 smooth out vec4 vo2;
2591 vec4 snoc(vec3 z0,float z1) { 3046 vec4 snoc(vec3 z0,float z1) {
2592 return vec4 ((z0).x,(z0).y,(z0).z,z1); 3047 return vec4 ((z0).x
3048 ,(z0).y
3049 ,(z0).z
3050 ,z1);
2593 } 3051 }
2594 void main() { 3052 void main() {
2595 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 3053 gl_Position =
3054 (viewProj) * ((worldMat) * (snoc
3055 (vi1,1.0)));
2596 vo1 = vi3; 3056 vo1 = vi3;
2597 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 3057 vo2 = vec4 (identityLight
3058 ,identityLight
3059 ,identityLight
3060 ,1.0);
2598 } 3061 }
2599 """ 3062 """
2600 , geometryShader = Nothing 3063 , geometryShader = Nothing
2601 , fragmentShader = 3064 , fragmentShader =
2602 """ 3065 """
2603 #version 330 core 3066 #version 330 core
2604 vec4 texture2D(sampler2D s,vec2 uv) { 3067 vec4 texture2D(sampler2D s
3068 ,vec2 uv) {
2605 return texture(s,uv); 3069 return texture(s,uv);
2606 } 3070 }
2607 uniform sampler2D Tex_442868841; 3071 uniform sampler2D Tex_442868841;
@@ -2609,7 +3073,8 @@ Pipeline
2609 smooth in vec4 vo2; 3073 smooth in vec4 vo2;
2610 out vec4 f0; 3074 out vec4 f0;
2611 void main() { 3075 void main() {
2612 f0 = (vo2) * (texture2D (Tex_442868841,vo1)); 3076 f0 = (vo2) * (texture2D
3077 (Tex_442868841,vo1));
2613 } 3078 }
2614 """ 3079 """
2615 } 3080 }
@@ -2635,7 +3100,8 @@ Pipeline
2635 , vertexShader = 3100 , vertexShader =
2636 """ 3101 """
2637 #version 330 core 3102 #version 330 core
2638 vec4 texture2D(sampler2D s,vec2 uv) { 3103 vec4 texture2D(sampler2D s
3104 ,vec2 uv) {
2639 return texture(s,uv); 3105 return texture(s,uv);
2640 } 3106 }
2641 uniform float identityLight; 3107 uniform float identityLight;
@@ -2649,19 +3115,28 @@ Pipeline
2649 smooth out vec2 vo1; 3115 smooth out vec2 vo1;
2650 smooth out vec4 vo2; 3116 smooth out vec4 vo2;
2651 vec4 snoc(vec3 z0,float z1) { 3117 vec4 snoc(vec3 z0,float z1) {
2652 return vec4 ((z0).x,(z0).y,(z0).z,z1); 3118 return vec4 ((z0).x
3119 ,(z0).y
3120 ,(z0).z
3121 ,z1);
2653 } 3122 }
2654 void main() { 3123 void main() {
2655 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 3124 gl_Position =
3125 (viewProj) * ((worldMat) * (snoc
3126 (vi1,1.0)));
2656 vo1 = vi3; 3127 vo1 = vi3;
2657 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 3128 vo2 = vec4 (identityLight
3129 ,identityLight
3130 ,identityLight
3131 ,1.0);
2658 } 3132 }
2659 """ 3133 """
2660 , geometryShader = Nothing 3134 , geometryShader = Nothing
2661 , fragmentShader = 3135 , fragmentShader =
2662 """ 3136 """
2663 #version 330 core 3137 #version 330 core
2664 vec4 texture2D(sampler2D s,vec2 uv) { 3138 vec4 texture2D(sampler2D s
3139 ,vec2 uv) {
2665 return texture(s,uv); 3140 return texture(s,uv);
2666 } 3141 }
2667 uniform sampler2D Tex_2289735512; 3142 uniform sampler2D Tex_2289735512;
@@ -2669,7 +3144,8 @@ Pipeline
2669 smooth in vec4 vo2; 3144 smooth in vec4 vo2;
2670 out vec4 f0; 3145 out vec4 f0;
2671 void main() { 3146 void main() {
2672 f0 = (vo2) * (texture2D (Tex_2289735512,vo1)); 3147 f0 = (vo2) * (texture2D
3148 (Tex_2289735512,vo1));
2673 } 3149 }
2674 """ 3150 """
2675 } 3151 }
@@ -2695,7 +3171,8 @@ Pipeline
2695 , vertexShader = 3171 , vertexShader =
2696 """ 3172 """
2697 #version 330 core 3173 #version 330 core
2698 vec4 texture2D(sampler2D s,vec2 uv) { 3174 vec4 texture2D(sampler2D s
3175 ,vec2 uv) {
2699 return texture(s,uv); 3176 return texture(s,uv);
2700 } 3177 }
2701 uniform float identityLight; 3178 uniform float identityLight;
@@ -2709,19 +3186,28 @@ Pipeline
2709 smooth out vec2 vo1; 3186 smooth out vec2 vo1;
2710 smooth out vec4 vo2; 3187 smooth out vec4 vo2;
2711 vec4 snoc(vec3 z0,float z1) { 3188 vec4 snoc(vec3 z0,float z1) {
2712 return vec4 ((z0).x,(z0).y,(z0).z,z1); 3189 return vec4 ((z0).x
3190 ,(z0).y
3191 ,(z0).z
3192 ,z1);
2713 } 3193 }
2714 void main() { 3194 void main() {
2715 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 3195 gl_Position =
3196 (viewProj) * ((worldMat) * (snoc
3197 (vi1,1.0)));
2716 vo1 = vi3; 3198 vo1 = vi3;
2717 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 3199 vo2 = vec4 (identityLight
3200 ,identityLight
3201 ,identityLight
3202 ,1.0);
2718 } 3203 }
2719 """ 3204 """
2720 , geometryShader = Nothing 3205 , geometryShader = Nothing
2721 , fragmentShader = 3206 , fragmentShader =
2722 """ 3207 """
2723 #version 330 core 3208 #version 330 core
2724 vec4 texture2D(sampler2D s,vec2 uv) { 3209 vec4 texture2D(sampler2D s
3210 ,vec2 uv) {
2725 return texture(s,uv); 3211 return texture(s,uv);
2726 } 3212 }
2727 uniform sampler2D Tex_3939430064; 3213 uniform sampler2D Tex_3939430064;
@@ -2729,7 +3215,8 @@ Pipeline
2729 smooth in vec4 vo2; 3215 smooth in vec4 vo2;
2730 out vec4 f0; 3216 out vec4 f0;
2731 void main() { 3217 void main() {
2732 f0 = (vo2) * (texture2D (Tex_3939430064,vo1)); 3218 f0 = (vo2) * (texture2D
3219 (Tex_3939430064,vo1));
2733 } 3220 }
2734 """ 3221 """
2735 } 3222 }
@@ -2755,7 +3242,8 @@ Pipeline
2755 , vertexShader = 3242 , vertexShader =
2756 """ 3243 """
2757 #version 330 core 3244 #version 330 core
2758 vec4 texture2D(sampler2D s,vec2 uv) { 3245 vec4 texture2D(sampler2D s
3246 ,vec2 uv) {
2759 return texture(s,uv); 3247 return texture(s,uv);
2760 } 3248 }
2761 uniform float identityLight; 3249 uniform float identityLight;
@@ -2769,19 +3257,28 @@ Pipeline
2769 smooth out vec2 vo1; 3257 smooth out vec2 vo1;
2770 smooth out vec4 vo2; 3258 smooth out vec4 vo2;
2771 vec4 snoc(vec3 z0,float z1) { 3259 vec4 snoc(vec3 z0,float z1) {
2772 return vec4 ((z0).x,(z0).y,(z0).z,z1); 3260 return vec4 ((z0).x
3261 ,(z0).y
3262 ,(z0).z
3263 ,z1);
2773 } 3264 }
2774 void main() { 3265 void main() {
2775 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 3266 gl_Position =
3267 (viewProj) * ((worldMat) * (snoc
3268 (vi1,1.0)));
2776 vo1 = vi3; 3269 vo1 = vi3;
2777 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 3270 vo2 = vec4 (identityLight
3271 ,identityLight
3272 ,identityLight
3273 ,1.0);
2778 } 3274 }
2779 """ 3275 """
2780 , geometryShader = Nothing 3276 , geometryShader = Nothing
2781 , fragmentShader = 3277 , fragmentShader =
2782 """ 3278 """
2783 #version 330 core 3279 #version 330 core
2784 vec4 texture2D(sampler2D s,vec2 uv) { 3280 vec4 texture2D(sampler2D s
3281 ,vec2 uv) {
2785 return texture(s,uv); 3282 return texture(s,uv);
2786 } 3283 }
2787 uniform sampler2D Tex_3012001075; 3284 uniform sampler2D Tex_3012001075;
@@ -2789,7 +3286,8 @@ Pipeline
2789 smooth in vec4 vo2; 3286 smooth in vec4 vo2;
2790 out vec4 f0; 3287 out vec4 f0;
2791 void main() { 3288 void main() {
2792 f0 = (vo2) * (texture2D (Tex_3012001075,vo1)); 3289 f0 = (vo2) * (texture2D
3290 (Tex_3012001075,vo1));
2793 } 3291 }
2794 """ 3292 """
2795 } 3293 }
@@ -2815,7 +3313,8 @@ Pipeline
2815 , vertexShader = 3313 , vertexShader =
2816 """ 3314 """
2817 #version 330 core 3315 #version 330 core
2818 vec4 texture2D(sampler2D s,vec2 uv) { 3316 vec4 texture2D(sampler2D s
3317 ,vec2 uv) {
2819 return texture(s,uv); 3318 return texture(s,uv);
2820 } 3319 }
2821 uniform float identityLight; 3320 uniform float identityLight;
@@ -2829,19 +3328,28 @@ Pipeline
2829 smooth out vec2 vo1; 3328 smooth out vec2 vo1;
2830 smooth out vec4 vo2; 3329 smooth out vec4 vo2;
2831 vec4 snoc(vec3 z0,float z1) { 3330 vec4 snoc(vec3 z0,float z1) {
2832 return vec4 ((z0).x,(z0).y,(z0).z,z1); 3331 return vec4 ((z0).x
3332 ,(z0).y
3333 ,(z0).z
3334 ,z1);
2833 } 3335 }
2834 void main() { 3336 void main() {
2835 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 3337 gl_Position =
3338 (viewProj) * ((worldMat) * (snoc
3339 (vi1,1.0)));
2836 vo1 = vi3; 3340 vo1 = vi3;
2837 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 3341 vo2 = vec4 (identityLight
3342 ,identityLight
3343 ,identityLight
3344 ,1.0);
2838 } 3345 }
2839 """ 3346 """
2840 , geometryShader = Nothing 3347 , geometryShader = Nothing
2841 , fragmentShader = 3348 , fragmentShader =
2842 """ 3349 """
2843 #version 330 core 3350 #version 330 core
2844 vec4 texture2D(sampler2D s,vec2 uv) { 3351 vec4 texture2D(sampler2D s
3352 ,vec2 uv) {
2845 return texture(s,uv); 3353 return texture(s,uv);
2846 } 3354 }
2847 uniform sampler2D Tex_3768122504; 3355 uniform sampler2D Tex_3768122504;
@@ -2849,7 +3357,8 @@ Pipeline
2849 smooth in vec4 vo2; 3357 smooth in vec4 vo2;
2850 out vec4 f0; 3358 out vec4 f0;
2851 void main() { 3359 void main() {
2852 f0 = (vo2) * (texture2D (Tex_3768122504,vo1)); 3360 f0 = (vo2) * (texture2D
3361 (Tex_3768122504,vo1));
2853 } 3362 }
2854 """ 3363 """
2855 } 3364 }
@@ -2875,7 +3384,8 @@ Pipeline
2875 , vertexShader = 3384 , vertexShader =
2876 """ 3385 """
2877 #version 330 core 3386 #version 330 core
2878 vec4 texture2D(sampler2D s,vec2 uv) { 3387 vec4 texture2D(sampler2D s
3388 ,vec2 uv) {
2879 return texture(s,uv); 3389 return texture(s,uv);
2880 } 3390 }
2881 uniform float identityLight; 3391 uniform float identityLight;
@@ -2889,19 +3399,28 @@ Pipeline
2889 smooth out vec2 vo1; 3399 smooth out vec2 vo1;
2890 smooth out vec4 vo2; 3400 smooth out vec4 vo2;
2891 vec4 snoc(vec3 z0,float z1) { 3401 vec4 snoc(vec3 z0,float z1) {
2892 return vec4 ((z0).x,(z0).y,(z0).z,z1); 3402 return vec4 ((z0).x
3403 ,(z0).y
3404 ,(z0).z
3405 ,z1);
2893 } 3406 }
2894 void main() { 3407 void main() {
2895 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 3408 gl_Position =
3409 (viewProj) * ((worldMat) * (snoc
3410 (vi1,1.0)));
2896 vo1 = vi3; 3411 vo1 = vi3;
2897 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 3412 vo2 = vec4 (identityLight
3413 ,identityLight
3414 ,identityLight
3415 ,1.0);
2898 } 3416 }
2899 """ 3417 """
2900 , geometryShader = Nothing 3418 , geometryShader = Nothing
2901 , fragmentShader = 3419 , fragmentShader =
2902 """ 3420 """
2903 #version 330 core 3421 #version 330 core
2904 vec4 texture2D(sampler2D s,vec2 uv) { 3422 vec4 texture2D(sampler2D s
3423 ,vec2 uv) {
2905 return texture(s,uv); 3424 return texture(s,uv);
2906 } 3425 }
2907 uniform sampler2D Tex_2634868983; 3426 uniform sampler2D Tex_2634868983;
@@ -2909,7 +3428,8 @@ Pipeline
2909 smooth in vec4 vo2; 3428 smooth in vec4 vo2;
2910 out vec4 f0; 3429 out vec4 f0;
2911 void main() { 3430 void main() {
2912 f0 = (vo2) * (texture2D (Tex_2634868983,vo1)); 3431 f0 = (vo2) * (texture2D
3432 (Tex_2634868983,vo1));
2913 } 3433 }
2914 """ 3434 """
2915 } 3435 }
@@ -2935,7 +3455,8 @@ Pipeline
2935 , vertexShader = 3455 , vertexShader =
2936 """ 3456 """
2937 #version 330 core 3457 #version 330 core
2938 vec4 texture2D(sampler2D s,vec2 uv) { 3458 vec4 texture2D(sampler2D s
3459 ,vec2 uv) {
2939 return texture(s,uv); 3460 return texture(s,uv);
2940 } 3461 }
2941 uniform float identityLight; 3462 uniform float identityLight;
@@ -2949,19 +3470,28 @@ Pipeline
2949 smooth out vec2 vo1; 3470 smooth out vec2 vo1;
2950 smooth out vec4 vo2; 3471 smooth out vec4 vo2;
2951 vec4 snoc(vec3 z0,float z1) { 3472 vec4 snoc(vec3 z0,float z1) {
2952 return vec4 ((z0).x,(z0).y,(z0).z,z1); 3473 return vec4 ((z0).x
3474 ,(z0).y
3475 ,(z0).z
3476 ,z1);
2953 } 3477 }
2954 void main() { 3478 void main() {
2955 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 3479 gl_Position =
3480 (viewProj) * ((worldMat) * (snoc
3481 (vi1,1.0)));
2956 vo1 = vi3; 3482 vo1 = vi3;
2957 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 3483 vo2 = vec4 (identityLight
3484 ,identityLight
3485 ,identityLight
3486 ,1.0);
2958 } 3487 }
2959 """ 3488 """
2960 , geometryShader = Nothing 3489 , geometryShader = Nothing
2961 , fragmentShader = 3490 , fragmentShader =
2962 """ 3491 """
2963 #version 330 core 3492 #version 330 core
2964 vec4 texture2D(sampler2D s,vec2 uv) { 3493 vec4 texture2D(sampler2D s
3494 ,vec2 uv) {
2965 return texture(s,uv); 3495 return texture(s,uv);
2966 } 3496 }
2967 uniform sampler2D Tex_3269743316; 3497 uniform sampler2D Tex_3269743316;
@@ -2969,7 +3499,8 @@ Pipeline
2969 smooth in vec4 vo2; 3499 smooth in vec4 vo2;
2970 out vec4 f0; 3500 out vec4 f0;
2971 void main() { 3501 void main() {
2972 f0 = (vo2) * (texture2D (Tex_3269743316,vo1)); 3502 f0 = (vo2) * (texture2D
3503 (Tex_3269743316,vo1));
2973 } 3504 }
2974 """ 3505 """
2975 } 3506 }
@@ -2995,7 +3526,8 @@ Pipeline
2995 , vertexShader = 3526 , vertexShader =
2996 """ 3527 """
2997 #version 330 core 3528 #version 330 core
2998 vec4 texture2D(sampler2D s,vec2 uv) { 3529 vec4 texture2D(sampler2D s
3530 ,vec2 uv) {
2999 return texture(s,uv); 3531 return texture(s,uv);
3000 } 3532 }
3001 uniform float identityLight; 3533 uniform float identityLight;
@@ -3009,19 +3541,28 @@ Pipeline
3009 smooth out vec2 vo1; 3541 smooth out vec2 vo1;
3010 smooth out vec4 vo2; 3542 smooth out vec4 vo2;
3011 vec4 snoc(vec3 z0,float z1) { 3543 vec4 snoc(vec3 z0,float z1) {
3012 return vec4 ((z0).x,(z0).y,(z0).z,z1); 3544 return vec4 ((z0).x
3545 ,(z0).y
3546 ,(z0).z
3547 ,z1);
3013 } 3548 }
3014 void main() { 3549 void main() {
3015 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 3550 gl_Position =
3551 (viewProj) * ((worldMat) * (snoc
3552 (vi1,1.0)));
3016 vo1 = vi3; 3553 vo1 = vi3;
3017 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 3554 vo2 = vec4 (identityLight
3555 ,identityLight
3556 ,identityLight
3557 ,1.0);
3018 } 3558 }
3019 """ 3559 """
3020 , geometryShader = Nothing 3560 , geometryShader = Nothing
3021 , fragmentShader = 3561 , fragmentShader =
3022 """ 3562 """
3023 #version 330 core 3563 #version 330 core
3024 vec4 texture2D(sampler2D s,vec2 uv) { 3564 vec4 texture2D(sampler2D s
3565 ,vec2 uv) {
3025 return texture(s,uv); 3566 return texture(s,uv);
3026 } 3567 }
3027 uniform sampler2D Tex_3617993418; 3568 uniform sampler2D Tex_3617993418;
@@ -3029,7 +3570,8 @@ Pipeline
3029 smooth in vec4 vo2; 3570 smooth in vec4 vo2;
3030 out vec4 f0; 3571 out vec4 f0;
3031 void main() { 3572 void main() {
3032 f0 = (vo2) * (texture2D (Tex_3617993418,vo1)); 3573 f0 = (vo2) * (texture2D
3574 (Tex_3617993418,vo1));
3033 } 3575 }
3034 """ 3576 """
3035 } 3577 }
@@ -3055,7 +3597,8 @@ Pipeline
3055 , vertexShader = 3597 , vertexShader =
3056 """ 3598 """
3057 #version 330 core 3599 #version 330 core
3058 vec4 texture2D(sampler2D s,vec2 uv) { 3600 vec4 texture2D(sampler2D s
3601 ,vec2 uv) {
3059 return texture(s,uv); 3602 return texture(s,uv);
3060 } 3603 }
3061 uniform float identityLight; 3604 uniform float identityLight;
@@ -3069,19 +3612,28 @@ Pipeline
3069 smooth out vec2 vo1; 3612 smooth out vec2 vo1;
3070 smooth out vec4 vo2; 3613 smooth out vec4 vo2;
3071 vec4 snoc(vec3 z0,float z1) { 3614 vec4 snoc(vec3 z0,float z1) {
3072 return vec4 ((z0).x,(z0).y,(z0).z,z1); 3615 return vec4 ((z0).x
3616 ,(z0).y
3617 ,(z0).z
3618 ,z1);
3073 } 3619 }
3074 void main() { 3620 void main() {
3075 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 3621 gl_Position =
3622 (viewProj) * ((worldMat) * (snoc
3623 (vi1,1.0)));
3076 vo1 = vi3; 3624 vo1 = vi3;
3077 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 3625 vo2 = vec4 (identityLight
3626 ,identityLight
3627 ,identityLight
3628 ,1.0);
3078 } 3629 }
3079 """ 3630 """
3080 , geometryShader = Nothing 3631 , geometryShader = Nothing
3081 , fragmentShader = 3632 , fragmentShader =
3082 """ 3633 """
3083 #version 330 core 3634 #version 330 core
3084 vec4 texture2D(sampler2D s,vec2 uv) { 3635 vec4 texture2D(sampler2D s
3636 ,vec2 uv) {
3085 return texture(s,uv); 3637 return texture(s,uv);
3086 } 3638 }
3087 uniform sampler2D Tex_1243894392; 3639 uniform sampler2D Tex_1243894392;
@@ -3089,7 +3641,8 @@ Pipeline
3089 smooth in vec4 vo2; 3641 smooth in vec4 vo2;
3090 out vec4 f0; 3642 out vec4 f0;
3091 void main() { 3643 void main() {
3092 f0 = (vo2) * (texture2D (Tex_1243894392,vo1)); 3644 f0 = (vo2) * (texture2D
3645 (Tex_1243894392,vo1));
3093 } 3646 }
3094 """ 3647 """
3095 } 3648 }
@@ -3115,7 +3668,8 @@ Pipeline
3115 , vertexShader = 3668 , vertexShader =
3116 """ 3669 """
3117 #version 330 core 3670 #version 330 core
3118 vec4 texture2D(sampler2D s,vec2 uv) { 3671 vec4 texture2D(sampler2D s
3672 ,vec2 uv) {
3119 return texture(s,uv); 3673 return texture(s,uv);
3120 } 3674 }
3121 uniform float identityLight; 3675 uniform float identityLight;
@@ -3129,19 +3683,28 @@ Pipeline
3129 smooth out vec2 vo1; 3683 smooth out vec2 vo1;
3130 smooth out vec4 vo2; 3684 smooth out vec4 vo2;
3131 vec4 snoc(vec3 z0,float z1) { 3685 vec4 snoc(vec3 z0,float z1) {
3132 return vec4 ((z0).x,(z0).y,(z0).z,z1); 3686 return vec4 ((z0).x
3687 ,(z0).y
3688 ,(z0).z
3689 ,z1);
3133 } 3690 }
3134 void main() { 3691 void main() {
3135 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 3692 gl_Position =
3693 (viewProj) * ((worldMat) * (snoc
3694 (vi1,1.0)));
3136 vo1 = vi3; 3695 vo1 = vi3;
3137 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 3696 vo2 = vec4 (identityLight
3697 ,identityLight
3698 ,identityLight
3699 ,1.0);
3138 } 3700 }
3139 """ 3701 """
3140 , geometryShader = Nothing 3702 , geometryShader = Nothing
3141 , fragmentShader = 3703 , fragmentShader =
3142 """ 3704 """
3143 #version 330 core 3705 #version 330 core
3144 vec4 texture2D(sampler2D s,vec2 uv) { 3706 vec4 texture2D(sampler2D s
3707 ,vec2 uv) {
3145 return texture(s,uv); 3708 return texture(s,uv);
3146 } 3709 }
3147 uniform sampler2D Tex_2966885788; 3710 uniform sampler2D Tex_2966885788;
@@ -3149,7 +3712,8 @@ Pipeline
3149 smooth in vec4 vo2; 3712 smooth in vec4 vo2;
3150 out vec4 f0; 3713 out vec4 f0;
3151 void main() { 3714 void main() {
3152 f0 = (vo2) * (texture2D (Tex_2966885788,vo1)); 3715 f0 = (vo2) * (texture2D
3716 (Tex_2966885788,vo1));
3153 } 3717 }
3154 """ 3718 """
3155 } 3719 }
@@ -3175,7 +3739,8 @@ Pipeline
3175 , vertexShader = 3739 , vertexShader =
3176 """ 3740 """
3177 #version 330 core 3741 #version 330 core
3178 vec4 texture2D(sampler2D s,vec2 uv) { 3742 vec4 texture2D(sampler2D s
3743 ,vec2 uv) {
3179 return texture(s,uv); 3744 return texture(s,uv);
3180 } 3745 }
3181 uniform float identityLight; 3746 uniform float identityLight;
@@ -3189,19 +3754,28 @@ Pipeline
3189 smooth out vec2 vo1; 3754 smooth out vec2 vo1;
3190 smooth out vec4 vo2; 3755 smooth out vec4 vo2;
3191 vec4 snoc(vec3 z0,float z1) { 3756 vec4 snoc(vec3 z0,float z1) {
3192 return vec4 ((z0).x,(z0).y,(z0).z,z1); 3757 return vec4 ((z0).x
3758 ,(z0).y
3759 ,(z0).z
3760 ,z1);
3193 } 3761 }
3194 void main() { 3762 void main() {
3195 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 3763 gl_Position =
3764 (viewProj) * ((worldMat) * (snoc
3765 (vi1,1.0)));
3196 vo1 = vi3; 3766 vo1 = vi3;
3197 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 3767 vo2 = vec4 (identityLight
3768 ,identityLight
3769 ,identityLight
3770 ,1.0);
3198 } 3771 }
3199 """ 3772 """
3200 , geometryShader = Nothing 3773 , geometryShader = Nothing
3201 , fragmentShader = 3774 , fragmentShader =
3202 """ 3775 """
3203 #version 330 core 3776 #version 330 core
3204 vec4 texture2D(sampler2D s,vec2 uv) { 3777 vec4 texture2D(sampler2D s
3778 ,vec2 uv) {
3205 return texture(s,uv); 3779 return texture(s,uv);
3206 } 3780 }
3207 uniform sampler2D Tex_1250438154; 3781 uniform sampler2D Tex_1250438154;
@@ -3209,7 +3783,8 @@ Pipeline
3209 smooth in vec4 vo2; 3783 smooth in vec4 vo2;
3210 out vec4 f0; 3784 out vec4 f0;
3211 void main() { 3785 void main() {
3212 f0 = (vo2) * (texture2D (Tex_1250438154,vo1)); 3786 f0 = (vo2) * (texture2D
3787 (Tex_1250438154,vo1));
3213 } 3788 }
3214 """ 3789 """
3215 } 3790 }
@@ -3235,7 +3810,8 @@ Pipeline
3235 , vertexShader = 3810 , vertexShader =
3236 """ 3811 """
3237 #version 330 core 3812 #version 330 core
3238 vec4 texture2D(sampler2D s,vec2 uv) { 3813 vec4 texture2D(sampler2D s
3814 ,vec2 uv) {
3239 return texture(s,uv); 3815 return texture(s,uv);
3240 } 3816 }
3241 uniform float identityLight; 3817 uniform float identityLight;
@@ -3249,19 +3825,28 @@ Pipeline
3249 smooth out vec2 vo1; 3825 smooth out vec2 vo1;
3250 smooth out vec4 vo2; 3826 smooth out vec4 vo2;
3251 vec4 snoc(vec3 z0,float z1) { 3827 vec4 snoc(vec3 z0,float z1) {
3252 return vec4 ((z0).x,(z0).y,(z0).z,z1); 3828 return vec4 ((z0).x
3829 ,(z0).y
3830 ,(z0).z
3831 ,z1);
3253 } 3832 }
3254 void main() { 3833 void main() {
3255 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 3834 gl_Position =
3835 (viewProj) * ((worldMat) * (snoc
3836 (vi1,1.0)));
3256 vo1 = vi3; 3837 vo1 = vi3;
3257 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 3838 vo2 = vec4 (identityLight
3839 ,identityLight
3840 ,identityLight
3841 ,1.0);
3258 } 3842 }
3259 """ 3843 """
3260 , geometryShader = Nothing 3844 , geometryShader = Nothing
3261 , fragmentShader = 3845 , fragmentShader =
3262 """ 3846 """
3263 #version 330 core 3847 #version 330 core
3264 vec4 texture2D(sampler2D s,vec2 uv) { 3848 vec4 texture2D(sampler2D s
3849 ,vec2 uv) {
3265 return texture(s,uv); 3850 return texture(s,uv);
3266 } 3851 }
3267 uniform sampler2D Tex_2490648334; 3852 uniform sampler2D Tex_2490648334;
@@ -3269,7 +3854,8 @@ Pipeline
3269 smooth in vec4 vo2; 3854 smooth in vec4 vo2;
3270 out vec4 f0; 3855 out vec4 f0;
3271 void main() { 3856 void main() {
3272 f0 = (vo2) * (texture2D (Tex_2490648334,vo1)); 3857 f0 = (vo2) * (texture2D
3858 (Tex_2490648334,vo1));
3273 } 3859 }
3274 """ 3860 """
3275 } 3861 }
@@ -3295,7 +3881,8 @@ Pipeline
3295 , vertexShader = 3881 , vertexShader =
3296 """ 3882 """
3297 #version 330 core 3883 #version 330 core
3298 vec4 texture2D(sampler2D s,vec2 uv) { 3884 vec4 texture2D(sampler2D s
3885 ,vec2 uv) {
3299 return texture(s,uv); 3886 return texture(s,uv);
3300 } 3887 }
3301 uniform float identityLight; 3888 uniform float identityLight;
@@ -3309,19 +3896,28 @@ Pipeline
3309 smooth out vec2 vo1; 3896 smooth out vec2 vo1;
3310 smooth out vec4 vo2; 3897 smooth out vec4 vo2;
3311 vec4 snoc(vec3 z0,float z1) { 3898 vec4 snoc(vec3 z0,float z1) {
3312 return vec4 ((z0).x,(z0).y,(z0).z,z1); 3899 return vec4 ((z0).x
3900 ,(z0).y
3901 ,(z0).z
3902 ,z1);
3313 } 3903 }
3314 void main() { 3904 void main() {
3315 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 3905 gl_Position =
3906 (viewProj) * ((worldMat) * (snoc
3907 (vi1,1.0)));
3316 vo1 = vi3; 3908 vo1 = vi3;
3317 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 3909 vo2 = vec4 (identityLight
3910 ,identityLight
3911 ,identityLight
3912 ,1.0);
3318 } 3913 }
3319 """ 3914 """
3320 , geometryShader = Nothing 3915 , geometryShader = Nothing
3321 , fragmentShader = 3916 , fragmentShader =
3322 """ 3917 """
3323 #version 330 core 3918 #version 330 core
3324 vec4 texture2D(sampler2D s,vec2 uv) { 3919 vec4 texture2D(sampler2D s
3920 ,vec2 uv) {
3325 return texture(s,uv); 3921 return texture(s,uv);
3326 } 3922 }
3327 uniform sampler2D Tex_3694494180; 3923 uniform sampler2D Tex_3694494180;
@@ -3329,7 +3925,8 @@ Pipeline
3329 smooth in vec4 vo2; 3925 smooth in vec4 vo2;
3330 out vec4 f0; 3926 out vec4 f0;
3331 void main() { 3927 void main() {
3332 f0 = (vo2) * (texture2D (Tex_3694494180,vo1)); 3928 f0 = (vo2) * (texture2D
3929 (Tex_3694494180,vo1));
3333 } 3930 }
3334 """ 3931 """
3335 } 3932 }
diff --git a/testdata/HyperbolicParaboloic.out b/testdata/HyperbolicParaboloic.out
index 48d24991..e587605d 100644
--- a/testdata/HyperbolicParaboloic.out
+++ b/testdata/HyperbolicParaboloic.out
@@ -25,7 +25,8 @@ Pipeline
25 , vertexShader = 25 , vertexShader =
26 """ 26 """
27 #version 330 core 27 #version 330 core
28 vec4 texture2D(sampler2D s,vec2 uv) { 28 vec4 texture2D(sampler2D s
29 ,vec2 uv) {
29 return texture(s,uv); 30 return texture(s,uv);
30 } 31 }
31 uniform mat4 MVP; 32 uniform mat4 MVP;
@@ -33,25 +34,31 @@ Pipeline
33 in vec3 vi1; 34 in vec3 vi1;
34 smooth out vec4 vo1; 35 smooth out vec4 vo1;
35 vec4 scale(float z0,vec4 z1) { 36 vec4 scale(float z0,vec4 z1) {
36 return (z1) * (vec4 (z0,z0,z0,1.0)); 37 return (z1) * (vec4 (z0
38 ,z0
39 ,z0
40 ,1.0));
37 } 41 }
38 float t; 42 float t;
39 void main() { 43 void main() {
40 t = (Mouse).y; 44 t = (Mouse).y;
41 gl_Position = scale 45 gl_Position = scale (0.1
42 (0.1 46 ,(MVP) * (vec4 ((t) * ((vi1).x)
43 ,(MVP) * (vec4 ((t) * ((vi1).x) 47 ,(((0.5) * ((Mouse).x)) * ((vi1).x)) * ((vi1).y)
44 ,(((0.5) * ((Mouse).x)) * ((vi1).x)) * ((vi1).y) 48 ,(t) * ((vi1).y)
45 ,(t) * ((vi1).y) 49 ,1.0)));
46 ,1.0))); 50 vo1 = vec4 ((vi1).x
47 vo1 = vec4 ((vi1).x,(vi1).y,(vi1).z,1.0); 51 ,(vi1).y
52 ,(vi1).z
53 ,1.0);
48 } 54 }
49 """ 55 """
50 , geometryShader = Nothing 56 , geometryShader = Nothing
51 , fragmentShader = 57 , fragmentShader =
52 """ 58 """
53 #version 330 core 59 #version 330 core
54 vec4 texture2D(sampler2D s,vec2 uv) { 60 vec4 texture2D(sampler2D s
61 ,vec2 uv) {
55 return texture(s,uv); 62 return texture(s,uv);
56 } 63 }
57 smooth in vec4 vo1; 64 smooth in vec4 vo1;
diff --git a/testdata/Hyperboloid.out b/testdata/Hyperboloid.out
index 63b61b1f..e28645c2 100644
--- a/testdata/Hyperboloid.out
+++ b/testdata/Hyperboloid.out
@@ -25,7 +25,8 @@ Pipeline
25 , vertexShader = 25 , vertexShader =
26 """ 26 """
27 #version 330 core 27 #version 330 core
28 vec4 texture2D(sampler2D s,vec2 uv) { 28 vec4 texture2D(sampler2D s
29 ,vec2 uv) {
29 return texture(s,uv); 30 return texture(s,uv);
30 } 31 }
31 uniform mat4 MVP; 32 uniform mat4 MVP;
@@ -35,25 +36,33 @@ Pipeline
35 float k; 36 float k;
36 float r; 37 float r;
37 vec4 scale(float z0,vec4 z1) { 38 vec4 scale(float z0,vec4 z1) {
38 return (z1) * (vec4 (z0,z0,z0,1.0)); 39 return (z1) * (vec4 (z0
40 ,z0
41 ,z0
42 ,1.0));
39 } 43 }
40 void main() { 44 void main() {
41 k = (2.0) * ((Mouse).y); 45 k = (2.0) * ((Mouse).y);
42 r = (Mouse).x; 46 r = (Mouse).x;
43 gl_Position = scale (0.1 47 gl_Position = scale (0.1
44 ,(MVP) * (vec4 48 ,(MVP) * (vec4 ((k) * (sin
45 ((k) * (sin (((0.7) * ((vi1).x)) + ((r) * ((vi1).y)))) 49 (((0.7) * ((vi1).x)) + ((r) * ((vi1).y))))
46 ,(vi1).y 50 ,(vi1).y
47 ,(k) * (cos (((0.7) * ((vi1).x)) + ((r) * ((vi1).y)))) 51 ,(k) * (cos
48 ,1.0))); 52 (((0.7) * ((vi1).x)) + ((r) * ((vi1).y))))
49 vo1 = vec4 ((vi1).x,(vi1).y,(vi1).z,1.0); 53 ,1.0)));
54 vo1 = vec4 ((vi1).x
55 ,(vi1).y
56 ,(vi1).z
57 ,1.0);
50 } 58 }
51 """ 59 """
52 , geometryShader = Nothing 60 , geometryShader = Nothing
53 , fragmentShader = 61 , fragmentShader =
54 """ 62 """
55 #version 330 core 63 #version 330 core
56 vec4 texture2D(sampler2D s,vec2 uv) { 64 vec4 texture2D(sampler2D s
65 ,vec2 uv) {
57 return texture(s,uv); 66 return texture(s,uv);
58 } 67 }
59 smooth in vec4 vo1; 68 smooth in vec4 vo1;
diff --git a/testdata/NewStyle.out b/testdata/NewStyle.out
index df7635d9..68683cfb 100644
--- a/testdata/NewStyle.out
+++ b/testdata/NewStyle.out
@@ -24,17 +24,22 @@ Pipeline
24 , vertexShader = 24 , vertexShader =
25 """ 25 """
26 #version 330 core 26 #version 330 core
27 vec4 texture2D(sampler2D s,vec2 uv) { 27 vec4 texture2D(sampler2D s
28 ,vec2 uv) {
28 return texture(s,uv); 29 return texture(s,uv);
29 } 30 }
30 uniform mat4 MVP; 31 uniform mat4 MVP;
31 in vec4 vi1; 32 in vec4 vi1;
32 smooth out vec4 vo1; 33 smooth out vec4 vo1;
33 vec4 scale(float z0,vec4 z1) { 34 vec4 scale(float z0,vec4 z1) {
34 return (z1) * (vec4 (z0,z0,z0,1.0)); 35 return (z1) * (vec4 (z0
36 ,z0
37 ,z0
38 ,1.0));
35 } 39 }
36 void main() { 40 void main() {
37 gl_Position = scale (0.5,(MVP) * (vi1)); 41 gl_Position = scale (0.5
42 ,(MVP) * (vi1));
38 vo1 = vi1; 43 vo1 = vi1;
39 } 44 }
40 """ 45 """
@@ -42,7 +47,8 @@ Pipeline
42 , fragmentShader = 47 , fragmentShader =
43 """ 48 """
44 #version 330 core 49 #version 330 core
45 vec4 texture2D(sampler2D s,vec2 uv) { 50 vec4 texture2D(sampler2D s
51 ,vec2 uv) {
46 return texture(s,uv); 52 return texture(s,uv);
47 } 53 }
48 smooth in vec4 vo1; 54 smooth in vec4 vo1;
diff --git a/testdata/PrimReduce.out b/testdata/PrimReduce.out
index 584a05f3..24a6ca8f 100644
--- a/testdata/PrimReduce.out
+++ b/testdata/PrimReduce.out
@@ -22,32 +22,49 @@ Pipeline
22 , vertexShader = 22 , vertexShader =
23 """ 23 """
24 #version 330 core 24 #version 330 core
25 vec4 texture2D(sampler2D s,vec2 uv) { 25 vec4 texture2D(sampler2D s
26 ,vec2 uv) {
26 return texture(s,uv); 27 return texture(s,uv);
27 } 28 }
28 in vec4 vi1; 29 in vec4 vi1;
29 vec4 rotate(float z0,vec4 z1) { 30 vec4 rotate(float z0,vec4 z1) {
30 return (mat4 (vec4 (cos (z0),(0.0) - (sin (z0)),0.0,0.0) 31 return (mat4 (vec4 (cos (z0)
31 ,vec4 (sin (z0),cos (z0),0.0,0.0) 32 ,(0.0) - (sin (z0))
33 ,0.0
34 ,0.0)
35 ,vec4 (sin (z0)
36 ,cos (z0)
37 ,0.0
38 ,0.0)
32 ,vec4 (0.0,0.0,1.0,0.0) 39 ,vec4 (0.0,0.0,1.0,0.0)
33 ,vec4 (0.0,0.0,0.0,1.0))) * (z1); 40 ,vec4 (0.0
41 ,0.0
42 ,0.0
43 ,1.0))) * (z1);
34 } 44 }
35 vec4 scale(float z0,vec4 z1) { 45 vec4 scale(float z0,vec4 z1) {
36 return (z1) * (vec4 (z0,z0,z0,1.0)); 46 return (z1) * (vec4 (z0
47 ,z0
48 ,z0
49 ,1.0));
37 } 50 }
38 void main() { 51 void main() {
39 gl_Position = scale (0.1,rotate (3.0,vi1)); 52 gl_Position = scale (0.1
53 ,rotate (3.0,vi1));
40 } 54 }
41 """ 55 """
42 , geometryShader = Nothing 56 , geometryShader = Nothing
43 , fragmentShader = 57 , fragmentShader =
44 """ 58 """
45 #version 330 core 59 #version 330 core
46 vec4 texture2D(sampler2D s,vec2 uv) { 60 vec4 texture2D(sampler2D s
61 ,vec2 uv) {
47 return texture(s,uv); 62 return texture(s,uv);
48 } 63 }
49 out vec4 f0; 64 out vec4 f0;
50 vec4 rgb(float z0,float z1,float z2) { 65 vec4 rgb(float z0
66 ,float z1
67 ,float z2) {
51 return vec4 (z0,z1,z2,1.0); 68 return vec4 (z0,z1,z2,1.0);
52 } 69 }
53 vec4 blue; 70 vec4 blue;
diff --git a/testdata/Spiral.out b/testdata/Spiral.out
index 9e0f093b..05a75006 100644
--- a/testdata/Spiral.out
+++ b/testdata/Spiral.out
@@ -25,7 +25,8 @@ Pipeline
25 , vertexShader = 25 , vertexShader =
26 """ 26 """
27 #version 330 core 27 #version 330 core
28 vec4 texture2D(sampler2D s,vec2 uv) { 28 vec4 texture2D(sampler2D s
29 ,vec2 uv) {
29 return texture(s,uv); 30 return texture(s,uv);
30 } 31 }
31 uniform mat4 MVP; 32 uniform mat4 MVP;
@@ -33,25 +34,33 @@ Pipeline
33 in vec3 vi1; 34 in vec3 vi1;
34 smooth out vec4 vo1; 35 smooth out vec4 vo1;
35 vec4 scale(float z0,vec4 z1) { 36 vec4 scale(float z0,vec4 z1) {
36 return (z1) * (vec4 (z0,z0,z0,1.0)); 37 return (z1) * (vec4 (z0
38 ,z0
39 ,z0
40 ,1.0));
37 } 41 }
38 void main() { 42 void main() {
39 gl_Position = scale 43 gl_Position = scale (0.5
40 (0.5 44 ,(MVP) * (vec4 ((exp
41 ,(MVP) * (vec4 ((exp ((((Mouse).x) - (0.5)) * ((vi1).x))) * (sin 45 ((((Mouse).x) - (0.5)) * ((vi1).x))) * (sin
42 ((0.9) * ((vi1).x))) 46 ((0.9) * ((vi1).x)))
43 ,(exp ((((Mouse).x) - (0.5)) * ((vi1).x))) * (cos 47 ,(exp
44 ((0.9) * ((vi1).x))) 48 ((((Mouse).x) - (0.5)) * ((vi1).x))) * (cos
45 ,((Mouse).y) * ((0.9) * ((vi1).x)) 49 ((0.9) * ((vi1).x)))
46 ,1.0))); 50 ,((Mouse).y) * ((0.9) * ((vi1).x))
47 vo1 = vec4 ((vi1).x,(vi1).y,(vi1).z,1.0); 51 ,1.0)));
52 vo1 = vec4 ((vi1).x
53 ,(vi1).y
54 ,(vi1).z
55 ,1.0);
48 } 56 }
49 """ 57 """
50 , geometryShader = Nothing 58 , geometryShader = Nothing
51 , fragmentShader = 59 , fragmentShader =
52 """ 60 """
53 #version 330 core 61 #version 330 core
54 vec4 texture2D(sampler2D s,vec2 uv) { 62 vec4 texture2D(sampler2D s
63 ,vec2 uv) {
55 return texture(s,uv); 64 return texture(s,uv);
56 } 65 }
57 smooth in vec4 vo1; 66 smooth in vec4 vo1;
diff --git a/testdata/editor-examples/Cube.out b/testdata/editor-examples/Cube.out
index c2294d0f..2680d7ba 100644
--- a/testdata/editor-examples/Cube.out
+++ b/testdata/editor-examples/Cube.out
@@ -24,7 +24,8 @@ Pipeline
24 , vertexShader = 24 , vertexShader =
25 """ 25 """
26 #version 330 core 26 #version 330 core
27 vec4 texture2D(sampler2D s,vec2 uv) { 27 vec4 texture2D(sampler2D s
28 ,vec2 uv) {
28 return texture(s,uv); 29 return texture(s,uv);
29 } 30 }
30 uniform float Time; 31 uniform float Time;
@@ -34,72 +35,118 @@ Pipeline
34 vec4 r2_Float; 35 vec4 r2_Float;
35 vec4 r3_Float; 36 vec4 r3_Float;
36 vec4 ext0_Float_3(vec3 z0) { 37 vec4 ext0_Float_3(vec3 z0) {
37 return vec4 ((z0).x,(z0).y,(z0).z,0.0); 38 return vec4 ((z0).x
39 ,(z0).y
40 ,(z0).z
41 ,0.0);
38 } 42 }
39 vec3 neg_VecSFloat3(vec3 z0) { 43 vec3 neg_VecSFloat3(vec3 z0) {
40 return - (z0); 44 return - (z0);
41 } 45 }
42 mat4 translateBefore4(vec3 z0) { 46 mat4 translateBefore4(vec3 z0) {
43 return mat4 47 return mat4 (r1_Float
44 (r1_Float,r2_Float,r3_Float,vec4 ((z0).x,(z0).y,(z0).z,1.0)); 48 ,r2_Float
49 ,r3_Float
50 ,vec4 ((z0).x
51 ,(z0).y
52 ,(z0).z
53 ,1.0));
45 } 54 }
46 mat4 lookat(vec3 z0,vec3 z1,vec3 z2) { 55 mat4 lookat(vec3 z0
56 ,vec3 z1
57 ,vec3 z2) {
47 return (transpose (mat4 58 return (transpose (mat4
48 (ext0_Float_3 (normalize (cross (z2,normalize ((z0) - (z1))))) 59 (ext0_Float_3 (normalize (cross
49 ,ext0_Float_3 (cross (normalize ((z0) - (z1)) 60 (z2,normalize ((z0) - (z1)))))
50 ,normalize (cross (z2,normalize ((z0) - (z1)))))) 61 ,ext0_Float_3 (cross (normalize
51 ,ext0_Float_3 (normalize ((z0) - (z1))) 62 ((z0) - (z1))
52 ,vec4 (0.0,0.0,0.0,1.0)))) * (translateBefore4 (neg_VecSFloat3 63 ,normalize (cross (z2
53 (z0))); 64 ,normalize ((z0) - (z1))))))
54 } 65 ,ext0_Float_3 (normalize
55 mat4 perspective(float z0,float z1,float z2,float z3) { 66 ((z0) - (z1)))
56 return mat4
57 (vec4 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
58 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
59 ((z2) / (2.0)))))))
60 ,0.0
61 ,0.0
62 ,0.0)
63 ,vec4 (0.0 67 ,vec4 (0.0
64 ,((2.0) * (z0)) / (((z0) * (tan
65 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
66 ,0.0 68 ,0.0
67 ,0.0)
68 ,vec4 ((((z3) * ((z0) * (tan
69 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
70 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
71 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
72 ((z2) / (2.0)))))))
73 ,(((z0) * (tan ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
74 ((z2) / (2.0)))))) / (((z0) * (tan
75 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
76 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
77 ,-1.0)
78 ,vec4 (0.0
79 ,0.0 69 ,0.0
80 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))) 70 ,1.0)))) * (translateBefore4
81 ,0.0)); 71 (neg_VecSFloat3 (z0)));
72 }
73 mat4 perspective(float z0
74 ,float z1
75 ,float z2
76 ,float z3) {
77 return mat4 (vec4
78 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
79 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
80 ((z2) / (2.0)))))))
81 ,0.0
82 ,0.0
83 ,0.0)
84 ,vec4 (0.0
85 ,((2.0) * (z0)) / (((z0) * (tan
86 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
87 ((z2) / (2.0))))))
88 ,0.0
89 ,0.0)
90 ,vec4 ((((z3) * ((z0) * (tan
91 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
92 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
93 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
94 ((z2) / (2.0)))))))
95 ,(((z0) * (tan
96 ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
97 ((z2) / (2.0)))))) / (((z0) * (tan
98 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
99 ((z2) / (2.0))))))
100 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
101 ,-1.0)
102 ,vec4 (0.0
103 ,0.0
104 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0)))
105 ,0.0));
82 } 106 }
83 mat4 rotMatrixY(float z0) { 107 mat4 rotMatrixY(float z0) {
84 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) 108 return mat4 (vec4 (cos (z0)
109 ,0.0
110 ,(0.0) - (sin (z0))
111 ,0.0)
85 ,vec4 (0.0,1.0,0.0,0.0) 112 ,vec4 (0.0,1.0,0.0,0.0)
86 ,vec4 (sin (z0),0.0,cos (z0),0.0) 113 ,vec4 (sin (z0)
114 ,0.0
115 ,cos (z0)
116 ,0.0)
87 ,vec4 (0.0,0.0,0.0,1.0)); 117 ,vec4 (0.0,0.0,0.0,1.0));
88 } 118 }
89 vec4 scale(float z0,vec4 z1) { 119 vec4 scale(float z0,vec4 z1) {
90 return (z1) * (vec4 (z0,z0,z0,1.0)); 120 return (z1) * (vec4 (z0
121 ,z0
122 ,z0
123 ,1.0));
91 } 124 }
92 void main() { 125 void main() {
93 r1_Float = vec4 (1.0,0.0,0.0,0.0); 126 r1_Float = vec4 (1.0
94 r2_Float = vec4 (0.0,1.0,0.0,0.0); 127 ,0.0
95 r3_Float = vec4 (0.0,0.0,1.0,0.0); 128 ,0.0
96 gl_Position = scale 129 ,0.0);
97 (0.5 130 r2_Float = vec4 (0.0
98 ,(((perspective (0.1,100.0,0.5235987755982988,1.0)) * (lookat 131 ,1.0
99 (vec3 (3.0,1.3,0.3) 132 ,0.0
100 ,vec3 (0.0,0.0,0.0) 133 ,0.0);
101 ,vec3 (0.0,1.0,0.0)))) * (rotMatrixY 134 r3_Float = vec4 (0.0
102 ((0.1308996938995747) * (Time)))) * (vi1)); 135 ,0.0
136 ,1.0
137 ,0.0);
138 gl_Position = scale (0.5
139 ,(((perspective (0.1
140 ,100.0
141 ,0.5235987755982988
142 ,1.0)) * (lookat (vec3 (3.0
143 ,1.3
144 ,0.3)
145 ,vec3 (0.0,0.0,0.0)
146 ,vec3 (0.0
147 ,1.0
148 ,0.0)))) * (rotMatrixY
149 ((0.1308996938995747) * (Time)))) * (vi1));
103 vo1 = vi1; 150 vo1 = vi1;
104 } 151 }
105 """ 152 """
@@ -107,7 +154,8 @@ Pipeline
107 , fragmentShader = 154 , fragmentShader =
108 """ 155 """
109 #version 330 core 156 #version 330 core
110 vec4 texture2D(sampler2D s,vec2 uv) { 157 vec4 texture2D(sampler2D s
158 ,vec2 uv) {
111 return texture(s,uv); 159 return texture(s,uv);
112 } 160 }
113 smooth in vec4 vo1; 161 smooth in vec4 vo1;
diff --git a/testdata/editor-examples/Heartbeat.out b/testdata/editor-examples/Heartbeat.out
index 5fec3cb1..7c8bccbc 100644
--- a/testdata/editor-examples/Heartbeat.out
+++ b/testdata/editor-examples/Heartbeat.out
@@ -79,31 +79,39 @@ Pipeline
79 , vertexShader = 79 , vertexShader =
80 """ 80 """
81 #version 330 core 81 #version 330 core
82 vec4 texture2D(sampler2D s,vec2 uv) { 82 vec4 texture2D(sampler2D s
83 ,vec2 uv) {
83 return texture(s,uv); 84 return texture(s,uv);
84 } 85 }
85 in vec4 vi1; 86 in vec4 vi1;
86 in vec2 vi2; 87 in vec2 vi2;
87 smooth out vec2 vo1; 88 smooth out vec2 vo1;
88 vec4 scale(float z0,vec4 z1) { 89 vec4 scale(float z0,vec4 z1) {
89 return (z1) * (vec4 (z0,z0,z0,1.0)); 90 return (z1) * (vec4 (z0
91 ,z0
92 ,z0
93 ,1.0));
90 } 94 }
91 void main() { 95 void main() {
92 gl_Position = scale (1.0,vi1); 96 gl_Position = scale (1.0,vi1);
93 vo1 = vec2 ((vi2).x,(1.0) - ((vi2).y)); 97 vo1 = vec2 ((vi2).x
98 ,(1.0) - ((vi2).y));
94 } 99 }
95 """ 100 """
96 , geometryShader = Nothing 101 , geometryShader = Nothing
97 , fragmentShader = 102 , fragmentShader =
98 """ 103 """
99 #version 330 core 104 #version 330 core
100 vec4 texture2D(sampler2D s,vec2 uv) { 105 vec4 texture2D(sampler2D s
106 ,vec2 uv) {
101 return texture(s,uv); 107 return texture(s,uv);
102 } 108 }
103 uniform float Time; 109 uniform float Time;
104 smooth in vec2 vo1; 110 smooth in vec2 vo1;
105 out vec4 f0; 111 out vec4 f0;
106 vec4 rgb(float z0,float z1,float z2) { 112 vec4 rgb(float z0
113 ,float z1
114 ,float z2) {
107 return vec4 (z0,z1,z2,1.0); 115 return vec4 (z0,z1,z2,1.0);
108 } 116 }
109 vec4 blue; 117 vec4 blue;
@@ -114,7 +122,8 @@ Pipeline
114 void main() { 122 void main() {
115 blue = rgb (0.0,0.0,1.0); 123 blue = rgb (0.0,0.0,1.0);
116 navy = rgb (0.0,0.0,0.5); 124 navy = rgb (0.0,0.0,0.5);
117 ti = abs ((sin ((Time) * (4.0))) - (0.37)); 125 ti = abs ((sin
126 ((Time) * (4.0))) - (0.37));
118 white = rgb (1.0,1.0,1.0); 127 white = rgb (1.0,1.0,1.0);
119 yellow = rgb (1.0,1.0,0.0); 128 yellow = rgb (1.0,1.0,0.0);
120 f0 = 129 f0 =
@@ -143,7 +152,8 @@ Pipeline
143 , vertexShader = 152 , vertexShader =
144 """ 153 """
145 #version 330 core 154 #version 330 core
146 vec4 texture2D(sampler2D s,vec2 uv) { 155 vec4 texture2D(sampler2D s
156 ,vec2 uv) {
147 return texture(s,uv); 157 return texture(s,uv);
148 } 158 }
149 uniform float Time; 159 uniform float Time;
@@ -154,73 +164,120 @@ Pipeline
154 vec4 r2_Float; 164 vec4 r2_Float;
155 vec4 r3_Float; 165 vec4 r3_Float;
156 vec4 ext0_Float_3(vec3 z0) { 166 vec4 ext0_Float_3(vec3 z0) {
157 return vec4 ((z0).x,(z0).y,(z0).z,0.0); 167 return vec4 ((z0).x
168 ,(z0).y
169 ,(z0).z
170 ,0.0);
158 } 171 }
159 vec3 neg_VecSFloat3(vec3 z0) { 172 vec3 neg_VecSFloat3(vec3 z0) {
160 return - (z0); 173 return - (z0);
161 } 174 }
162 mat4 translateBefore4(vec3 z0) { 175 mat4 translateBefore4(vec3 z0) {
163 return mat4 176 return mat4 (r1_Float
164 (r1_Float,r2_Float,r3_Float,vec4 ((z0).x,(z0).y,(z0).z,1.0)); 177 ,r2_Float
178 ,r3_Float
179 ,vec4 ((z0).x
180 ,(z0).y
181 ,(z0).z
182 ,1.0));
165 } 183 }
166 mat4 lookat(vec3 z0,vec3 z1,vec3 z2) { 184 mat4 lookat(vec3 z0
185 ,vec3 z1
186 ,vec3 z2) {
167 return (transpose (mat4 187 return (transpose (mat4
168 (ext0_Float_3 (normalize (cross (z2,normalize ((z0) - (z1))))) 188 (ext0_Float_3 (normalize (cross
169 ,ext0_Float_3 (cross (normalize ((z0) - (z1)) 189 (z2,normalize ((z0) - (z1)))))
170 ,normalize (cross (z2,normalize ((z0) - (z1)))))) 190 ,ext0_Float_3 (cross (normalize
171 ,ext0_Float_3 (normalize ((z0) - (z1))) 191 ((z0) - (z1))
172 ,vec4 (0.0,0.0,0.0,1.0)))) * (translateBefore4 (neg_VecSFloat3 192 ,normalize (cross (z2
173 (z0))); 193 ,normalize ((z0) - (z1))))))
174 } 194 ,ext0_Float_3 (normalize
175 mat4 perspective(float z0,float z1,float z2,float z3) { 195 ((z0) - (z1)))
176 return mat4
177 (vec4 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
178 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
179 ((z2) / (2.0)))))))
180 ,0.0
181 ,0.0
182 ,0.0)
183 ,vec4 (0.0 196 ,vec4 (0.0
184 ,((2.0) * (z0)) / (((z0) * (tan
185 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
186 ,0.0 197 ,0.0
187 ,0.0)
188 ,vec4 ((((z3) * ((z0) * (tan
189 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
190 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
191 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
192 ((z2) / (2.0)))))))
193 ,(((z0) * (tan ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
194 ((z2) / (2.0)))))) / (((z0) * (tan
195 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
196 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
197 ,-1.0)
198 ,vec4 (0.0
199 ,0.0 198 ,0.0
200 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))) 199 ,1.0)))) * (translateBefore4
201 ,0.0)); 200 (neg_VecSFloat3 (z0)));
201 }
202 mat4 perspective(float z0
203 ,float z1
204 ,float z2
205 ,float z3) {
206 return mat4 (vec4
207 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
208 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
209 ((z2) / (2.0)))))))
210 ,0.0
211 ,0.0
212 ,0.0)
213 ,vec4 (0.0
214 ,((2.0) * (z0)) / (((z0) * (tan
215 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
216 ((z2) / (2.0))))))
217 ,0.0
218 ,0.0)
219 ,vec4 ((((z3) * ((z0) * (tan
220 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
221 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
222 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
223 ((z2) / (2.0)))))))
224 ,(((z0) * (tan
225 ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
226 ((z2) / (2.0)))))) / (((z0) * (tan
227 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
228 ((z2) / (2.0))))))
229 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
230 ,-1.0)
231 ,vec4 (0.0
232 ,0.0
233 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0)))
234 ,0.0));
202 } 235 }
203 mat4 rotMatrixY(float z0) { 236 mat4 rotMatrixY(float z0) {
204 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) 237 return mat4 (vec4 (cos (z0)
238 ,0.0
239 ,(0.0) - (sin (z0))
240 ,0.0)
205 ,vec4 (0.0,1.0,0.0,0.0) 241 ,vec4 (0.0,1.0,0.0,0.0)
206 ,vec4 (sin (z0),0.0,cos (z0),0.0) 242 ,vec4 (sin (z0)
243 ,0.0
244 ,cos (z0)
245 ,0.0)
207 ,vec4 (0.0,0.0,0.0,1.0)); 246 ,vec4 (0.0,0.0,0.0,1.0));
208 } 247 }
209 mat4 projmat; 248 mat4 projmat;
210 vec4 scale(float z0,vec4 z1) { 249 vec4 scale(float z0,vec4 z1) {
211 return (z1) * (vec4 (z0,z0,z0,1.0)); 250 return (z1) * (vec4 (z0
251 ,z0
252 ,z0
253 ,1.0));
212 } 254 }
213 void main() { 255 void main() {
214 r1_Float = vec4 (1.0,0.0,0.0,0.0); 256 r1_Float = vec4 (1.0
215 r2_Float = vec4 (0.0,1.0,0.0,0.0); 257 ,0.0
216 r3_Float = vec4 (0.0,0.0,1.0,0.0); 258 ,0.0
217 projmat = ((perspective 259 ,0.0);
218 (0.1,100.0,0.5235987755982988,1.0)) * (lookat 260 r2_Float = vec4 (0.0
219 (vec3 (3.0,1.3,0.3) 261 ,1.0
220 ,vec3 (0.0,0.0,0.0) 262 ,0.0
221 ,vec3 (0.0,1.0,0.0)))) * (rotMatrixY 263 ,0.0);
264 r3_Float = vec4 (0.0
265 ,0.0
266 ,1.0
267 ,0.0);
268 projmat = ((perspective (0.1
269 ,100.0
270 ,0.5235987755982988
271 ,1.0)) * (lookat (vec3 (3.0
272 ,1.3
273 ,0.3)
274 ,vec3 (0.0,0.0,0.0)
275 ,vec3 (0.0
276 ,1.0
277 ,0.0)))) * (rotMatrixY
222 ((0.1308996938995747) * (Time))); 278 ((0.1308996938995747) * (Time)));
223 gl_Position = scale (0.5,(projmat) * (vi1)); 279 gl_Position = scale (0.5
280 ,(projmat) * (vi1));
224 vo1 = vi2; 281 vo1 = vi2;
225 } 282 }
226 """ 283 """
@@ -228,7 +285,8 @@ Pipeline
228 , fragmentShader = 285 , fragmentShader =
229 """ 286 """
230 #version 330 core 287 #version 330 core
231 vec4 texture2D(sampler2D s,vec2 uv) { 288 vec4 texture2D(sampler2D s
289 ,vec2 uv) {
232 return texture(s,uv); 290 return texture(s,uv);
233 } 291 }
234 uniform sampler2D s0; 292 uniform sampler2D s0;
diff --git a/testdata/editor-examples/LambdaCube.out b/testdata/editor-examples/LambdaCube.out
index 1120fb73..911da04f 100644
--- a/testdata/editor-examples/LambdaCube.out
+++ b/testdata/editor-examples/LambdaCube.out
@@ -24,7 +24,8 @@ Pipeline
24 , vertexShader = 24 , vertexShader =
25 """ 25 """
26 #version 330 core 26 #version 330 core
27 vec4 texture2D(sampler2D s,vec2 uv) { 27 vec4 texture2D(sampler2D s
28 ,vec2 uv) {
28 return texture(s,uv); 29 return texture(s,uv);
29 } 30 }
30 uniform float Time; 31 uniform float Time;
@@ -32,26 +33,43 @@ Pipeline
32 smooth out vec4 vo1; 33 smooth out vec4 vo1;
33 float phase; 34 float phase;
34 mat4 rotMatrixY(float z0) { 35 mat4 rotMatrixY(float z0) {
35 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) 36 return mat4 (vec4 (cos (z0)
37 ,0.0
38 ,(0.0) - (sin (z0))
39 ,0.0)
36 ,vec4 (0.0,1.0,0.0,0.0) 40 ,vec4 (0.0,1.0,0.0,0.0)
37 ,vec4 (sin (z0),0.0,cos (z0),0.0) 41 ,vec4 (sin (z0)
42 ,0.0
43 ,cos (z0)
44 ,0.0)
38 ,vec4 (0.0,0.0,0.0,1.0)); 45 ,vec4 (0.0,0.0,0.0,1.0));
39 } 46 }
40 mat4 rotMatrixZ(float z0) { 47 mat4 rotMatrixZ(float z0) {
41 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0) 48 return mat4 (vec4 (cos (z0)
42 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0) 49 ,sin (z0)
50 ,0.0
51 ,0.0)
52 ,vec4 ((0.0) - (sin (z0))
53 ,cos (z0)
54 ,0.0
55 ,0.0)
43 ,vec4 (0.0,0.0,1.0,0.0) 56 ,vec4 (0.0,0.0,1.0,0.0)
44 ,vec4 (0.0,0.0,0.0,1.0)); 57 ,vec4 (0.0,0.0,0.0,1.0));
45 } 58 }
46 vec4 scale(float z0,vec4 z1) { 59 vec4 scale(float z0,vec4 z1) {
47 return (z1) * (vec4 (z0,z0,z0,1.0)); 60 return (z1) * (vec4 (z0
61 ,z0
62 ,z0
63 ,1.0));
48 } 64 }
49 float smoothPhase; 65 float smoothPhase;
50 void main() { 66 void main() {
51 phase = fract ((Time) * (0.2)); 67 phase = fract ((Time) * (0.2));
52 smoothPhase = ((phase) * (phase)) * ((3.0) - ((2.0) * (phase))); 68 smoothPhase =
69 ((phase) * (phase)) * ((3.0) - ((2.0) * (phase)));
53 gl_Position = scale 70 gl_Position = scale
54 ((0.2) + ((abs ((0.5) - (smoothPhase))) * (0.6)) 71 ((0.2) + ((abs
72 ((0.5) - (smoothPhase))) * (0.6))
55 ,(rotMatrixY 73 ,(rotMatrixY
56 ((4.1) + ((smoothPhase) * (6.28318530718)))) * ((rotMatrixZ 74 ((4.1) + ((smoothPhase) * (6.28318530718)))) * ((rotMatrixZ
57 (2.35619449017)) * (vi1))); 75 (2.35619449017)) * (vi1)));
@@ -62,19 +80,23 @@ Pipeline
62 , fragmentShader = 80 , fragmentShader =
63 """ 81 """
64 #version 330 core 82 #version 330 core
65 vec4 texture2D(sampler2D s,vec2 uv) { 83 vec4 texture2D(sampler2D s
84 ,vec2 uv) {
66 return texture(s,uv); 85 return texture(s,uv);
67 } 86 }
68 smooth in vec4 vo1; 87 smooth in vec4 vo1;
69 out vec4 f0; 88 out vec4 f0;
70 vec4 rgb(float z0,float z1,float z2) { 89 vec4 rgb(float z0
90 ,float z1
91 ,float z2) {
71 return vec4 (z0,z1,z2,1.0); 92 return vec4 (z0,z1,z2,1.0);
72 } 93 }
73 vec4 black; 94 vec4 black;
74 vec4 leftSide(vec2 z0) { 95 vec4 leftSide(vec2 z0) {
75 return vec4 (0.0 96 return vec4 (0.0
76 ,1.0 97 ,1.0
77 ,(dot (z0,vec2 (0.5,-0.5))) + (0.4) 98 ,(dot (z0
99 ,vec2 (0.5,-0.5))) + (0.4)
78 ,((z0).y) > (0.75) ? 0.0 : 1.0); 100 ,((z0).y) > (0.75) ? 0.0 : 1.0);
79 } 101 }
80 vec4 rightSide_2(vec2 z0) { 102 vec4 rightSide_2(vec2 z0) {
@@ -84,19 +106,27 @@ Pipeline
84 ,((z0).y) > (0.75) ? 0.0 : 1.0); 106 ,((z0).y) > (0.75) ? 0.0 : 1.0);
85 } 107 }
86 vec4 topSide(vec2 z0) { 108 vec4 topSide(vec2 z0) {
87 return vec4 ((dot (z0,vec2 (-0.5,0.5))) + (0.4) 109 return vec4 ((dot (z0
110 ,vec2 (-0.5,0.5))) + (0.4)
88 ,1.0 111 ,1.0
89 ,0.0 112 ,0.0
90 ,((dot (z0,vec2 (1.0,-1.0))) > (-0.25)) && ((dot 113 ,((dot (z0
91 (z0,vec2 (1.0,-1.0))) < (0.0)) ? 0.0 : 1.0); 114 ,vec2 (1.0
115 ,-1.0))) > (-0.25)) && ((dot (z0
116 ,vec2 (1.0
117 ,-1.0))) < (0.0)) ? 0.0 : 1.0);
92 } 118 }
93 void main() { 119 void main() {
94 black = rgb (0.0,0.0,0.0); 120 black = rgb (0.0,0.0,0.0);
95 f0 = (abs ((vo1).x)) > (0.99999) ? rightSide_2 121 f0 = (abs
96 (((((vo1).yz) * (sign ((vo1).x))) * (0.5)) + (0.5)) : (abs 122 ((vo1).x)) > (0.99999) ? rightSide_2
97 ((vo1).y)) > (0.99999) ? topSide (((((vo1).zx) * (sign 123 (((((vo1).yz) * (sign
124 ((vo1).x))) * (0.5)) + (0.5)) : (abs
125 ((vo1).y)) > (0.99999) ? topSide
126 (((((vo1).zx) * (sign
98 ((vo1).y))) * (0.5)) + (0.5)) : (abs 127 ((vo1).y))) * (0.5)) + (0.5)) : (abs
99 ((vo1).z)) > (0.99999) ? leftSide (((((vo1).xy) * (sign 128 ((vo1).z)) > (0.99999) ? leftSide
129 (((((vo1).xy) * (sign
100 ((vo1).z))) * (0.5)) + (0.5)) : black; 130 ((vo1).z))) * (0.5)) + (0.5)) : black;
101 } 131 }
102 """ 132 """
diff --git a/testdata/editor-examples/LambdaCube2.out b/testdata/editor-examples/LambdaCube2.out
index 4354de52..e4c9d1cb 100644
--- a/testdata/editor-examples/LambdaCube2.out
+++ b/testdata/editor-examples/LambdaCube2.out
@@ -24,7 +24,8 @@ Pipeline
24 , vertexShader = 24 , vertexShader =
25 """ 25 """
26 #version 330 core 26 #version 330 core
27 vec4 texture2D(sampler2D s,vec2 uv) { 27 vec4 texture2D(sampler2D s
28 ,vec2 uv) {
28 return texture(s,uv); 29 return texture(s,uv);
29 } 30 }
30 uniform float Time; 31 uniform float Time;
@@ -34,72 +35,118 @@ Pipeline
34 vec4 r2_Float; 35 vec4 r2_Float;
35 vec4 r3_Float; 36 vec4 r3_Float;
36 vec4 ext0_Float_3(vec3 z0) { 37 vec4 ext0_Float_3(vec3 z0) {
37 return vec4 ((z0).x,(z0).y,(z0).z,0.0); 38 return vec4 ((z0).x
39 ,(z0).y
40 ,(z0).z
41 ,0.0);
38 } 42 }
39 vec3 neg_VecSFloat3(vec3 z0) { 43 vec3 neg_VecSFloat3(vec3 z0) {
40 return - (z0); 44 return - (z0);
41 } 45 }
42 mat4 translateBefore4(vec3 z0) { 46 mat4 translateBefore4(vec3 z0) {
43 return mat4 47 return mat4 (r1_Float
44 (r1_Float,r2_Float,r3_Float,vec4 ((z0).x,(z0).y,(z0).z,1.0)); 48 ,r2_Float
49 ,r3_Float
50 ,vec4 ((z0).x
51 ,(z0).y
52 ,(z0).z
53 ,1.0));
45 } 54 }
46 mat4 lookat(vec3 z0,vec3 z1,vec3 z2) { 55 mat4 lookat(vec3 z0
56 ,vec3 z1
57 ,vec3 z2) {
47 return (transpose (mat4 58 return (transpose (mat4
48 (ext0_Float_3 (normalize (cross (z2,normalize ((z0) - (z1))))) 59 (ext0_Float_3 (normalize (cross
49 ,ext0_Float_3 (cross (normalize ((z0) - (z1)) 60 (z2,normalize ((z0) - (z1)))))
50 ,normalize (cross (z2,normalize ((z0) - (z1)))))) 61 ,ext0_Float_3 (cross (normalize
51 ,ext0_Float_3 (normalize ((z0) - (z1))) 62 ((z0) - (z1))
52 ,vec4 (0.0,0.0,0.0,1.0)))) * (translateBefore4 (neg_VecSFloat3 63 ,normalize (cross (z2
53 (z0))); 64 ,normalize ((z0) - (z1))))))
54 } 65 ,ext0_Float_3 (normalize
55 mat4 perspective(float z0,float z1,float z2,float z3) { 66 ((z0) - (z1)))
56 return mat4
57 (vec4 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
58 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
59 ((z2) / (2.0)))))))
60 ,0.0
61 ,0.0
62 ,0.0)
63 ,vec4 (0.0 67 ,vec4 (0.0
64 ,((2.0) * (z0)) / (((z0) * (tan
65 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
66 ,0.0 68 ,0.0
67 ,0.0)
68 ,vec4 ((((z3) * ((z0) * (tan
69 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
70 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
71 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
72 ((z2) / (2.0)))))))
73 ,(((z0) * (tan ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
74 ((z2) / (2.0)))))) / (((z0) * (tan
75 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
76 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
77 ,-1.0)
78 ,vec4 (0.0
79 ,0.0 69 ,0.0
80 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))) 70 ,1.0)))) * (translateBefore4
81 ,0.0)); 71 (neg_VecSFloat3 (z0)));
72 }
73 mat4 perspective(float z0
74 ,float z1
75 ,float z2
76 ,float z3) {
77 return mat4 (vec4
78 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
79 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
80 ((z2) / (2.0)))))))
81 ,0.0
82 ,0.0
83 ,0.0)
84 ,vec4 (0.0
85 ,((2.0) * (z0)) / (((z0) * (tan
86 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
87 ((z2) / (2.0))))))
88 ,0.0
89 ,0.0)
90 ,vec4 ((((z3) * ((z0) * (tan
91 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
92 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
93 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
94 ((z2) / (2.0)))))))
95 ,(((z0) * (tan
96 ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
97 ((z2) / (2.0)))))) / (((z0) * (tan
98 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
99 ((z2) / (2.0))))))
100 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
101 ,-1.0)
102 ,vec4 (0.0
103 ,0.0
104 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0)))
105 ,0.0));
82 } 106 }
83 mat4 rotMatrixY(float z0) { 107 mat4 rotMatrixY(float z0) {
84 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) 108 return mat4 (vec4 (cos (z0)
109 ,0.0
110 ,(0.0) - (sin (z0))
111 ,0.0)
85 ,vec4 (0.0,1.0,0.0,0.0) 112 ,vec4 (0.0,1.0,0.0,0.0)
86 ,vec4 (sin (z0),0.0,cos (z0),0.0) 113 ,vec4 (sin (z0)
114 ,0.0
115 ,cos (z0)
116 ,0.0)
87 ,vec4 (0.0,0.0,0.0,1.0)); 117 ,vec4 (0.0,0.0,0.0,1.0));
88 } 118 }
89 vec4 scale(float z0,vec4 z1) { 119 vec4 scale(float z0,vec4 z1) {
90 return (z1) * (vec4 (z0,z0,z0,1.0)); 120 return (z1) * (vec4 (z0
121 ,z0
122 ,z0
123 ,1.0));
91 } 124 }
92 void main() { 125 void main() {
93 r1_Float = vec4 (1.0,0.0,0.0,0.0); 126 r1_Float = vec4 (1.0
94 r2_Float = vec4 (0.0,1.0,0.0,0.0); 127 ,0.0
95 r3_Float = vec4 (0.0,0.0,1.0,0.0); 128 ,0.0
96 gl_Position = scale 129 ,0.0);
97 (0.5 130 r2_Float = vec4 (0.0
98 ,(((perspective (0.1,100.0,0.5235987755982988,1.0)) * (lookat 131 ,1.0
99 (vec3 (3.0,1.3,0.3) 132 ,0.0
100 ,vec3 (0.0,0.0,0.0) 133 ,0.0);
101 ,vec3 (0.0,1.0,0.0)))) * (rotMatrixY 134 r3_Float = vec4 (0.0
102 ((0.1308996938995747) * (Time)))) * (vi1)); 135 ,0.0
136 ,1.0
137 ,0.0);
138 gl_Position = scale (0.5
139 ,(((perspective (0.1
140 ,100.0
141 ,0.5235987755982988
142 ,1.0)) * (lookat (vec3 (3.0
143 ,1.3
144 ,0.3)
145 ,vec3 (0.0,0.0,0.0)
146 ,vec3 (0.0
147 ,1.0
148 ,0.0)))) * (rotMatrixY
149 ((0.1308996938995747) * (Time)))) * (vi1));
103 vo1 = vi1; 150 vo1 = vi1;
104 } 151 }
105 """ 152 """
@@ -107,7 +154,8 @@ Pipeline
107 , fragmentShader = 154 , fragmentShader =
108 """ 155 """
109 #version 330 core 156 #version 330 core
110 vec4 texture2D(sampler2D s,vec2 uv) { 157 vec4 texture2D(sampler2D s
158 ,vec2 uv) {
111 return texture(s,uv); 159 return texture(s,uv);
112 } 160 }
113 uniform float Time; 161 uniform float Time;
@@ -122,7 +170,8 @@ Pipeline
122 (((((vo1).y) + ((vo1).x)) + ((vo1).z)) - (1.0))) > (0.25))) && (((((((vo1).y) - ((vo1).x)) - ((vo1).z)) > (1.0)) || ((abs 170 (((((vo1).y) + ((vo1).x)) + ((vo1).z)) - (1.0))) > (0.25))) && (((((((vo1).y) - ((vo1).x)) - ((vo1).z)) > (1.0)) || ((abs
123 (((((vo1).y) + ((vo1).x)) - ((vo1).z)) - (1.0))) > (0.25))) && (((((((vo1).y) - ((vo1).x)) + ((vo1).z)) > (1.0)) || ((abs 171 (((((vo1).y) + ((vo1).x)) - ((vo1).z)) - (1.0))) > (0.25))) && (((((((vo1).y) - ((vo1).x)) + ((vo1).z)) > (1.0)) || ((abs
124 (((((vo1).y) - ((vo1).x)) - ((vo1).z)) - (1.0))) > (0.25))) && ((len2_Float_4 172 (((((vo1).y) - ((vo1).x)) - ((vo1).z)) - (1.0))) > (0.25))) && ((len2_Float_4
125 (sin ((vo1) * (20.0)))) > (abs ((3.0) * (sin 173 (sin ((vo1) * (20.0)))) > (abs
174 ((3.0) * (sin
126 ((1.0) * (Time))))))))))) discard; 175 ((1.0) * (Time))))))))))) discard;
127 f0 = vo1; 176 f0 = vo1;
128 } 177 }
diff --git a/testdata/editor-examples/MagicCube.out b/testdata/editor-examples/MagicCube.out
index a2a5cbe4..81ff1335 100644
--- a/testdata/editor-examples/MagicCube.out
+++ b/testdata/editor-examples/MagicCube.out
@@ -24,7 +24,8 @@ Pipeline
24 , vertexShader = 24 , vertexShader =
25 """ 25 """
26 #version 330 core 26 #version 330 core
27 vec4 texture2D(sampler2D s,vec2 uv) { 27 vec4 texture2D(sampler2D s
28 ,vec2 uv) {
28 return texture(s,uv); 29 return texture(s,uv);
29 } 30 }
30 uniform float Time; 31 uniform float Time;
@@ -34,72 +35,118 @@ Pipeline
34 vec4 r2_Float; 35 vec4 r2_Float;
35 vec4 r3_Float; 36 vec4 r3_Float;
36 vec4 ext0_Float_3(vec3 z0) { 37 vec4 ext0_Float_3(vec3 z0) {
37 return vec4 ((z0).x,(z0).y,(z0).z,0.0); 38 return vec4 ((z0).x
39 ,(z0).y
40 ,(z0).z
41 ,0.0);
38 } 42 }
39 vec3 neg_VecSFloat3(vec3 z0) { 43 vec3 neg_VecSFloat3(vec3 z0) {
40 return - (z0); 44 return - (z0);
41 } 45 }
42 mat4 translateBefore4(vec3 z0) { 46 mat4 translateBefore4(vec3 z0) {
43 return mat4 47 return mat4 (r1_Float
44 (r1_Float,r2_Float,r3_Float,vec4 ((z0).x,(z0).y,(z0).z,1.0)); 48 ,r2_Float
49 ,r3_Float
50 ,vec4 ((z0).x
51 ,(z0).y
52 ,(z0).z
53 ,1.0));
45 } 54 }
46 mat4 lookat(vec3 z0,vec3 z1,vec3 z2) { 55 mat4 lookat(vec3 z0
56 ,vec3 z1
57 ,vec3 z2) {
47 return (transpose (mat4 58 return (transpose (mat4
48 (ext0_Float_3 (normalize (cross (z2,normalize ((z0) - (z1))))) 59 (ext0_Float_3 (normalize (cross
49 ,ext0_Float_3 (cross (normalize ((z0) - (z1)) 60 (z2,normalize ((z0) - (z1)))))
50 ,normalize (cross (z2,normalize ((z0) - (z1)))))) 61 ,ext0_Float_3 (cross (normalize
51 ,ext0_Float_3 (normalize ((z0) - (z1))) 62 ((z0) - (z1))
52 ,vec4 (0.0,0.0,0.0,1.0)))) * (translateBefore4 (neg_VecSFloat3 63 ,normalize (cross (z2
53 (z0))); 64 ,normalize ((z0) - (z1))))))
54 } 65 ,ext0_Float_3 (normalize
55 mat4 perspective(float z0,float z1,float z2,float z3) { 66 ((z0) - (z1)))
56 return mat4
57 (vec4 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
58 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
59 ((z2) / (2.0)))))))
60 ,0.0
61 ,0.0
62 ,0.0)
63 ,vec4 (0.0 67 ,vec4 (0.0
64 ,((2.0) * (z0)) / (((z0) * (tan
65 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
66 ,0.0 68 ,0.0
67 ,0.0)
68 ,vec4 ((((z3) * ((z0) * (tan
69 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
70 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
71 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
72 ((z2) / (2.0)))))))
73 ,(((z0) * (tan ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
74 ((z2) / (2.0)))))) / (((z0) * (tan
75 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
76 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
77 ,-1.0)
78 ,vec4 (0.0
79 ,0.0 69 ,0.0
80 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))) 70 ,1.0)))) * (translateBefore4
81 ,0.0)); 71 (neg_VecSFloat3 (z0)));
72 }
73 mat4 perspective(float z0
74 ,float z1
75 ,float z2
76 ,float z3) {
77 return mat4 (vec4
78 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
79 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
80 ((z2) / (2.0)))))))
81 ,0.0
82 ,0.0
83 ,0.0)
84 ,vec4 (0.0
85 ,((2.0) * (z0)) / (((z0) * (tan
86 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
87 ((z2) / (2.0))))))
88 ,0.0
89 ,0.0)
90 ,vec4 ((((z3) * ((z0) * (tan
91 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
92 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
93 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
94 ((z2) / (2.0)))))))
95 ,(((z0) * (tan
96 ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
97 ((z2) / (2.0)))))) / (((z0) * (tan
98 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
99 ((z2) / (2.0))))))
100 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
101 ,-1.0)
102 ,vec4 (0.0
103 ,0.0
104 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0)))
105 ,0.0));
82 } 106 }
83 mat4 rotMatrixY(float z0) { 107 mat4 rotMatrixY(float z0) {
84 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) 108 return mat4 (vec4 (cos (z0)
109 ,0.0
110 ,(0.0) - (sin (z0))
111 ,0.0)
85 ,vec4 (0.0,1.0,0.0,0.0) 112 ,vec4 (0.0,1.0,0.0,0.0)
86 ,vec4 (sin (z0),0.0,cos (z0),0.0) 113 ,vec4 (sin (z0)
114 ,0.0
115 ,cos (z0)
116 ,0.0)
87 ,vec4 (0.0,0.0,0.0,1.0)); 117 ,vec4 (0.0,0.0,0.0,1.0));
88 } 118 }
89 vec4 scale(float z0,vec4 z1) { 119 vec4 scale(float z0,vec4 z1) {
90 return (z1) * (vec4 (z0,z0,z0,1.0)); 120 return (z1) * (vec4 (z0
121 ,z0
122 ,z0
123 ,1.0));
91 } 124 }
92 void main() { 125 void main() {
93 r1_Float = vec4 (1.0,0.0,0.0,0.0); 126 r1_Float = vec4 (1.0
94 r2_Float = vec4 (0.0,1.0,0.0,0.0); 127 ,0.0
95 r3_Float = vec4 (0.0,0.0,1.0,0.0); 128 ,0.0
96 gl_Position = scale 129 ,0.0);
97 (0.5 130 r2_Float = vec4 (0.0
98 ,(((perspective (0.1,100.0,0.5235987755982988,1.0)) * (lookat 131 ,1.0
99 (vec3 (3.0,1.3,0.3) 132 ,0.0
100 ,vec3 (0.0,0.0,0.0) 133 ,0.0);
101 ,vec3 (0.0,1.0,0.0)))) * (rotMatrixY 134 r3_Float = vec4 (0.0
102 ((0.1308996938995747) * (Time)))) * (vi1)); 135 ,0.0
136 ,1.0
137 ,0.0);
138 gl_Position = scale (0.5
139 ,(((perspective (0.1
140 ,100.0
141 ,0.5235987755982988
142 ,1.0)) * (lookat (vec3 (3.0
143 ,1.3
144 ,0.3)
145 ,vec3 (0.0,0.0,0.0)
146 ,vec3 (0.0
147 ,1.0
148 ,0.0)))) * (rotMatrixY
149 ((0.1308996938995747) * (Time)))) * (vi1));
103 vo1 = vi1; 150 vo1 = vi1;
104 } 151 }
105 """ 152 """
@@ -107,93 +154,180 @@ Pipeline
107 , fragmentShader = 154 , fragmentShader =
108 """ 155 """
109 #version 330 core 156 #version 330 core
110 vec4 texture2D(sampler2D s,vec2 uv) { 157 vec4 texture2D(sampler2D s
158 ,vec2 uv) {
111 return texture(s,uv); 159 return texture(s,uv);
112 } 160 }
113 uniform float Time; 161 uniform float Time;
114 smooth in vec4 vo1; 162 smooth in vec4 vo1;
115 out vec4 f0; 163 out vec4 f0;
116 float f(float z0) { 164 float f(float z0) {
117 return (mod 165 return (mod (((z0) + (sin
118 (((z0) + (sin (z0))) + (sin ((1.1) * (z0))),4.0)) * (2.0); 166 (z0))) + (sin ((1.1) * (z0)))
167 ,4.0)) * (2.0);
119 } 168 }
120 mat4 rotMatrixX(float z0) { 169 mat4 rotMatrixX(float z0) {
121 return mat4 (vec4 (1.0,0.0,0.0,0.0) 170 return mat4 (vec4 (1.0
122 ,vec4 (0.0,cos (z0),sin (z0),0.0) 171 ,0.0
123 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) 172 ,0.0
173 ,0.0)
174 ,vec4 (0.0
175 ,cos (z0)
176 ,sin (z0)
177 ,0.0)
178 ,vec4 (0.0
179 ,(0.0) - (sin (z0))
180 ,cos (z0)
181 ,0.0)
124 ,vec4 (0.0,0.0,0.0,1.0)); 182 ,vec4 (0.0,0.0,0.0,1.0));
125 } 183 }
126 mat4 rotMatrixY(float z0) { 184 mat4 rotMatrixY(float z0) {
127 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) 185 return mat4 (vec4 (cos (z0)
186 ,0.0
187 ,(0.0) - (sin (z0))
188 ,0.0)
128 ,vec4 (0.0,1.0,0.0,0.0) 189 ,vec4 (0.0,1.0,0.0,0.0)
129 ,vec4 (sin (z0),0.0,cos (z0),0.0) 190 ,vec4 (sin (z0)
191 ,0.0
192 ,cos (z0)
193 ,0.0)
130 ,vec4 (0.0,0.0,0.0,1.0)); 194 ,vec4 (0.0,0.0,0.0,1.0));
131 } 195 }
132 mat4 rotMatrixZ(float z0) { 196 mat4 rotMatrixZ(float z0) {
133 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0) 197 return mat4 (vec4 (cos (z0)
134 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0) 198 ,sin (z0)
199 ,0.0
200 ,0.0)
201 ,vec4 ((0.0) - (sin (z0))
202 ,cos (z0)
203 ,0.0
204 ,0.0)
135 ,vec4 (0.0,0.0,1.0,0.0) 205 ,vec4 (0.0,0.0,1.0,0.0)
136 ,vec4 (0.0,0.0,0.0,1.0)); 206 ,vec4 (0.0,0.0,0.0,1.0));
137 } 207 }
138 void main() { 208 void main() {
139 if (!((((((vo1).y) * ((vo1).y)) + (((vo1).x) * ((vo1).x))) + (((vo1).z) * ((vo1).z))) > (1.5))) discard; 209 if (!((((((vo1).y) * ((vo1).y)) + (((vo1).x) * ((vo1).x))) + (((vo1).z) * ((vo1).z))) > (1.5))) discard;
140 f0 = (vec4 (((vec3 (0.5,0.5,0.5)) + ((cos (((((rotMatrixZ 210 f0 = (vec4 (((vec3 (0.5
141 (Time)) * ((rotMatrixY (Time)) * ((vec4 211 ,0.5
142 (((vec3 (0.5,0.5,0.5)) + ((cos (((((rotMatrixX 212 ,0.5)) + ((cos (((((rotMatrixZ
143 (Time)) * ((rotMatrixY (Time)) * (vo1))).xyz) + (vec3 213 (Time)) * ((rotMatrixY
144 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).x 214 (Time)) * ((vec4 (((vec3 (0.5
145 ,((vec3 (0.5,0.5,0.5)) + ((cos (((((rotMatrixX 215 ,0.5
146 (Time)) * ((rotMatrixY (Time)) * (vo1))).xyz) + (vec3 216 ,0.5)) + ((cos (((((rotMatrixX
147 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).y 217 (Time)) * ((rotMatrixY
148 ,((vec3 (0.5,0.5,0.5)) + ((cos (((((rotMatrixX 218 (Time)) * (vo1))).xyz) + (vec3
149 (Time)) * ((rotMatrixY (Time)) * (vo1))).xyz) + (vec3 219 (0.0
150 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).z 220 ,0.1
151 ,((rotMatrixX (Time)) * ((rotMatrixY 221 ,0.2))) * (6.28318))) * (0.5))).x
152 (Time)) * (vo1))).w)) * ((1.0) + ((0.5) * (sin 222 ,((vec3 (0.5,0.5,0.5)) + ((cos
153 (Time))))))).xyz) + (vec3 223 (((((rotMatrixX
154 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).x 224 (Time)) * ((rotMatrixY
155 ,((vec3 (0.5,0.5,0.5)) + ((cos (((((rotMatrixZ 225 (Time)) * (vo1))).xyz) + (vec3
156 (Time)) * ((rotMatrixY (Time)) * ((vec4 226 (0.0
157 (((vec3 (0.5,0.5,0.5)) + ((cos (((((rotMatrixX 227 ,0.1
158 (Time)) * ((rotMatrixY (Time)) * (vo1))).xyz) + (vec3 228 ,0.2))) * (6.28318))) * (0.5))).y
159 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).x 229 ,((vec3 (0.5,0.5,0.5)) + ((cos
160 ,((vec3 (0.5,0.5,0.5)) + ((cos (((((rotMatrixX 230 (((((rotMatrixX
161 (Time)) * ((rotMatrixY (Time)) * (vo1))).xyz) + (vec3 231 (Time)) * ((rotMatrixY
162 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).y 232 (Time)) * (vo1))).xyz) + (vec3
163 ,((vec3 (0.5,0.5,0.5)) + ((cos (((((rotMatrixX 233 (0.0
164 (Time)) * ((rotMatrixY (Time)) * (vo1))).xyz) + (vec3 234 ,0.1
165 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).z 235 ,0.2))) * (6.28318))) * (0.5))).z
166 ,((rotMatrixX (Time)) * ((rotMatrixY 236 ,((rotMatrixX
167 (Time)) * (vo1))).w)) * ((1.0) + ((0.5) * (sin 237 (Time)) * ((rotMatrixY
168 (Time))))))).xyz) + (vec3 238 (Time)) * (vo1))).w)) * ((1.0) + ((0.5) * (sin
169 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).y 239 (Time))))))).xyz) + (vec3 (0.0
170 ,((vec3 (0.5,0.5,0.5)) + ((cos (((((rotMatrixZ 240 ,0.1
171 (Time)) * ((rotMatrixY (Time)) * ((vec4 241 ,0.2))) * (6.28318))) * (0.5))).x
172 (((vec3 (0.5,0.5,0.5)) + ((cos (((((rotMatrixX 242 ,((vec3 (0.5,0.5,0.5)) + ((cos
173 (Time)) * ((rotMatrixY (Time)) * (vo1))).xyz) + (vec3 243 (((((rotMatrixZ
174 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).x 244 (Time)) * ((rotMatrixY
175 ,((vec3 (0.5,0.5,0.5)) + ((cos (((((rotMatrixX 245 (Time)) * ((vec4 (((vec3 (0.5
176 (Time)) * ((rotMatrixY (Time)) * (vo1))).xyz) + (vec3 246 ,0.5
177 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).y 247 ,0.5)) + ((cos (((((rotMatrixX
178 ,((vec3 (0.5,0.5,0.5)) + ((cos (((((rotMatrixX 248 (Time)) * ((rotMatrixY
179 (Time)) * ((rotMatrixY (Time)) * (vo1))).xyz) + (vec3 249 (Time)) * (vo1))).xyz) + (vec3
180 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).z 250 (0.0
181 ,((rotMatrixX (Time)) * ((rotMatrixY 251 ,0.1
182 (Time)) * (vo1))).w)) * ((1.0) + ((0.5) * (sin 252 ,0.2))) * (6.28318))) * (0.5))).x
183 (Time))))))).xyz) + (vec3 253 ,((vec3 (0.5,0.5,0.5)) + ((cos
184 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).z 254 (((((rotMatrixX
185 ,((rotMatrixZ (Time)) * ((rotMatrixY (Time)) * ((vec4 255 (Time)) * ((rotMatrixY
186 (((vec3 (0.5,0.5,0.5)) + ((cos (((((rotMatrixX 256 (Time)) * (vo1))).xyz) + (vec3
187 (Time)) * ((rotMatrixY (Time)) * (vo1))).xyz) + (vec3 257 (0.0
188 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).x 258 ,0.1
189 ,((vec3 (0.5,0.5,0.5)) + ((cos (((((rotMatrixX 259 ,0.2))) * (6.28318))) * (0.5))).y
190 (Time)) * ((rotMatrixY (Time)) * (vo1))).xyz) + (vec3 260 ,((vec3 (0.5,0.5,0.5)) + ((cos
191 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).y 261 (((((rotMatrixX
192 ,((vec3 (0.5,0.5,0.5)) + ((cos (((((rotMatrixX 262 (Time)) * ((rotMatrixY
193 (Time)) * ((rotMatrixY (Time)) * (vo1))).xyz) + (vec3 263 (Time)) * (vo1))).xyz) + (vec3
194 (0.0,0.1,0.2))) * (6.28318))) * (0.5))).z 264 (0.0
195 ,((rotMatrixX (Time)) * ((rotMatrixY 265 ,0.1
196 (Time)) * (vo1))).w)) * ((1.0) + ((0.5) * (sin 266 ,0.2))) * (6.28318))) * (0.5))).z
267 ,((rotMatrixX
268 (Time)) * ((rotMatrixY
269 (Time)) * (vo1))).w)) * ((1.0) + ((0.5) * (sin
270 (Time))))))).xyz) + (vec3 (0.0
271 ,0.1
272 ,0.2))) * (6.28318))) * (0.5))).y
273 ,((vec3 (0.5,0.5,0.5)) + ((cos
274 (((((rotMatrixZ
275 (Time)) * ((rotMatrixY
276 (Time)) * ((vec4 (((vec3 (0.5
277 ,0.5
278 ,0.5)) + ((cos (((((rotMatrixX
279 (Time)) * ((rotMatrixY
280 (Time)) * (vo1))).xyz) + (vec3
281 (0.0
282 ,0.1
283 ,0.2))) * (6.28318))) * (0.5))).x
284 ,((vec3 (0.5,0.5,0.5)) + ((cos
285 (((((rotMatrixX
286 (Time)) * ((rotMatrixY
287 (Time)) * (vo1))).xyz) + (vec3
288 (0.0
289 ,0.1
290 ,0.2))) * (6.28318))) * (0.5))).y
291 ,((vec3 (0.5,0.5,0.5)) + ((cos
292 (((((rotMatrixX
293 (Time)) * ((rotMatrixY
294 (Time)) * (vo1))).xyz) + (vec3
295 (0.0
296 ,0.1
297 ,0.2))) * (6.28318))) * (0.5))).z
298 ,((rotMatrixX
299 (Time)) * ((rotMatrixY
300 (Time)) * (vo1))).w)) * ((1.0) + ((0.5) * (sin
301 (Time))))))).xyz) + (vec3 (0.0
302 ,0.1
303 ,0.2))) * (6.28318))) * (0.5))).z
304 ,((rotMatrixZ
305 (Time)) * ((rotMatrixY
306 (Time)) * ((vec4 (((vec3 (0.5
307 ,0.5
308 ,0.5)) + ((cos (((((rotMatrixX
309 (Time)) * ((rotMatrixY
310 (Time)) * (vo1))).xyz) + (vec3
311 (0.0
312 ,0.1
313 ,0.2))) * (6.28318))) * (0.5))).x
314 ,((vec3 (0.5,0.5,0.5)) + ((cos
315 (((((rotMatrixX
316 (Time)) * ((rotMatrixY
317 (Time)) * (vo1))).xyz) + (vec3
318 (0.0
319 ,0.1
320 ,0.2))) * (6.28318))) * (0.5))).y
321 ,((vec3 (0.5,0.5,0.5)) + ((cos
322 (((((rotMatrixX
323 (Time)) * ((rotMatrixY
324 (Time)) * (vo1))).xyz) + (vec3
325 (0.0
326 ,0.1
327 ,0.2))) * (6.28318))) * (0.5))).z
328 ,((rotMatrixX
329 (Time)) * ((rotMatrixY
330 (Time)) * (vo1))).w)) * ((1.0) + ((0.5) * (sin
197 (Time))))))).w)) * (f (Time)); 331 (Time))))))).w)) * (f (Time));
198 } 332 }
199 """ 333 """
diff --git a/testdata/editor-examples/RecLC.out b/testdata/editor-examples/RecLC.out
index 18f16c64..0d0e2c48 100644
--- a/testdata/editor-examples/RecLC.out
+++ b/testdata/editor-examples/RecLC.out
@@ -129,7 +129,8 @@ Pipeline
129 , vertexShader = 129 , vertexShader =
130 """ 130 """
131 #version 330 core 131 #version 330 core
132 vec4 texture2D(sampler2D s,vec2 uv) { 132 vec4 texture2D(sampler2D s
133 ,vec2 uv) {
133 return texture(s,uv); 134 return texture(s,uv);
134 } 135 }
135 uniform float Time; 136 uniform float Time;
@@ -139,72 +140,118 @@ Pipeline
139 vec4 r2_Float; 140 vec4 r2_Float;
140 vec4 r3_Float; 141 vec4 r3_Float;
141 vec4 ext0_Float_3(vec3 z0) { 142 vec4 ext0_Float_3(vec3 z0) {
142 return vec4 ((z0).x,(z0).y,(z0).z,0.0); 143 return vec4 ((z0).x
144 ,(z0).y
145 ,(z0).z
146 ,0.0);
143 } 147 }
144 vec3 neg_VecSFloat3(vec3 z0) { 148 vec3 neg_VecSFloat3(vec3 z0) {
145 return - (z0); 149 return - (z0);
146 } 150 }
147 mat4 translateBefore4(vec3 z0) { 151 mat4 translateBefore4(vec3 z0) {
148 return mat4 152 return mat4 (r1_Float
149 (r1_Float,r2_Float,r3_Float,vec4 ((z0).x,(z0).y,(z0).z,1.0)); 153 ,r2_Float
150 } 154 ,r3_Float
151 mat4 lookat(vec3 z0,vec3 z1,vec3 z2) { 155 ,vec4 ((z0).x
156 ,(z0).y
157 ,(z0).z
158 ,1.0));
159 }
160 mat4 lookat(vec3 z0
161 ,vec3 z1
162 ,vec3 z2) {
152 return (transpose (mat4 163 return (transpose (mat4
153 (ext0_Float_3 (normalize (cross (z2,normalize ((z0) - (z1))))) 164 (ext0_Float_3 (normalize (cross
154 ,ext0_Float_3 (cross (normalize ((z0) - (z1)) 165 (z2,normalize ((z0) - (z1)))))
155 ,normalize (cross (z2,normalize ((z0) - (z1)))))) 166 ,ext0_Float_3 (cross (normalize
156 ,ext0_Float_3 (normalize ((z0) - (z1))) 167 ((z0) - (z1))
157 ,vec4 (0.0,0.0,0.0,1.0)))) * (translateBefore4 (neg_VecSFloat3 168 ,normalize (cross (z2
158 (z0))); 169 ,normalize ((z0) - (z1))))))
159 } 170 ,ext0_Float_3 (normalize
160 mat4 perspective(float z0,float z1,float z2,float z3) { 171 ((z0) - (z1)))
161 return mat4
162 (vec4 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
163 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
164 ((z2) / (2.0)))))))
165 ,0.0
166 ,0.0
167 ,0.0)
168 ,vec4 (0.0 172 ,vec4 (0.0
169 ,((2.0) * (z0)) / (((z0) * (tan
170 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
171 ,0.0 173 ,0.0
172 ,0.0)
173 ,vec4 ((((z3) * ((z0) * (tan
174 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
175 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
176 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
177 ((z2) / (2.0)))))))
178 ,(((z0) * (tan ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
179 ((z2) / (2.0)))))) / (((z0) * (tan
180 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
181 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
182 ,-1.0)
183 ,vec4 (0.0
184 ,0.0 174 ,0.0
185 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))) 175 ,1.0)))) * (translateBefore4
186 ,0.0)); 176 (neg_VecSFloat3 (z0)));
177 }
178 mat4 perspective(float z0
179 ,float z1
180 ,float z2
181 ,float z3) {
182 return mat4 (vec4
183 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
184 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
185 ((z2) / (2.0)))))))
186 ,0.0
187 ,0.0
188 ,0.0)
189 ,vec4 (0.0
190 ,((2.0) * (z0)) / (((z0) * (tan
191 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
192 ((z2) / (2.0))))))
193 ,0.0
194 ,0.0)
195 ,vec4 ((((z3) * ((z0) * (tan
196 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
197 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
198 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
199 ((z2) / (2.0)))))))
200 ,(((z0) * (tan
201 ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
202 ((z2) / (2.0)))))) / (((z0) * (tan
203 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
204 ((z2) / (2.0))))))
205 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
206 ,-1.0)
207 ,vec4 (0.0
208 ,0.0
209 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0)))
210 ,0.0));
187 } 211 }
188 mat4 rotMatrixY(float z0) { 212 mat4 rotMatrixY(float z0) {
189 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) 213 return mat4 (vec4 (cos (z0)
214 ,0.0
215 ,(0.0) - (sin (z0))
216 ,0.0)
190 ,vec4 (0.0,1.0,0.0,0.0) 217 ,vec4 (0.0,1.0,0.0,0.0)
191 ,vec4 (sin (z0),0.0,cos (z0),0.0) 218 ,vec4 (sin (z0)
219 ,0.0
220 ,cos (z0)
221 ,0.0)
192 ,vec4 (0.0,0.0,0.0,1.0)); 222 ,vec4 (0.0,0.0,0.0,1.0));
193 } 223 }
194 vec4 scale(float z0,vec4 z1) { 224 vec4 scale(float z0,vec4 z1) {
195 return (z1) * (vec4 (z0,z0,z0,1.0)); 225 return (z1) * (vec4 (z0
226 ,z0
227 ,z0
228 ,1.0));
196 } 229 }
197 void main() { 230 void main() {
198 r1_Float = vec4 (1.0,0.0,0.0,0.0); 231 r1_Float = vec4 (1.0
199 r2_Float = vec4 (0.0,1.0,0.0,0.0); 232 ,0.0
200 r3_Float = vec4 (0.0,0.0,1.0,0.0); 233 ,0.0
201 gl_Position = scale 234 ,0.0);
202 (0.5 235 r2_Float = vec4 (0.0
203 ,(((perspective (0.1,100.0,0.5235987755982988,1.0)) * (lookat 236 ,1.0
204 (vec3 (3.0,1.3,0.3) 237 ,0.0
205 ,vec3 (0.0,0.0,0.0) 238 ,0.0);
206 ,vec3 (0.0,1.0,0.0)))) * (rotMatrixY 239 r3_Float = vec4 (0.0
207 ((0.1308996938995747) * (Time)))) * (vi1)); 240 ,0.0
241 ,1.0
242 ,0.0);
243 gl_Position = scale (0.5
244 ,(((perspective (0.1
245 ,100.0
246 ,0.5235987755982988
247 ,1.0)) * (lookat (vec3 (3.0
248 ,1.3
249 ,0.3)
250 ,vec3 (0.0,0.0,0.0)
251 ,vec3 (0.0
252 ,1.0
253 ,0.0)))) * (rotMatrixY
254 ((0.1308996938995747) * (Time)))) * (vi1));
208 vo1 = vi1; 255 vo1 = vi1;
209 } 256 }
210 """ 257 """
@@ -212,7 +259,8 @@ Pipeline
212 , fragmentShader = 259 , fragmentShader =
213 """ 260 """
214 #version 330 core 261 #version 330 core
215 vec4 texture2D(sampler2D s,vec2 uv) { 262 vec4 texture2D(sampler2D s
263 ,vec2 uv) {
216 return texture(s,uv); 264 return texture(s,uv);
217 } 265 }
218 uniform float Time; 266 uniform float Time;
@@ -227,7 +275,8 @@ Pipeline
227 (((((vo1).y) + ((vo1).x)) + ((vo1).z)) - (1.0))) > (0.25))) && (((((((vo1).y) - ((vo1).x)) - ((vo1).z)) > (1.0)) || ((abs 275 (((((vo1).y) + ((vo1).x)) + ((vo1).z)) - (1.0))) > (0.25))) && (((((((vo1).y) - ((vo1).x)) - ((vo1).z)) > (1.0)) || ((abs
228 (((((vo1).y) + ((vo1).x)) - ((vo1).z)) - (1.0))) > (0.25))) && (((((((vo1).y) - ((vo1).x)) + ((vo1).z)) > (1.0)) || ((abs 276 (((((vo1).y) + ((vo1).x)) - ((vo1).z)) - (1.0))) > (0.25))) && (((((((vo1).y) - ((vo1).x)) + ((vo1).z)) > (1.0)) || ((abs
229 (((((vo1).y) - ((vo1).x)) - ((vo1).z)) - (1.0))) > (0.25))) && ((len2_Float_4 277 (((((vo1).y) - ((vo1).x)) - ((vo1).z)) - (1.0))) > (0.25))) && ((len2_Float_4
230 (sin ((vo1) * (20.0)))) > (abs ((3.0) * (sin 278 (sin ((vo1) * (20.0)))) > (abs
279 ((3.0) * (sin
231 ((1.0) * (Time))))))))))) discard; 280 ((1.0) * (Time))))))))))) discard;
232 f0 = vo1; 281 f0 = vo1;
233 } 282 }
@@ -245,7 +294,8 @@ Pipeline
245 , vertexShader = 294 , vertexShader =
246 """ 295 """
247 #version 330 core 296 #version 330 core
248 vec4 texture2D(sampler2D s,vec2 uv) { 297 vec4 texture2D(sampler2D s
298 ,vec2 uv) {
249 return texture(s,uv); 299 return texture(s,uv);
250 } 300 }
251 uniform float Time; 301 uniform float Time;
@@ -256,80 +306,136 @@ Pipeline
256 vec4 r2_Float; 306 vec4 r2_Float;
257 vec4 r3_Float; 307 vec4 r3_Float;
258 vec4 ext0_Float_3(vec3 z0) { 308 vec4 ext0_Float_3(vec3 z0) {
259 return vec4 ((z0).x,(z0).y,(z0).z,0.0); 309 return vec4 ((z0).x
310 ,(z0).y
311 ,(z0).z
312 ,0.0);
260 } 313 }
261 vec3 neg_VecSFloat3(vec3 z0) { 314 vec3 neg_VecSFloat3(vec3 z0) {
262 return - (z0); 315 return - (z0);
263 } 316 }
264 mat4 translateBefore4(vec3 z0) { 317 mat4 translateBefore4(vec3 z0) {
265 return mat4 318 return mat4 (r1_Float
266 (r1_Float,r2_Float,r3_Float,vec4 ((z0).x,(z0).y,(z0).z,1.0)); 319 ,r2_Float
267 } 320 ,r3_Float
268 mat4 lookat(vec3 z0,vec3 z1,vec3 z2) { 321 ,vec4 ((z0).x
322 ,(z0).y
323 ,(z0).z
324 ,1.0));
325 }
326 mat4 lookat(vec3 z0
327 ,vec3 z1
328 ,vec3 z2) {
269 return (transpose (mat4 329 return (transpose (mat4
270 (ext0_Float_3 (normalize (cross (z2,normalize ((z0) - (z1))))) 330 (ext0_Float_3 (normalize (cross
271 ,ext0_Float_3 (cross (normalize ((z0) - (z1)) 331 (z2,normalize ((z0) - (z1)))))
272 ,normalize (cross (z2,normalize ((z0) - (z1)))))) 332 ,ext0_Float_3 (cross (normalize
273 ,ext0_Float_3 (normalize ((z0) - (z1))) 333 ((z0) - (z1))
274 ,vec4 (0.0,0.0,0.0,1.0)))) * (translateBefore4 (neg_VecSFloat3 334 ,normalize (cross (z2
275 (z0))); 335 ,normalize ((z0) - (z1))))))
276 } 336 ,ext0_Float_3 (normalize
277 mat4 perspective(float z0,float z1,float z2,float z3) { 337 ((z0) - (z1)))
278 return mat4
279 (vec4 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
280 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
281 ((z2) / (2.0)))))))
282 ,0.0
283 ,0.0
284 ,0.0)
285 ,vec4 (0.0 338 ,vec4 (0.0
286 ,((2.0) * (z0)) / (((z0) * (tan
287 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
288 ,0.0 339 ,0.0
289 ,0.0)
290 ,vec4 ((((z3) * ((z0) * (tan
291 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
292 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
293 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
294 ((z2) / (2.0)))))))
295 ,(((z0) * (tan ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
296 ((z2) / (2.0)))))) / (((z0) * (tan
297 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
298 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
299 ,-1.0)
300 ,vec4 (0.0
301 ,0.0 340 ,0.0
302 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))) 341 ,1.0)))) * (translateBefore4
303 ,0.0)); 342 (neg_VecSFloat3 (z0)));
343 }
344 mat4 perspective(float z0
345 ,float z1
346 ,float z2
347 ,float z3) {
348 return mat4 (vec4
349 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
350 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
351 ((z2) / (2.0)))))))
352 ,0.0
353 ,0.0
354 ,0.0)
355 ,vec4 (0.0
356 ,((2.0) * (z0)) / (((z0) * (tan
357 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
358 ((z2) / (2.0))))))
359 ,0.0
360 ,0.0)
361 ,vec4 ((((z3) * ((z0) * (tan
362 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
363 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
364 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
365 ((z2) / (2.0)))))))
366 ,(((z0) * (tan
367 ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
368 ((z2) / (2.0)))))) / (((z0) * (tan
369 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
370 ((z2) / (2.0))))))
371 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
372 ,-1.0)
373 ,vec4 (0.0
374 ,0.0
375 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0)))
376 ,0.0));
304 } 377 }
305 mat4 rotMatrixY(float z0) { 378 mat4 rotMatrixY(float z0) {
306 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) 379 return mat4 (vec4 (cos (z0)
380 ,0.0
381 ,(0.0) - (sin (z0))
382 ,0.0)
307 ,vec4 (0.0,1.0,0.0,0.0) 383 ,vec4 (0.0,1.0,0.0,0.0)
308 ,vec4 (sin (z0),0.0,cos (z0),0.0) 384 ,vec4 (sin (z0)
385 ,0.0
386 ,cos (z0)
387 ,0.0)
309 ,vec4 (0.0,0.0,0.0,1.0)); 388 ,vec4 (0.0,0.0,0.0,1.0));
310 } 389 }
311 mat4 rotMatrix; 390 mat4 rotMatrix;
312 mat4 rotMatrixX(float z0) { 391 mat4 rotMatrixX(float z0) {
313 return mat4 (vec4 (1.0,0.0,0.0,0.0) 392 return mat4 (vec4 (1.0
314 ,vec4 (0.0,cos (z0),sin (z0),0.0) 393 ,0.0
315 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) 394 ,0.0
395 ,0.0)
396 ,vec4 (0.0
397 ,cos (z0)
398 ,sin (z0)
399 ,0.0)
400 ,vec4 (0.0
401 ,(0.0) - (sin (z0))
402 ,cos (z0)
403 ,0.0)
316 ,vec4 (0.0,0.0,0.0,1.0)); 404 ,vec4 (0.0,0.0,0.0,1.0));
317 } 405 }
318 vec4 scale(float z0,vec4 z1) { 406 vec4 scale(float z0,vec4 z1) {
319 return (z1) * (vec4 (z0,z0,z0,1.0)); 407 return (z1) * (vec4 (z0
408 ,z0
409 ,z0
410 ,1.0));
320 } 411 }
321 void main() { 412 void main() {
322 r1_Float = vec4 (1.0,0.0,0.0,0.0); 413 r1_Float = vec4 (1.0
323 r2_Float = vec4 (0.0,1.0,0.0,0.0); 414 ,0.0
324 r3_Float = vec4 (0.0,0.0,1.0,0.0); 415 ,0.0
325 rotMatrix = ((perspective 416 ,0.0);
326 (0.1,100.0,0.5235987755982988,1.0)) * (lookat 417 r2_Float = vec4 (0.0
327 (vec3 (3.0,1.3,0.3) 418 ,1.0
328 ,vec3 (0.0,0.0,0.0) 419 ,0.0
329 ,vec3 (0.0,1.0,0.0)))) * (rotMatrixY 420 ,0.0);
421 r3_Float = vec4 (0.0
422 ,0.0
423 ,1.0
424 ,0.0);
425 rotMatrix = ((perspective (0.1
426 ,100.0
427 ,0.5235987755982988
428 ,1.0)) * (lookat (vec3 (3.0
429 ,1.3
430 ,0.3)
431 ,vec3 (0.0,0.0,0.0)
432 ,vec3 (0.0
433 ,1.0
434 ,0.0)))) * (rotMatrixY
330 ((0.1308996938995747) * (Time))); 435 ((0.1308996938995747) * (Time)));
331 gl_Position = (rotMatrix) * (scale 436 gl_Position =
332 (0.4,(rotMatrixX (0.0)) * (vi1))); 437 (rotMatrix) * (scale (0.4
438 ,(rotMatrixX (0.0)) * (vi1)));
333 vo1 = vi2; 439 vo1 = vi2;
334 } 440 }
335 """ 441 """
@@ -337,18 +443,25 @@ Pipeline
337 , fragmentShader = 443 , fragmentShader =
338 """ 444 """
339 #version 330 core 445 #version 330 core
340 vec4 texture2D(sampler2D s,vec2 uv) { 446 vec4 texture2D(sampler2D s
447 ,vec2 uv) {
341 return texture(s,uv); 448 return texture(s,uv);
342 } 449 }
343 uniform sampler2D s0; 450 uniform sampler2D s0;
344 smooth in vec2 vo1; 451 smooth in vec2 vo1;
345 out vec4 f0; 452 out vec4 f0;
346 vec4 setAlpha(vec4 z0) { 453 vec4 setAlpha(vec4 z0) {
347 return ((z0) * (vec4 (1.0,1.0,1.0,0.0))) + (vec4 454 return ((z0) * (vec4 (1.0
348 (0.0,0.0,0.0,1.0)); 455 ,1.0
456 ,1.0
457 ,0.0))) + (vec4 (0.0
458 ,0.0
459 ,0.0
460 ,1.0));
349 } 461 }
350 void main() { 462 void main() {
351 f0 = setAlpha (((((vo1).yyyx) * (0.5)) + (texture2D 463 f0 = setAlpha
464 (((((vo1).yyyx) * (0.5)) + (texture2D
352 (s0,vo1))) * (0.7)); 465 (s0,vo1))) * (0.7));
353 } 466 }
354 """ 467 """
@@ -365,7 +478,8 @@ Pipeline
365 , vertexShader = 478 , vertexShader =
366 """ 479 """
367 #version 330 core 480 #version 330 core
368 vec4 texture2D(sampler2D s,vec2 uv) { 481 vec4 texture2D(sampler2D s
482 ,vec2 uv) {
369 return texture(s,uv); 483 return texture(s,uv);
370 } 484 }
371 uniform float Time; 485 uniform float Time;
@@ -376,80 +490,136 @@ Pipeline
376 vec4 r2_Float; 490 vec4 r2_Float;
377 vec4 r3_Float; 491 vec4 r3_Float;
378 vec4 ext0_Float_3(vec3 z0) { 492 vec4 ext0_Float_3(vec3 z0) {
379 return vec4 ((z0).x,(z0).y,(z0).z,0.0); 493 return vec4 ((z0).x
494 ,(z0).y
495 ,(z0).z
496 ,0.0);
380 } 497 }
381 vec3 neg_VecSFloat3(vec3 z0) { 498 vec3 neg_VecSFloat3(vec3 z0) {
382 return - (z0); 499 return - (z0);
383 } 500 }
384 mat4 translateBefore4(vec3 z0) { 501 mat4 translateBefore4(vec3 z0) {
385 return mat4 502 return mat4 (r1_Float
386 (r1_Float,r2_Float,r3_Float,vec4 ((z0).x,(z0).y,(z0).z,1.0)); 503 ,r2_Float
387 } 504 ,r3_Float
388 mat4 lookat(vec3 z0,vec3 z1,vec3 z2) { 505 ,vec4 ((z0).x
506 ,(z0).y
507 ,(z0).z
508 ,1.0));
509 }
510 mat4 lookat(vec3 z0
511 ,vec3 z1
512 ,vec3 z2) {
389 return (transpose (mat4 513 return (transpose (mat4
390 (ext0_Float_3 (normalize (cross (z2,normalize ((z0) - (z1))))) 514 (ext0_Float_3 (normalize (cross
391 ,ext0_Float_3 (cross (normalize ((z0) - (z1)) 515 (z2,normalize ((z0) - (z1)))))
392 ,normalize (cross (z2,normalize ((z0) - (z1)))))) 516 ,ext0_Float_3 (cross (normalize
393 ,ext0_Float_3 (normalize ((z0) - (z1))) 517 ((z0) - (z1))
394 ,vec4 (0.0,0.0,0.0,1.0)))) * (translateBefore4 (neg_VecSFloat3 518 ,normalize (cross (z2
395 (z0))); 519 ,normalize ((z0) - (z1))))))
396 } 520 ,ext0_Float_3 (normalize
397 mat4 perspective(float z0,float z1,float z2,float z3) { 521 ((z0) - (z1)))
398 return mat4
399 (vec4 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
400 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
401 ((z2) / (2.0)))))))
402 ,0.0
403 ,0.0
404 ,0.0)
405 ,vec4 (0.0 522 ,vec4 (0.0
406 ,((2.0) * (z0)) / (((z0) * (tan
407 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
408 ,0.0 523 ,0.0
409 ,0.0)
410 ,vec4 ((((z3) * ((z0) * (tan
411 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
412 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
413 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
414 ((z2) / (2.0)))))))
415 ,(((z0) * (tan ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
416 ((z2) / (2.0)))))) / (((z0) * (tan
417 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
418 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
419 ,-1.0)
420 ,vec4 (0.0
421 ,0.0 524 ,0.0
422 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))) 525 ,1.0)))) * (translateBefore4
423 ,0.0)); 526 (neg_VecSFloat3 (z0)));
527 }
528 mat4 perspective(float z0
529 ,float z1
530 ,float z2
531 ,float z3) {
532 return mat4 (vec4
533 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
534 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
535 ((z2) / (2.0)))))))
536 ,0.0
537 ,0.0
538 ,0.0)
539 ,vec4 (0.0
540 ,((2.0) * (z0)) / (((z0) * (tan
541 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
542 ((z2) / (2.0))))))
543 ,0.0
544 ,0.0)
545 ,vec4 ((((z3) * ((z0) * (tan
546 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
547 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
548 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
549 ((z2) / (2.0)))))))
550 ,(((z0) * (tan
551 ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
552 ((z2) / (2.0)))))) / (((z0) * (tan
553 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
554 ((z2) / (2.0))))))
555 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
556 ,-1.0)
557 ,vec4 (0.0
558 ,0.0
559 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0)))
560 ,0.0));
424 } 561 }
425 mat4 rotMatrixY(float z0) { 562 mat4 rotMatrixY(float z0) {
426 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) 563 return mat4 (vec4 (cos (z0)
564 ,0.0
565 ,(0.0) - (sin (z0))
566 ,0.0)
427 ,vec4 (0.0,1.0,0.0,0.0) 567 ,vec4 (0.0,1.0,0.0,0.0)
428 ,vec4 (sin (z0),0.0,cos (z0),0.0) 568 ,vec4 (sin (z0)
569 ,0.0
570 ,cos (z0)
571 ,0.0)
429 ,vec4 (0.0,0.0,0.0,1.0)); 572 ,vec4 (0.0,0.0,0.0,1.0));
430 } 573 }
431 mat4 rotMatrix; 574 mat4 rotMatrix;
432 mat4 rotMatrixX(float z0) { 575 mat4 rotMatrixX(float z0) {
433 return mat4 (vec4 (1.0,0.0,0.0,0.0) 576 return mat4 (vec4 (1.0
434 ,vec4 (0.0,cos (z0),sin (z0),0.0) 577 ,0.0
435 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) 578 ,0.0
579 ,0.0)
580 ,vec4 (0.0
581 ,cos (z0)
582 ,sin (z0)
583 ,0.0)
584 ,vec4 (0.0
585 ,(0.0) - (sin (z0))
586 ,cos (z0)
587 ,0.0)
436 ,vec4 (0.0,0.0,0.0,1.0)); 588 ,vec4 (0.0,0.0,0.0,1.0));
437 } 589 }
438 vec4 scale(float z0,vec4 z1) { 590 vec4 scale(float z0,vec4 z1) {
439 return (z1) * (vec4 (z0,z0,z0,1.0)); 591 return (z1) * (vec4 (z0
592 ,z0
593 ,z0
594 ,1.0));
440 } 595 }
441 void main() { 596 void main() {
442 r1_Float = vec4 (1.0,0.0,0.0,0.0); 597 r1_Float = vec4 (1.0
443 r2_Float = vec4 (0.0,1.0,0.0,0.0); 598 ,0.0
444 r3_Float = vec4 (0.0,0.0,1.0,0.0); 599 ,0.0
445 rotMatrix = ((perspective 600 ,0.0);
446 (0.1,100.0,0.5235987755982988,1.0)) * (lookat 601 r2_Float = vec4 (0.0
447 (vec3 (3.0,1.3,0.3) 602 ,1.0
448 ,vec3 (0.0,0.0,0.0) 603 ,0.0
449 ,vec3 (0.0,1.0,0.0)))) * (rotMatrixY 604 ,0.0);
605 r3_Float = vec4 (0.0
606 ,0.0
607 ,1.0
608 ,0.0);
609 rotMatrix = ((perspective (0.1
610 ,100.0
611 ,0.5235987755982988
612 ,1.0)) * (lookat (vec3 (3.0
613 ,1.3
614 ,0.3)
615 ,vec3 (0.0,0.0,0.0)
616 ,vec3 (0.0
617 ,1.0
618 ,0.0)))) * (rotMatrixY
450 ((0.1308996938995747) * (Time))); 619 ((0.1308996938995747) * (Time)));
451 gl_Position = (rotMatrix) * (scale 620 gl_Position =
452 (0.4,(rotMatrixX (0.1)) * (vi1))); 621 (rotMatrix) * (scale (0.4
622 ,(rotMatrixX (0.1)) * (vi1)));
453 vo1 = vi2; 623 vo1 = vi2;
454 } 624 }
455 """ 625 """
@@ -457,18 +627,25 @@ Pipeline
457 , fragmentShader = 627 , fragmentShader =
458 """ 628 """
459 #version 330 core 629 #version 330 core
460 vec4 texture2D(sampler2D s,vec2 uv) { 630 vec4 texture2D(sampler2D s
631 ,vec2 uv) {
461 return texture(s,uv); 632 return texture(s,uv);
462 } 633 }
463 uniform sampler2D s0; 634 uniform sampler2D s0;
464 smooth in vec2 vo1; 635 smooth in vec2 vo1;
465 out vec4 f0; 636 out vec4 f0;
466 vec4 setAlpha(vec4 z0) { 637 vec4 setAlpha(vec4 z0) {
467 return ((z0) * (vec4 (1.0,1.0,1.0,0.0))) + (vec4 638 return ((z0) * (vec4 (1.0
468 (0.0,0.0,0.0,1.0)); 639 ,1.0
640 ,1.0
641 ,0.0))) + (vec4 (0.0
642 ,0.0
643 ,0.0
644 ,1.0));
469 } 645 }
470 void main() { 646 void main() {
471 f0 = setAlpha (((((vo1).yyyx) * (0.5)) + (texture2D 647 f0 = setAlpha
648 (((((vo1).yyyx) * (0.5)) + (texture2D
472 (s0,vo1))) * (0.7)); 649 (s0,vo1))) * (0.7));
473 } 650 }
474 """ 651 """
diff --git a/testdata/editor-examples/RecursiveTexture.out b/testdata/editor-examples/RecursiveTexture.out
index bc3e5571..9c4cfba8 100644
--- a/testdata/editor-examples/RecursiveTexture.out
+++ b/testdata/editor-examples/RecursiveTexture.out
@@ -807,7 +807,8 @@ Pipeline
807 , vertexShader = 807 , vertexShader =
808 """ 808 """
809 #version 330 core 809 #version 330 core
810 vec4 texture2D(sampler2D s,vec2 uv) { 810 vec4 texture2D(sampler2D s
811 ,vec2 uv) {
811 return texture(s,uv); 812 return texture(s,uv);
812 } 813 }
813 uniform float Time; 814 uniform float Time;
@@ -818,80 +819,136 @@ Pipeline
818 vec4 r2_Float; 819 vec4 r2_Float;
819 vec4 r3_Float; 820 vec4 r3_Float;
820 vec4 ext0_Float_3(vec3 z0) { 821 vec4 ext0_Float_3(vec3 z0) {
821 return vec4 ((z0).x,(z0).y,(z0).z,0.0); 822 return vec4 ((z0).x
823 ,(z0).y
824 ,(z0).z
825 ,0.0);
822 } 826 }
823 vec3 neg_VecSFloat3(vec3 z0) { 827 vec3 neg_VecSFloat3(vec3 z0) {
824 return - (z0); 828 return - (z0);
825 } 829 }
826 mat4 translateBefore4(vec3 z0) { 830 mat4 translateBefore4(vec3 z0) {
827 return mat4 831 return mat4 (r1_Float
828 (r1_Float,r2_Float,r3_Float,vec4 ((z0).x,(z0).y,(z0).z,1.0)); 832 ,r2_Float
829 } 833 ,r3_Float
830 mat4 lookat(vec3 z0,vec3 z1,vec3 z2) { 834 ,vec4 ((z0).x
835 ,(z0).y
836 ,(z0).z
837 ,1.0));
838 }
839 mat4 lookat(vec3 z0
840 ,vec3 z1
841 ,vec3 z2) {
831 return (transpose (mat4 842 return (transpose (mat4
832 (ext0_Float_3 (normalize (cross (z2,normalize ((z0) - (z1))))) 843 (ext0_Float_3 (normalize (cross
833 ,ext0_Float_3 (cross (normalize ((z0) - (z1)) 844 (z2,normalize ((z0) - (z1)))))
834 ,normalize (cross (z2,normalize ((z0) - (z1)))))) 845 ,ext0_Float_3 (cross (normalize
835 ,ext0_Float_3 (normalize ((z0) - (z1))) 846 ((z0) - (z1))
836 ,vec4 (0.0,0.0,0.0,1.0)))) * (translateBefore4 (neg_VecSFloat3 847 ,normalize (cross (z2
837 (z0))); 848 ,normalize ((z0) - (z1))))))
838 } 849 ,ext0_Float_3 (normalize
839 mat4 perspective(float z0,float z1,float z2,float z3) { 850 ((z0) - (z1)))
840 return mat4
841 (vec4 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
842 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
843 ((z2) / (2.0)))))))
844 ,0.0
845 ,0.0
846 ,0.0)
847 ,vec4 (0.0 851 ,vec4 (0.0
848 ,((2.0) * (z0)) / (((z0) * (tan
849 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
850 ,0.0 852 ,0.0
851 ,0.0)
852 ,vec4 ((((z3) * ((z0) * (tan
853 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
854 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
855 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
856 ((z2) / (2.0)))))))
857 ,(((z0) * (tan ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
858 ((z2) / (2.0)))))) / (((z0) * (tan
859 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
860 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
861 ,-1.0)
862 ,vec4 (0.0
863 ,0.0 853 ,0.0
864 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))) 854 ,1.0)))) * (translateBefore4
865 ,0.0)); 855 (neg_VecSFloat3 (z0)));
856 }
857 mat4 perspective(float z0
858 ,float z1
859 ,float z2
860 ,float z3) {
861 return mat4 (vec4
862 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
863 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
864 ((z2) / (2.0)))))))
865 ,0.0
866 ,0.0
867 ,0.0)
868 ,vec4 (0.0
869 ,((2.0) * (z0)) / (((z0) * (tan
870 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
871 ((z2) / (2.0))))))
872 ,0.0
873 ,0.0)
874 ,vec4 ((((z3) * ((z0) * (tan
875 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
876 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
877 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
878 ((z2) / (2.0)))))))
879 ,(((z0) * (tan
880 ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
881 ((z2) / (2.0)))))) / (((z0) * (tan
882 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
883 ((z2) / (2.0))))))
884 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
885 ,-1.0)
886 ,vec4 (0.0
887 ,0.0
888 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0)))
889 ,0.0));
866 } 890 }
867 mat4 rotMatrixY(float z0) { 891 mat4 rotMatrixY(float z0) {
868 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) 892 return mat4 (vec4 (cos (z0)
893 ,0.0
894 ,(0.0) - (sin (z0))
895 ,0.0)
869 ,vec4 (0.0,1.0,0.0,0.0) 896 ,vec4 (0.0,1.0,0.0,0.0)
870 ,vec4 (sin (z0),0.0,cos (z0),0.0) 897 ,vec4 (sin (z0)
898 ,0.0
899 ,cos (z0)
900 ,0.0)
871 ,vec4 (0.0,0.0,0.0,1.0)); 901 ,vec4 (0.0,0.0,0.0,1.0));
872 } 902 }
873 mat4 rotMatrix; 903 mat4 rotMatrix;
874 mat4 rotMatrixX(float z0) { 904 mat4 rotMatrixX(float z0) {
875 return mat4 (vec4 (1.0,0.0,0.0,0.0) 905 return mat4 (vec4 (1.0
876 ,vec4 (0.0,cos (z0),sin (z0),0.0) 906 ,0.0
877 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) 907 ,0.0
908 ,0.0)
909 ,vec4 (0.0
910 ,cos (z0)
911 ,sin (z0)
912 ,0.0)
913 ,vec4 (0.0
914 ,(0.0) - (sin (z0))
915 ,cos (z0)
916 ,0.0)
878 ,vec4 (0.0,0.0,0.0,1.0)); 917 ,vec4 (0.0,0.0,0.0,1.0));
879 } 918 }
880 vec4 scale(float z0,vec4 z1) { 919 vec4 scale(float z0,vec4 z1) {
881 return (z1) * (vec4 (z0,z0,z0,1.0)); 920 return (z1) * (vec4 (z0
921 ,z0
922 ,z0
923 ,1.0));
882 } 924 }
883 void main() { 925 void main() {
884 r1_Float = vec4 (1.0,0.0,0.0,0.0); 926 r1_Float = vec4 (1.0
885 r2_Float = vec4 (0.0,1.0,0.0,0.0); 927 ,0.0
886 r3_Float = vec4 (0.0,0.0,1.0,0.0); 928 ,0.0
887 rotMatrix = ((perspective 929 ,0.0);
888 (0.1,100.0,0.5235987755982988,1.0)) * (lookat 930 r2_Float = vec4 (0.0
889 (vec3 (3.0,1.3,0.3) 931 ,1.0
890 ,vec3 (0.0,0.0,0.0) 932 ,0.0
891 ,vec3 (0.0,1.0,0.0)))) * (rotMatrixY 933 ,0.0);
934 r3_Float = vec4 (0.0
935 ,0.0
936 ,1.0
937 ,0.0);
938 rotMatrix = ((perspective (0.1
939 ,100.0
940 ,0.5235987755982988
941 ,1.0)) * (lookat (vec3 (3.0
942 ,1.3
943 ,0.3)
944 ,vec3 (0.0,0.0,0.0)
945 ,vec3 (0.0
946 ,1.0
947 ,0.0)))) * (rotMatrixY
892 ((0.1308996938995747) * (Time))); 948 ((0.1308996938995747) * (Time)));
893 gl_Position = (rotMatrix) * (scale 949 gl_Position =
894 (0.4,(rotMatrixX (0.0)) * (vi1))); 950 (rotMatrix) * (scale (0.4
951 ,(rotMatrixX (0.0)) * (vi1)));
895 vo1 = vi2; 952 vo1 = vi2;
896 } 953 }
897 """ 954 """
@@ -899,18 +956,25 @@ Pipeline
899 , fragmentShader = 956 , fragmentShader =
900 """ 957 """
901 #version 330 core 958 #version 330 core
902 vec4 texture2D(sampler2D s,vec2 uv) { 959 vec4 texture2D(sampler2D s
960 ,vec2 uv) {
903 return texture(s,uv); 961 return texture(s,uv);
904 } 962 }
905 uniform sampler2D s0; 963 uniform sampler2D s0;
906 smooth in vec2 vo1; 964 smooth in vec2 vo1;
907 out vec4 f0; 965 out vec4 f0;
908 vec4 setAlpha(vec4 z0) { 966 vec4 setAlpha(vec4 z0) {
909 return ((z0) * (vec4 (1.0,1.0,1.0,0.0))) + (vec4 967 return ((z0) * (vec4 (1.0
910 (0.0,0.0,0.0,1.0)); 968 ,1.0
969 ,1.0
970 ,0.0))) + (vec4 (0.0
971 ,0.0
972 ,0.0
973 ,1.0));
911 } 974 }
912 void main() { 975 void main() {
913 f0 = setAlpha (((((vo1).yyyx) * (0.5)) + (texture2D 976 f0 = setAlpha
977 (((((vo1).yyyx) * (0.5)) + (texture2D
914 (s0,vo1))) * (0.7)); 978 (s0,vo1))) * (0.7));
915 } 979 }
916 """ 980 """
@@ -927,7 +991,8 @@ Pipeline
927 , vertexShader = 991 , vertexShader =
928 """ 992 """
929 #version 330 core 993 #version 330 core
930 vec4 texture2D(sampler2D s,vec2 uv) { 994 vec4 texture2D(sampler2D s
995 ,vec2 uv) {
931 return texture(s,uv); 996 return texture(s,uv);
932 } 997 }
933 uniform float Time; 998 uniform float Time;
@@ -938,80 +1003,136 @@ Pipeline
938 vec4 r2_Float; 1003 vec4 r2_Float;
939 vec4 r3_Float; 1004 vec4 r3_Float;
940 vec4 ext0_Float_3(vec3 z0) { 1005 vec4 ext0_Float_3(vec3 z0) {
941 return vec4 ((z0).x,(z0).y,(z0).z,0.0); 1006 return vec4 ((z0).x
1007 ,(z0).y
1008 ,(z0).z
1009 ,0.0);
942 } 1010 }
943 vec3 neg_VecSFloat3(vec3 z0) { 1011 vec3 neg_VecSFloat3(vec3 z0) {
944 return - (z0); 1012 return - (z0);
945 } 1013 }
946 mat4 translateBefore4(vec3 z0) { 1014 mat4 translateBefore4(vec3 z0) {
947 return mat4 1015 return mat4 (r1_Float
948 (r1_Float,r2_Float,r3_Float,vec4 ((z0).x,(z0).y,(z0).z,1.0)); 1016 ,r2_Float
949 } 1017 ,r3_Float
950 mat4 lookat(vec3 z0,vec3 z1,vec3 z2) { 1018 ,vec4 ((z0).x
1019 ,(z0).y
1020 ,(z0).z
1021 ,1.0));
1022 }
1023 mat4 lookat(vec3 z0
1024 ,vec3 z1
1025 ,vec3 z2) {
951 return (transpose (mat4 1026 return (transpose (mat4
952 (ext0_Float_3 (normalize (cross (z2,normalize ((z0) - (z1))))) 1027 (ext0_Float_3 (normalize (cross
953 ,ext0_Float_3 (cross (normalize ((z0) - (z1)) 1028 (z2,normalize ((z0) - (z1)))))
954 ,normalize (cross (z2,normalize ((z0) - (z1)))))) 1029 ,ext0_Float_3 (cross (normalize
955 ,ext0_Float_3 (normalize ((z0) - (z1))) 1030 ((z0) - (z1))
956 ,vec4 (0.0,0.0,0.0,1.0)))) * (translateBefore4 (neg_VecSFloat3 1031 ,normalize (cross (z2
957 (z0))); 1032 ,normalize ((z0) - (z1))))))
958 } 1033 ,ext0_Float_3 (normalize
959 mat4 perspective(float z0,float z1,float z2,float z3) { 1034 ((z0) - (z1)))
960 return mat4
961 (vec4 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
962 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
963 ((z2) / (2.0)))))))
964 ,0.0
965 ,0.0
966 ,0.0)
967 ,vec4 (0.0 1035 ,vec4 (0.0
968 ,((2.0) * (z0)) / (((z0) * (tan
969 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
970 ,0.0 1036 ,0.0
971 ,0.0)
972 ,vec4 ((((z3) * ((z0) * (tan
973 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
974 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
975 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
976 ((z2) / (2.0)))))))
977 ,(((z0) * (tan ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
978 ((z2) / (2.0)))))) / (((z0) * (tan
979 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
980 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
981 ,-1.0)
982 ,vec4 (0.0
983 ,0.0 1037 ,0.0
984 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))) 1038 ,1.0)))) * (translateBefore4
985 ,0.0)); 1039 (neg_VecSFloat3 (z0)));
1040 }
1041 mat4 perspective(float z0
1042 ,float z1
1043 ,float z2
1044 ,float z3) {
1045 return mat4 (vec4
1046 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
1047 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
1048 ((z2) / (2.0)))))))
1049 ,0.0
1050 ,0.0
1051 ,0.0)
1052 ,vec4 (0.0
1053 ,((2.0) * (z0)) / (((z0) * (tan
1054 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
1055 ((z2) / (2.0))))))
1056 ,0.0
1057 ,0.0)
1058 ,vec4 ((((z3) * ((z0) * (tan
1059 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
1060 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
1061 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
1062 ((z2) / (2.0)))))))
1063 ,(((z0) * (tan
1064 ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
1065 ((z2) / (2.0)))))) / (((z0) * (tan
1066 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
1067 ((z2) / (2.0))))))
1068 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
1069 ,-1.0)
1070 ,vec4 (0.0
1071 ,0.0
1072 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0)))
1073 ,0.0));
986 } 1074 }
987 mat4 rotMatrixY(float z0) { 1075 mat4 rotMatrixY(float z0) {
988 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) 1076 return mat4 (vec4 (cos (z0)
1077 ,0.0
1078 ,(0.0) - (sin (z0))
1079 ,0.0)
989 ,vec4 (0.0,1.0,0.0,0.0) 1080 ,vec4 (0.0,1.0,0.0,0.0)
990 ,vec4 (sin (z0),0.0,cos (z0),0.0) 1081 ,vec4 (sin (z0)
1082 ,0.0
1083 ,cos (z0)
1084 ,0.0)
991 ,vec4 (0.0,0.0,0.0,1.0)); 1085 ,vec4 (0.0,0.0,0.0,1.0));
992 } 1086 }
993 mat4 rotMatrix; 1087 mat4 rotMatrix;
994 mat4 rotMatrixX(float z0) { 1088 mat4 rotMatrixX(float z0) {
995 return mat4 (vec4 (1.0,0.0,0.0,0.0) 1089 return mat4 (vec4 (1.0
996 ,vec4 (0.0,cos (z0),sin (z0),0.0) 1090 ,0.0
997 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) 1091 ,0.0
1092 ,0.0)
1093 ,vec4 (0.0
1094 ,cos (z0)
1095 ,sin (z0)
1096 ,0.0)
1097 ,vec4 (0.0
1098 ,(0.0) - (sin (z0))
1099 ,cos (z0)
1100 ,0.0)
998 ,vec4 (0.0,0.0,0.0,1.0)); 1101 ,vec4 (0.0,0.0,0.0,1.0));
999 } 1102 }
1000 vec4 scale(float z0,vec4 z1) { 1103 vec4 scale(float z0,vec4 z1) {
1001 return (z1) * (vec4 (z0,z0,z0,1.0)); 1104 return (z1) * (vec4 (z0
1105 ,z0
1106 ,z0
1107 ,1.0));
1002 } 1108 }
1003 void main() { 1109 void main() {
1004 r1_Float = vec4 (1.0,0.0,0.0,0.0); 1110 r1_Float = vec4 (1.0
1005 r2_Float = vec4 (0.0,1.0,0.0,0.0); 1111 ,0.0
1006 r3_Float = vec4 (0.0,0.0,1.0,0.0); 1112 ,0.0
1007 rotMatrix = ((perspective 1113 ,0.0);
1008 (0.1,100.0,0.5235987755982988,1.0)) * (lookat 1114 r2_Float = vec4 (0.0
1009 (vec3 (3.0,1.3,0.3) 1115 ,1.0
1010 ,vec3 (0.0,0.0,0.0) 1116 ,0.0
1011 ,vec3 (0.0,1.0,0.0)))) * (rotMatrixY 1117 ,0.0);
1118 r3_Float = vec4 (0.0
1119 ,0.0
1120 ,1.0
1121 ,0.0);
1122 rotMatrix = ((perspective (0.1
1123 ,100.0
1124 ,0.5235987755982988
1125 ,1.0)) * (lookat (vec3 (3.0
1126 ,1.3
1127 ,0.3)
1128 ,vec3 (0.0,0.0,0.0)
1129 ,vec3 (0.0
1130 ,1.0
1131 ,0.0)))) * (rotMatrixY
1012 ((0.1308996938995747) * (Time))); 1132 ((0.1308996938995747) * (Time)));
1013 gl_Position = (rotMatrix) * (scale 1133 gl_Position =
1014 (0.4,(rotMatrixX (0.1)) * (vi1))); 1134 (rotMatrix) * (scale (0.4
1135 ,(rotMatrixX (0.1)) * (vi1)));
1015 vo1 = vi2; 1136 vo1 = vi2;
1016 } 1137 }
1017 """ 1138 """
@@ -1019,18 +1140,25 @@ Pipeline
1019 , fragmentShader = 1140 , fragmentShader =
1020 """ 1141 """
1021 #version 330 core 1142 #version 330 core
1022 vec4 texture2D(sampler2D s,vec2 uv) { 1143 vec4 texture2D(sampler2D s
1144 ,vec2 uv) {
1023 return texture(s,uv); 1145 return texture(s,uv);
1024 } 1146 }
1025 uniform sampler2D s0; 1147 uniform sampler2D s0;
1026 smooth in vec2 vo1; 1148 smooth in vec2 vo1;
1027 out vec4 f0; 1149 out vec4 f0;
1028 vec4 setAlpha(vec4 z0) { 1150 vec4 setAlpha(vec4 z0) {
1029 return ((z0) * (vec4 (1.0,1.0,1.0,0.0))) + (vec4 1151 return ((z0) * (vec4 (1.0
1030 (0.0,0.0,0.0,1.0)); 1152 ,1.0
1153 ,1.0
1154 ,0.0))) + (vec4 (0.0
1155 ,0.0
1156 ,0.0
1157 ,1.0));
1031 } 1158 }
1032 void main() { 1159 void main() {
1033 f0 = setAlpha (((((vo1).yyyx) * (0.5)) + (texture2D 1160 f0 = setAlpha
1161 (((((vo1).yyyx) * (0.5)) + (texture2D
1034 (s0,vo1))) * (0.7)); 1162 (s0,vo1))) * (0.7));
1035 } 1163 }
1036 """ 1164 """
@@ -1047,7 +1175,8 @@ Pipeline
1047 , vertexShader = 1175 , vertexShader =
1048 """ 1176 """
1049 #version 330 core 1177 #version 330 core
1050 vec4 texture2D(sampler2D s,vec2 uv) { 1178 vec4 texture2D(sampler2D s
1179 ,vec2 uv) {
1051 return texture(s,uv); 1180 return texture(s,uv);
1052 } 1181 }
1053 uniform float Time; 1182 uniform float Time;
@@ -1058,80 +1187,136 @@ Pipeline
1058 vec4 r2_Float; 1187 vec4 r2_Float;
1059 vec4 r3_Float; 1188 vec4 r3_Float;
1060 vec4 ext0_Float_3(vec3 z0) { 1189 vec4 ext0_Float_3(vec3 z0) {
1061 return vec4 ((z0).x,(z0).y,(z0).z,0.0); 1190 return vec4 ((z0).x
1191 ,(z0).y
1192 ,(z0).z
1193 ,0.0);
1062 } 1194 }
1063 vec3 neg_VecSFloat3(vec3 z0) { 1195 vec3 neg_VecSFloat3(vec3 z0) {
1064 return - (z0); 1196 return - (z0);
1065 } 1197 }
1066 mat4 translateBefore4(vec3 z0) { 1198 mat4 translateBefore4(vec3 z0) {
1067 return mat4 1199 return mat4 (r1_Float
1068 (r1_Float,r2_Float,r3_Float,vec4 ((z0).x,(z0).y,(z0).z,1.0)); 1200 ,r2_Float
1069 } 1201 ,r3_Float
1070 mat4 lookat(vec3 z0,vec3 z1,vec3 z2) { 1202 ,vec4 ((z0).x
1203 ,(z0).y
1204 ,(z0).z
1205 ,1.0));
1206 }
1207 mat4 lookat(vec3 z0
1208 ,vec3 z1
1209 ,vec3 z2) {
1071 return (transpose (mat4 1210 return (transpose (mat4
1072 (ext0_Float_3 (normalize (cross (z2,normalize ((z0) - (z1))))) 1211 (ext0_Float_3 (normalize (cross
1073 ,ext0_Float_3 (cross (normalize ((z0) - (z1)) 1212 (z2,normalize ((z0) - (z1)))))
1074 ,normalize (cross (z2,normalize ((z0) - (z1)))))) 1213 ,ext0_Float_3 (cross (normalize
1075 ,ext0_Float_3 (normalize ((z0) - (z1))) 1214 ((z0) - (z1))
1076 ,vec4 (0.0,0.0,0.0,1.0)))) * (translateBefore4 (neg_VecSFloat3 1215 ,normalize (cross (z2
1077 (z0))); 1216 ,normalize ((z0) - (z1))))))
1078 } 1217 ,ext0_Float_3 (normalize
1079 mat4 perspective(float z0,float z1,float z2,float z3) { 1218 ((z0) - (z1)))
1080 return mat4
1081 (vec4 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
1082 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
1083 ((z2) / (2.0)))))))
1084 ,0.0
1085 ,0.0
1086 ,0.0)
1087 ,vec4 (0.0 1219 ,vec4 (0.0
1088 ,((2.0) * (z0)) / (((z0) * (tan
1089 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
1090 ,0.0 1220 ,0.0
1091 ,0.0)
1092 ,vec4 ((((z3) * ((z0) * (tan
1093 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
1094 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
1095 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
1096 ((z2) / (2.0)))))))
1097 ,(((z0) * (tan ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
1098 ((z2) / (2.0)))))) / (((z0) * (tan
1099 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
1100 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
1101 ,-1.0)
1102 ,vec4 (0.0
1103 ,0.0 1221 ,0.0
1104 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))) 1222 ,1.0)))) * (translateBefore4
1105 ,0.0)); 1223 (neg_VecSFloat3 (z0)));
1224 }
1225 mat4 perspective(float z0
1226 ,float z1
1227 ,float z2
1228 ,float z3) {
1229 return mat4 (vec4
1230 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
1231 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
1232 ((z2) / (2.0)))))))
1233 ,0.0
1234 ,0.0
1235 ,0.0)
1236 ,vec4 (0.0
1237 ,((2.0) * (z0)) / (((z0) * (tan
1238 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
1239 ((z2) / (2.0))))))
1240 ,0.0
1241 ,0.0)
1242 ,vec4 ((((z3) * ((z0) * (tan
1243 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
1244 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
1245 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
1246 ((z2) / (2.0)))))))
1247 ,(((z0) * (tan
1248 ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
1249 ((z2) / (2.0)))))) / (((z0) * (tan
1250 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
1251 ((z2) / (2.0))))))
1252 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
1253 ,-1.0)
1254 ,vec4 (0.0
1255 ,0.0
1256 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0)))
1257 ,0.0));
1106 } 1258 }
1107 mat4 rotMatrixY(float z0) { 1259 mat4 rotMatrixY(float z0) {
1108 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) 1260 return mat4 (vec4 (cos (z0)
1261 ,0.0
1262 ,(0.0) - (sin (z0))
1263 ,0.0)
1109 ,vec4 (0.0,1.0,0.0,0.0) 1264 ,vec4 (0.0,1.0,0.0,0.0)
1110 ,vec4 (sin (z0),0.0,cos (z0),0.0) 1265 ,vec4 (sin (z0)
1266 ,0.0
1267 ,cos (z0)
1268 ,0.0)
1111 ,vec4 (0.0,0.0,0.0,1.0)); 1269 ,vec4 (0.0,0.0,0.0,1.0));
1112 } 1270 }
1113 mat4 rotMatrix; 1271 mat4 rotMatrix;
1114 mat4 rotMatrixX(float z0) { 1272 mat4 rotMatrixX(float z0) {
1115 return mat4 (vec4 (1.0,0.0,0.0,0.0) 1273 return mat4 (vec4 (1.0
1116 ,vec4 (0.0,cos (z0),sin (z0),0.0) 1274 ,0.0
1117 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) 1275 ,0.0
1276 ,0.0)
1277 ,vec4 (0.0
1278 ,cos (z0)
1279 ,sin (z0)
1280 ,0.0)
1281 ,vec4 (0.0
1282 ,(0.0) - (sin (z0))
1283 ,cos (z0)
1284 ,0.0)
1118 ,vec4 (0.0,0.0,0.0,1.0)); 1285 ,vec4 (0.0,0.0,0.0,1.0));
1119 } 1286 }
1120 vec4 scale(float z0,vec4 z1) { 1287 vec4 scale(float z0,vec4 z1) {
1121 return (z1) * (vec4 (z0,z0,z0,1.0)); 1288 return (z1) * (vec4 (z0
1289 ,z0
1290 ,z0
1291 ,1.0));
1122 } 1292 }
1123 void main() { 1293 void main() {
1124 r1_Float = vec4 (1.0,0.0,0.0,0.0); 1294 r1_Float = vec4 (1.0
1125 r2_Float = vec4 (0.0,1.0,0.0,0.0); 1295 ,0.0
1126 r3_Float = vec4 (0.0,0.0,1.0,0.0); 1296 ,0.0
1127 rotMatrix = ((perspective 1297 ,0.0);
1128 (0.1,100.0,0.5235987755982988,1.0)) * (lookat 1298 r2_Float = vec4 (0.0
1129 (vec3 (3.0,1.3,0.3) 1299 ,1.0
1130 ,vec3 (0.0,0.0,0.0) 1300 ,0.0
1131 ,vec3 (0.0,1.0,0.0)))) * (rotMatrixY 1301 ,0.0);
1302 r3_Float = vec4 (0.0
1303 ,0.0
1304 ,1.0
1305 ,0.0);
1306 rotMatrix = ((perspective (0.1
1307 ,100.0
1308 ,0.5235987755982988
1309 ,1.0)) * (lookat (vec3 (3.0
1310 ,1.3
1311 ,0.3)
1312 ,vec3 (0.0,0.0,0.0)
1313 ,vec3 (0.0
1314 ,1.0
1315 ,0.0)))) * (rotMatrixY
1132 ((0.1308996938995747) * (Time))); 1316 ((0.1308996938995747) * (Time)));
1133 gl_Position = (rotMatrix) * (scale 1317 gl_Position =
1134 (0.4,(rotMatrixX (0.2)) * (vi1))); 1318 (rotMatrix) * (scale (0.4
1319 ,(rotMatrixX (0.2)) * (vi1)));
1135 vo1 = vi2; 1320 vo1 = vi2;
1136 } 1321 }
1137 """ 1322 """
@@ -1139,18 +1324,25 @@ Pipeline
1139 , fragmentShader = 1324 , fragmentShader =
1140 """ 1325 """
1141 #version 330 core 1326 #version 330 core
1142 vec4 texture2D(sampler2D s,vec2 uv) { 1327 vec4 texture2D(sampler2D s
1328 ,vec2 uv) {
1143 return texture(s,uv); 1329 return texture(s,uv);
1144 } 1330 }
1145 uniform sampler2D s0; 1331 uniform sampler2D s0;
1146 smooth in vec2 vo1; 1332 smooth in vec2 vo1;
1147 out vec4 f0; 1333 out vec4 f0;
1148 vec4 setAlpha(vec4 z0) { 1334 vec4 setAlpha(vec4 z0) {
1149 return ((z0) * (vec4 (1.0,1.0,1.0,0.0))) + (vec4 1335 return ((z0) * (vec4 (1.0
1150 (0.0,0.0,0.0,1.0)); 1336 ,1.0
1337 ,1.0
1338 ,0.0))) + (vec4 (0.0
1339 ,0.0
1340 ,0.0
1341 ,1.0));
1151 } 1342 }
1152 void main() { 1343 void main() {
1153 f0 = setAlpha (((((vo1).yyyx) * (0.5)) + (texture2D 1344 f0 = setAlpha
1345 (((((vo1).yyyx) * (0.5)) + (texture2D
1154 (s0,vo1))) * (0.7)); 1346 (s0,vo1))) * (0.7));
1155 } 1347 }
1156 """ 1348 """
@@ -1167,7 +1359,8 @@ Pipeline
1167 , vertexShader = 1359 , vertexShader =
1168 """ 1360 """
1169 #version 330 core 1361 #version 330 core
1170 vec4 texture2D(sampler2D s,vec2 uv) { 1362 vec4 texture2D(sampler2D s
1363 ,vec2 uv) {
1171 return texture(s,uv); 1364 return texture(s,uv);
1172 } 1365 }
1173 uniform float Time; 1366 uniform float Time;
@@ -1178,80 +1371,136 @@ Pipeline
1178 vec4 r2_Float; 1371 vec4 r2_Float;
1179 vec4 r3_Float; 1372 vec4 r3_Float;
1180 vec4 ext0_Float_3(vec3 z0) { 1373 vec4 ext0_Float_3(vec3 z0) {
1181 return vec4 ((z0).x,(z0).y,(z0).z,0.0); 1374 return vec4 ((z0).x
1375 ,(z0).y
1376 ,(z0).z
1377 ,0.0);
1182 } 1378 }
1183 vec3 neg_VecSFloat3(vec3 z0) { 1379 vec3 neg_VecSFloat3(vec3 z0) {
1184 return - (z0); 1380 return - (z0);
1185 } 1381 }
1186 mat4 translateBefore4(vec3 z0) { 1382 mat4 translateBefore4(vec3 z0) {
1187 return mat4 1383 return mat4 (r1_Float
1188 (r1_Float,r2_Float,r3_Float,vec4 ((z0).x,(z0).y,(z0).z,1.0)); 1384 ,r2_Float
1189 } 1385 ,r3_Float
1190 mat4 lookat(vec3 z0,vec3 z1,vec3 z2) { 1386 ,vec4 ((z0).x
1387 ,(z0).y
1388 ,(z0).z
1389 ,1.0));
1390 }
1391 mat4 lookat(vec3 z0
1392 ,vec3 z1
1393 ,vec3 z2) {
1191 return (transpose (mat4 1394 return (transpose (mat4
1192 (ext0_Float_3 (normalize (cross (z2,normalize ((z0) - (z1))))) 1395 (ext0_Float_3 (normalize (cross
1193 ,ext0_Float_3 (cross (normalize ((z0) - (z1)) 1396 (z2,normalize ((z0) - (z1)))))
1194 ,normalize (cross (z2,normalize ((z0) - (z1)))))) 1397 ,ext0_Float_3 (cross (normalize
1195 ,ext0_Float_3 (normalize ((z0) - (z1))) 1398 ((z0) - (z1))
1196 ,vec4 (0.0,0.0,0.0,1.0)))) * (translateBefore4 (neg_VecSFloat3 1399 ,normalize (cross (z2
1197 (z0))); 1400 ,normalize ((z0) - (z1))))))
1198 } 1401 ,ext0_Float_3 (normalize
1199 mat4 perspective(float z0,float z1,float z2,float z3) { 1402 ((z0) - (z1)))
1200 return mat4
1201 (vec4 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
1202 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
1203 ((z2) / (2.0)))))))
1204 ,0.0
1205 ,0.0
1206 ,0.0)
1207 ,vec4 (0.0 1403 ,vec4 (0.0
1208 ,((2.0) * (z0)) / (((z0) * (tan
1209 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
1210 ,0.0 1404 ,0.0
1211 ,0.0)
1212 ,vec4 ((((z3) * ((z0) * (tan
1213 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
1214 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
1215 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
1216 ((z2) / (2.0)))))))
1217 ,(((z0) * (tan ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
1218 ((z2) / (2.0)))))) / (((z0) * (tan
1219 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
1220 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
1221 ,-1.0)
1222 ,vec4 (0.0
1223 ,0.0 1405 ,0.0
1224 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))) 1406 ,1.0)))) * (translateBefore4
1225 ,0.0)); 1407 (neg_VecSFloat3 (z0)));
1408 }
1409 mat4 perspective(float z0
1410 ,float z1
1411 ,float z2
1412 ,float z3) {
1413 return mat4 (vec4
1414 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
1415 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
1416 ((z2) / (2.0)))))))
1417 ,0.0
1418 ,0.0
1419 ,0.0)
1420 ,vec4 (0.0
1421 ,((2.0) * (z0)) / (((z0) * (tan
1422 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
1423 ((z2) / (2.0))))))
1424 ,0.0
1425 ,0.0)
1426 ,vec4 ((((z3) * ((z0) * (tan
1427 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
1428 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
1429 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
1430 ((z2) / (2.0)))))))
1431 ,(((z0) * (tan
1432 ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
1433 ((z2) / (2.0)))))) / (((z0) * (tan
1434 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
1435 ((z2) / (2.0))))))
1436 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
1437 ,-1.0)
1438 ,vec4 (0.0
1439 ,0.0
1440 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0)))
1441 ,0.0));
1226 } 1442 }
1227 mat4 rotMatrixY(float z0) { 1443 mat4 rotMatrixY(float z0) {
1228 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) 1444 return mat4 (vec4 (cos (z0)
1445 ,0.0
1446 ,(0.0) - (sin (z0))
1447 ,0.0)
1229 ,vec4 (0.0,1.0,0.0,0.0) 1448 ,vec4 (0.0,1.0,0.0,0.0)
1230 ,vec4 (sin (z0),0.0,cos (z0),0.0) 1449 ,vec4 (sin (z0)
1450 ,0.0
1451 ,cos (z0)
1452 ,0.0)
1231 ,vec4 (0.0,0.0,0.0,1.0)); 1453 ,vec4 (0.0,0.0,0.0,1.0));
1232 } 1454 }
1233 mat4 rotMatrix; 1455 mat4 rotMatrix;
1234 mat4 rotMatrixX(float z0) { 1456 mat4 rotMatrixX(float z0) {
1235 return mat4 (vec4 (1.0,0.0,0.0,0.0) 1457 return mat4 (vec4 (1.0
1236 ,vec4 (0.0,cos (z0),sin (z0),0.0) 1458 ,0.0
1237 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) 1459 ,0.0
1460 ,0.0)
1461 ,vec4 (0.0
1462 ,cos (z0)
1463 ,sin (z0)
1464 ,0.0)
1465 ,vec4 (0.0
1466 ,(0.0) - (sin (z0))
1467 ,cos (z0)
1468 ,0.0)
1238 ,vec4 (0.0,0.0,0.0,1.0)); 1469 ,vec4 (0.0,0.0,0.0,1.0));
1239 } 1470 }
1240 vec4 scale(float z0,vec4 z1) { 1471 vec4 scale(float z0,vec4 z1) {
1241 return (z1) * (vec4 (z0,z0,z0,1.0)); 1472 return (z1) * (vec4 (z0
1473 ,z0
1474 ,z0
1475 ,1.0));
1242 } 1476 }
1243 void main() { 1477 void main() {
1244 r1_Float = vec4 (1.0,0.0,0.0,0.0); 1478 r1_Float = vec4 (1.0
1245 r2_Float = vec4 (0.0,1.0,0.0,0.0); 1479 ,0.0
1246 r3_Float = vec4 (0.0,0.0,1.0,0.0); 1480 ,0.0
1247 rotMatrix = ((perspective 1481 ,0.0);
1248 (0.1,100.0,0.5235987755982988,1.0)) * (lookat 1482 r2_Float = vec4 (0.0
1249 (vec3 (3.0,1.3,0.3) 1483 ,1.0
1250 ,vec3 (0.0,0.0,0.0) 1484 ,0.0
1251 ,vec3 (0.0,1.0,0.0)))) * (rotMatrixY 1485 ,0.0);
1486 r3_Float = vec4 (0.0
1487 ,0.0
1488 ,1.0
1489 ,0.0);
1490 rotMatrix = ((perspective (0.1
1491 ,100.0
1492 ,0.5235987755982988
1493 ,1.0)) * (lookat (vec3 (3.0
1494 ,1.3
1495 ,0.3)
1496 ,vec3 (0.0,0.0,0.0)
1497 ,vec3 (0.0
1498 ,1.0
1499 ,0.0)))) * (rotMatrixY
1252 ((0.1308996938995747) * (Time))); 1500 ((0.1308996938995747) * (Time)));
1253 gl_Position = (rotMatrix) * (scale 1501 gl_Position =
1254 (0.4,(rotMatrixX (0.3)) * (vi1))); 1502 (rotMatrix) * (scale (0.4
1503 ,(rotMatrixX (0.3)) * (vi1)));
1255 vo1 = vi2; 1504 vo1 = vi2;
1256 } 1505 }
1257 """ 1506 """
@@ -1259,18 +1508,25 @@ Pipeline
1259 , fragmentShader = 1508 , fragmentShader =
1260 """ 1509 """
1261 #version 330 core 1510 #version 330 core
1262 vec4 texture2D(sampler2D s,vec2 uv) { 1511 vec4 texture2D(sampler2D s
1512 ,vec2 uv) {
1263 return texture(s,uv); 1513 return texture(s,uv);
1264 } 1514 }
1265 uniform sampler2D s0; 1515 uniform sampler2D s0;
1266 smooth in vec2 vo1; 1516 smooth in vec2 vo1;
1267 out vec4 f0; 1517 out vec4 f0;
1268 vec4 setAlpha(vec4 z0) { 1518 vec4 setAlpha(vec4 z0) {
1269 return ((z0) * (vec4 (1.0,1.0,1.0,0.0))) + (vec4 1519 return ((z0) * (vec4 (1.0
1270 (0.0,0.0,0.0,1.0)); 1520 ,1.0
1521 ,1.0
1522 ,0.0))) + (vec4 (0.0
1523 ,0.0
1524 ,0.0
1525 ,1.0));
1271 } 1526 }
1272 void main() { 1527 void main() {
1273 f0 = setAlpha (((((vo1).yyyx) * (0.5)) + (texture2D 1528 f0 = setAlpha
1529 (((((vo1).yyyx) * (0.5)) + (texture2D
1274 (s0,vo1))) * (0.7)); 1530 (s0,vo1))) * (0.7));
1275 } 1531 }
1276 """ 1532 """
@@ -1287,7 +1543,8 @@ Pipeline
1287 , vertexShader = 1543 , vertexShader =
1288 """ 1544 """
1289 #version 330 core 1545 #version 330 core
1290 vec4 texture2D(sampler2D s,vec2 uv) { 1546 vec4 texture2D(sampler2D s
1547 ,vec2 uv) {
1291 return texture(s,uv); 1548 return texture(s,uv);
1292 } 1549 }
1293 uniform float Time; 1550 uniform float Time;
@@ -1298,80 +1555,136 @@ Pipeline
1298 vec4 r2_Float; 1555 vec4 r2_Float;
1299 vec4 r3_Float; 1556 vec4 r3_Float;
1300 vec4 ext0_Float_3(vec3 z0) { 1557 vec4 ext0_Float_3(vec3 z0) {
1301 return vec4 ((z0).x,(z0).y,(z0).z,0.0); 1558 return vec4 ((z0).x
1559 ,(z0).y
1560 ,(z0).z
1561 ,0.0);
1302 } 1562 }
1303 vec3 neg_VecSFloat3(vec3 z0) { 1563 vec3 neg_VecSFloat3(vec3 z0) {
1304 return - (z0); 1564 return - (z0);
1305 } 1565 }
1306 mat4 translateBefore4(vec3 z0) { 1566 mat4 translateBefore4(vec3 z0) {
1307 return mat4 1567 return mat4 (r1_Float
1308 (r1_Float,r2_Float,r3_Float,vec4 ((z0).x,(z0).y,(z0).z,1.0)); 1568 ,r2_Float
1309 } 1569 ,r3_Float
1310 mat4 lookat(vec3 z0,vec3 z1,vec3 z2) { 1570 ,vec4 ((z0).x
1571 ,(z0).y
1572 ,(z0).z
1573 ,1.0));
1574 }
1575 mat4 lookat(vec3 z0
1576 ,vec3 z1
1577 ,vec3 z2) {
1311 return (transpose (mat4 1578 return (transpose (mat4
1312 (ext0_Float_3 (normalize (cross (z2,normalize ((z0) - (z1))))) 1579 (ext0_Float_3 (normalize (cross
1313 ,ext0_Float_3 (cross (normalize ((z0) - (z1)) 1580 (z2,normalize ((z0) - (z1)))))
1314 ,normalize (cross (z2,normalize ((z0) - (z1)))))) 1581 ,ext0_Float_3 (cross (normalize
1315 ,ext0_Float_3 (normalize ((z0) - (z1))) 1582 ((z0) - (z1))
1316 ,vec4 (0.0,0.0,0.0,1.0)))) * (translateBefore4 (neg_VecSFloat3 1583 ,normalize (cross (z2
1317 (z0))); 1584 ,normalize ((z0) - (z1))))))
1318 } 1585 ,ext0_Float_3 (normalize
1319 mat4 perspective(float z0,float z1,float z2,float z3) { 1586 ((z0) - (z1)))
1320 return mat4
1321 (vec4 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
1322 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
1323 ((z2) / (2.0)))))))
1324 ,0.0
1325 ,0.0
1326 ,0.0)
1327 ,vec4 (0.0 1587 ,vec4 (0.0
1328 ,((2.0) * (z0)) / (((z0) * (tan
1329 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
1330 ,0.0 1588 ,0.0
1331 ,0.0)
1332 ,vec4 ((((z3) * ((z0) * (tan
1333 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
1334 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
1335 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
1336 ((z2) / (2.0)))))))
1337 ,(((z0) * (tan ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
1338 ((z2) / (2.0)))))) / (((z0) * (tan
1339 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
1340 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
1341 ,-1.0)
1342 ,vec4 (0.0
1343 ,0.0 1589 ,0.0
1344 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))) 1590 ,1.0)))) * (translateBefore4
1345 ,0.0)); 1591 (neg_VecSFloat3 (z0)));
1592 }
1593 mat4 perspective(float z0
1594 ,float z1
1595 ,float z2
1596 ,float z3) {
1597 return mat4 (vec4
1598 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
1599 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
1600 ((z2) / (2.0)))))))
1601 ,0.0
1602 ,0.0
1603 ,0.0)
1604 ,vec4 (0.0
1605 ,((2.0) * (z0)) / (((z0) * (tan
1606 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
1607 ((z2) / (2.0))))))
1608 ,0.0
1609 ,0.0)
1610 ,vec4 ((((z3) * ((z0) * (tan
1611 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
1612 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
1613 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
1614 ((z2) / (2.0)))))))
1615 ,(((z0) * (tan
1616 ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
1617 ((z2) / (2.0)))))) / (((z0) * (tan
1618 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
1619 ((z2) / (2.0))))))
1620 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
1621 ,-1.0)
1622 ,vec4 (0.0
1623 ,0.0
1624 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0)))
1625 ,0.0));
1346 } 1626 }
1347 mat4 rotMatrixY(float z0) { 1627 mat4 rotMatrixY(float z0) {
1348 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) 1628 return mat4 (vec4 (cos (z0)
1629 ,0.0
1630 ,(0.0) - (sin (z0))
1631 ,0.0)
1349 ,vec4 (0.0,1.0,0.0,0.0) 1632 ,vec4 (0.0,1.0,0.0,0.0)
1350 ,vec4 (sin (z0),0.0,cos (z0),0.0) 1633 ,vec4 (sin (z0)
1634 ,0.0
1635 ,cos (z0)
1636 ,0.0)
1351 ,vec4 (0.0,0.0,0.0,1.0)); 1637 ,vec4 (0.0,0.0,0.0,1.0));
1352 } 1638 }
1353 mat4 rotMatrix; 1639 mat4 rotMatrix;
1354 mat4 rotMatrixX(float z0) { 1640 mat4 rotMatrixX(float z0) {
1355 return mat4 (vec4 (1.0,0.0,0.0,0.0) 1641 return mat4 (vec4 (1.0
1356 ,vec4 (0.0,cos (z0),sin (z0),0.0) 1642 ,0.0
1357 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) 1643 ,0.0
1644 ,0.0)
1645 ,vec4 (0.0
1646 ,cos (z0)
1647 ,sin (z0)
1648 ,0.0)
1649 ,vec4 (0.0
1650 ,(0.0) - (sin (z0))
1651 ,cos (z0)
1652 ,0.0)
1358 ,vec4 (0.0,0.0,0.0,1.0)); 1653 ,vec4 (0.0,0.0,0.0,1.0));
1359 } 1654 }
1360 vec4 scale(float z0,vec4 z1) { 1655 vec4 scale(float z0,vec4 z1) {
1361 return (z1) * (vec4 (z0,z0,z0,1.0)); 1656 return (z1) * (vec4 (z0
1657 ,z0
1658 ,z0
1659 ,1.0));
1362 } 1660 }
1363 void main() { 1661 void main() {
1364 r1_Float = vec4 (1.0,0.0,0.0,0.0); 1662 r1_Float = vec4 (1.0
1365 r2_Float = vec4 (0.0,1.0,0.0,0.0); 1663 ,0.0
1366 r3_Float = vec4 (0.0,0.0,1.0,0.0); 1664 ,0.0
1367 rotMatrix = ((perspective 1665 ,0.0);
1368 (0.1,100.0,0.5235987755982988,1.0)) * (lookat 1666 r2_Float = vec4 (0.0
1369 (vec3 (3.0,1.3,0.3) 1667 ,1.0
1370 ,vec3 (0.0,0.0,0.0) 1668 ,0.0
1371 ,vec3 (0.0,1.0,0.0)))) * (rotMatrixY 1669 ,0.0);
1670 r3_Float = vec4 (0.0
1671 ,0.0
1672 ,1.0
1673 ,0.0);
1674 rotMatrix = ((perspective (0.1
1675 ,100.0
1676 ,0.5235987755982988
1677 ,1.0)) * (lookat (vec3 (3.0
1678 ,1.3
1679 ,0.3)
1680 ,vec3 (0.0,0.0,0.0)
1681 ,vec3 (0.0
1682 ,1.0
1683 ,0.0)))) * (rotMatrixY
1372 ((0.1308996938995747) * (Time))); 1684 ((0.1308996938995747) * (Time)));
1373 gl_Position = (rotMatrix) * (scale 1685 gl_Position =
1374 (0.4,(rotMatrixX (0.4)) * (vi1))); 1686 (rotMatrix) * (scale (0.4
1687 ,(rotMatrixX (0.4)) * (vi1)));
1375 vo1 = vi2; 1688 vo1 = vi2;
1376 } 1689 }
1377 """ 1690 """
@@ -1379,18 +1692,25 @@ Pipeline
1379 , fragmentShader = 1692 , fragmentShader =
1380 """ 1693 """
1381 #version 330 core 1694 #version 330 core
1382 vec4 texture2D(sampler2D s,vec2 uv) { 1695 vec4 texture2D(sampler2D s
1696 ,vec2 uv) {
1383 return texture(s,uv); 1697 return texture(s,uv);
1384 } 1698 }
1385 uniform sampler2D s0; 1699 uniform sampler2D s0;
1386 smooth in vec2 vo1; 1700 smooth in vec2 vo1;
1387 out vec4 f0; 1701 out vec4 f0;
1388 vec4 setAlpha(vec4 z0) { 1702 vec4 setAlpha(vec4 z0) {
1389 return ((z0) * (vec4 (1.0,1.0,1.0,0.0))) + (vec4 1703 return ((z0) * (vec4 (1.0
1390 (0.0,0.0,0.0,1.0)); 1704 ,1.0
1705 ,1.0
1706 ,0.0))) + (vec4 (0.0
1707 ,0.0
1708 ,0.0
1709 ,1.0));
1391 } 1710 }
1392 void main() { 1711 void main() {
1393 f0 = setAlpha (((((vo1).yyyx) * (0.5)) + (texture2D 1712 f0 = setAlpha
1713 (((((vo1).yyyx) * (0.5)) + (texture2D
1394 (s0,vo1))) * (0.7)); 1714 (s0,vo1))) * (0.7));
1395 } 1715 }
1396 """ 1716 """
@@ -1407,7 +1727,8 @@ Pipeline
1407 , vertexShader = 1727 , vertexShader =
1408 """ 1728 """
1409 #version 330 core 1729 #version 330 core
1410 vec4 texture2D(sampler2D s,vec2 uv) { 1730 vec4 texture2D(sampler2D s
1731 ,vec2 uv) {
1411 return texture(s,uv); 1732 return texture(s,uv);
1412 } 1733 }
1413 uniform float Time; 1734 uniform float Time;
@@ -1418,80 +1739,136 @@ Pipeline
1418 vec4 r2_Float; 1739 vec4 r2_Float;
1419 vec4 r3_Float; 1740 vec4 r3_Float;
1420 vec4 ext0_Float_3(vec3 z0) { 1741 vec4 ext0_Float_3(vec3 z0) {
1421 return vec4 ((z0).x,(z0).y,(z0).z,0.0); 1742 return vec4 ((z0).x
1743 ,(z0).y
1744 ,(z0).z
1745 ,0.0);
1422 } 1746 }
1423 vec3 neg_VecSFloat3(vec3 z0) { 1747 vec3 neg_VecSFloat3(vec3 z0) {
1424 return - (z0); 1748 return - (z0);
1425 } 1749 }
1426 mat4 translateBefore4(vec3 z0) { 1750 mat4 translateBefore4(vec3 z0) {
1427 return mat4 1751 return mat4 (r1_Float
1428 (r1_Float,r2_Float,r3_Float,vec4 ((z0).x,(z0).y,(z0).z,1.0)); 1752 ,r2_Float
1429 } 1753 ,r3_Float
1430 mat4 lookat(vec3 z0,vec3 z1,vec3 z2) { 1754 ,vec4 ((z0).x
1755 ,(z0).y
1756 ,(z0).z
1757 ,1.0));
1758 }
1759 mat4 lookat(vec3 z0
1760 ,vec3 z1
1761 ,vec3 z2) {
1431 return (transpose (mat4 1762 return (transpose (mat4
1432 (ext0_Float_3 (normalize (cross (z2,normalize ((z0) - (z1))))) 1763 (ext0_Float_3 (normalize (cross
1433 ,ext0_Float_3 (cross (normalize ((z0) - (z1)) 1764 (z2,normalize ((z0) - (z1)))))
1434 ,normalize (cross (z2,normalize ((z0) - (z1)))))) 1765 ,ext0_Float_3 (cross (normalize
1435 ,ext0_Float_3 (normalize ((z0) - (z1))) 1766 ((z0) - (z1))
1436 ,vec4 (0.0,0.0,0.0,1.0)))) * (translateBefore4 (neg_VecSFloat3 1767 ,normalize (cross (z2
1437 (z0))); 1768 ,normalize ((z0) - (z1))))))
1438 } 1769 ,ext0_Float_3 (normalize
1439 mat4 perspective(float z0,float z1,float z2,float z3) { 1770 ((z0) - (z1)))
1440 return mat4
1441 (vec4 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
1442 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
1443 ((z2) / (2.0)))))))
1444 ,0.0
1445 ,0.0
1446 ,0.0)
1447 ,vec4 (0.0 1771 ,vec4 (0.0
1448 ,((2.0) * (z0)) / (((z0) * (tan
1449 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
1450 ,0.0 1772 ,0.0
1451 ,0.0)
1452 ,vec4 ((((z3) * ((z0) * (tan
1453 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
1454 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
1455 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
1456 ((z2) / (2.0)))))))
1457 ,(((z0) * (tan ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
1458 ((z2) / (2.0)))))) / (((z0) * (tan
1459 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
1460 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
1461 ,-1.0)
1462 ,vec4 (0.0
1463 ,0.0 1773 ,0.0
1464 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))) 1774 ,1.0)))) * (translateBefore4
1465 ,0.0)); 1775 (neg_VecSFloat3 (z0)));
1776 }
1777 mat4 perspective(float z0
1778 ,float z1
1779 ,float z2
1780 ,float z3) {
1781 return mat4 (vec4
1782 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
1783 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
1784 ((z2) / (2.0)))))))
1785 ,0.0
1786 ,0.0
1787 ,0.0)
1788 ,vec4 (0.0
1789 ,((2.0) * (z0)) / (((z0) * (tan
1790 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
1791 ((z2) / (2.0))))))
1792 ,0.0
1793 ,0.0)
1794 ,vec4 ((((z3) * ((z0) * (tan
1795 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
1796 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
1797 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
1798 ((z2) / (2.0)))))))
1799 ,(((z0) * (tan
1800 ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
1801 ((z2) / (2.0)))))) / (((z0) * (tan
1802 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
1803 ((z2) / (2.0))))))
1804 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
1805 ,-1.0)
1806 ,vec4 (0.0
1807 ,0.0
1808 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0)))
1809 ,0.0));
1466 } 1810 }
1467 mat4 rotMatrixY(float z0) { 1811 mat4 rotMatrixY(float z0) {
1468 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) 1812 return mat4 (vec4 (cos (z0)
1813 ,0.0
1814 ,(0.0) - (sin (z0))
1815 ,0.0)
1469 ,vec4 (0.0,1.0,0.0,0.0) 1816 ,vec4 (0.0,1.0,0.0,0.0)
1470 ,vec4 (sin (z0),0.0,cos (z0),0.0) 1817 ,vec4 (sin (z0)
1818 ,0.0
1819 ,cos (z0)
1820 ,0.0)
1471 ,vec4 (0.0,0.0,0.0,1.0)); 1821 ,vec4 (0.0,0.0,0.0,1.0));
1472 } 1822 }
1473 mat4 rotMatrix; 1823 mat4 rotMatrix;
1474 mat4 rotMatrixX(float z0) { 1824 mat4 rotMatrixX(float z0) {
1475 return mat4 (vec4 (1.0,0.0,0.0,0.0) 1825 return mat4 (vec4 (1.0
1476 ,vec4 (0.0,cos (z0),sin (z0),0.0) 1826 ,0.0
1477 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) 1827 ,0.0
1828 ,0.0)
1829 ,vec4 (0.0
1830 ,cos (z0)
1831 ,sin (z0)
1832 ,0.0)
1833 ,vec4 (0.0
1834 ,(0.0) - (sin (z0))
1835 ,cos (z0)
1836 ,0.0)
1478 ,vec4 (0.0,0.0,0.0,1.0)); 1837 ,vec4 (0.0,0.0,0.0,1.0));
1479 } 1838 }
1480 vec4 scale(float z0,vec4 z1) { 1839 vec4 scale(float z0,vec4 z1) {
1481 return (z1) * (vec4 (z0,z0,z0,1.0)); 1840 return (z1) * (vec4 (z0
1841 ,z0
1842 ,z0
1843 ,1.0));
1482 } 1844 }
1483 void main() { 1845 void main() {
1484 r1_Float = vec4 (1.0,0.0,0.0,0.0); 1846 r1_Float = vec4 (1.0
1485 r2_Float = vec4 (0.0,1.0,0.0,0.0); 1847 ,0.0
1486 r3_Float = vec4 (0.0,0.0,1.0,0.0); 1848 ,0.0
1487 rotMatrix = ((perspective 1849 ,0.0);
1488 (0.1,100.0,0.5235987755982988,1.0)) * (lookat 1850 r2_Float = vec4 (0.0
1489 (vec3 (3.0,1.3,0.3) 1851 ,1.0
1490 ,vec3 (0.0,0.0,0.0) 1852 ,0.0
1491 ,vec3 (0.0,1.0,0.0)))) * (rotMatrixY 1853 ,0.0);
1854 r3_Float = vec4 (0.0
1855 ,0.0
1856 ,1.0
1857 ,0.0);
1858 rotMatrix = ((perspective (0.1
1859 ,100.0
1860 ,0.5235987755982988
1861 ,1.0)) * (lookat (vec3 (3.0
1862 ,1.3
1863 ,0.3)
1864 ,vec3 (0.0,0.0,0.0)
1865 ,vec3 (0.0
1866 ,1.0
1867 ,0.0)))) * (rotMatrixY
1492 ((0.1308996938995747) * (Time))); 1868 ((0.1308996938995747) * (Time)));
1493 gl_Position = (rotMatrix) * (scale 1869 gl_Position =
1494 (0.4,(rotMatrixX (0.5)) * (vi1))); 1870 (rotMatrix) * (scale (0.4
1871 ,(rotMatrixX (0.5)) * (vi1)));
1495 vo1 = vi2; 1872 vo1 = vi2;
1496 } 1873 }
1497 """ 1874 """
@@ -1499,18 +1876,25 @@ Pipeline
1499 , fragmentShader = 1876 , fragmentShader =
1500 """ 1877 """
1501 #version 330 core 1878 #version 330 core
1502 vec4 texture2D(sampler2D s,vec2 uv) { 1879 vec4 texture2D(sampler2D s
1880 ,vec2 uv) {
1503 return texture(s,uv); 1881 return texture(s,uv);
1504 } 1882 }
1505 uniform sampler2D s0; 1883 uniform sampler2D s0;
1506 smooth in vec2 vo1; 1884 smooth in vec2 vo1;
1507 out vec4 f0; 1885 out vec4 f0;
1508 vec4 setAlpha(vec4 z0) { 1886 vec4 setAlpha(vec4 z0) {
1509 return ((z0) * (vec4 (1.0,1.0,1.0,0.0))) + (vec4 1887 return ((z0) * (vec4 (1.0
1510 (0.0,0.0,0.0,1.0)); 1888 ,1.0
1889 ,1.0
1890 ,0.0))) + (vec4 (0.0
1891 ,0.0
1892 ,0.0
1893 ,1.0));
1511 } 1894 }
1512 void main() { 1895 void main() {
1513 f0 = setAlpha (((((vo1).yyyx) * (0.5)) + (texture2D 1896 f0 = setAlpha
1897 (((((vo1).yyyx) * (0.5)) + (texture2D
1514 (s0,vo1))) * (0.7)); 1898 (s0,vo1))) * (0.7));
1515 } 1899 }
1516 """ 1900 """
@@ -1527,7 +1911,8 @@ Pipeline
1527 , vertexShader = 1911 , vertexShader =
1528 """ 1912 """
1529 #version 330 core 1913 #version 330 core
1530 vec4 texture2D(sampler2D s,vec2 uv) { 1914 vec4 texture2D(sampler2D s
1915 ,vec2 uv) {
1531 return texture(s,uv); 1916 return texture(s,uv);
1532 } 1917 }
1533 uniform float Time; 1918 uniform float Time;
@@ -1538,80 +1923,136 @@ Pipeline
1538 vec4 r2_Float; 1923 vec4 r2_Float;
1539 vec4 r3_Float; 1924 vec4 r3_Float;
1540 vec4 ext0_Float_3(vec3 z0) { 1925 vec4 ext0_Float_3(vec3 z0) {
1541 return vec4 ((z0).x,(z0).y,(z0).z,0.0); 1926 return vec4 ((z0).x
1927 ,(z0).y
1928 ,(z0).z
1929 ,0.0);
1542 } 1930 }
1543 vec3 neg_VecSFloat3(vec3 z0) { 1931 vec3 neg_VecSFloat3(vec3 z0) {
1544 return - (z0); 1932 return - (z0);
1545 } 1933 }
1546 mat4 translateBefore4(vec3 z0) { 1934 mat4 translateBefore4(vec3 z0) {
1547 return mat4 1935 return mat4 (r1_Float
1548 (r1_Float,r2_Float,r3_Float,vec4 ((z0).x,(z0).y,(z0).z,1.0)); 1936 ,r2_Float
1549 } 1937 ,r3_Float
1550 mat4 lookat(vec3 z0,vec3 z1,vec3 z2) { 1938 ,vec4 ((z0).x
1939 ,(z0).y
1940 ,(z0).z
1941 ,1.0));
1942 }
1943 mat4 lookat(vec3 z0
1944 ,vec3 z1
1945 ,vec3 z2) {
1551 return (transpose (mat4 1946 return (transpose (mat4
1552 (ext0_Float_3 (normalize (cross (z2,normalize ((z0) - (z1))))) 1947 (ext0_Float_3 (normalize (cross
1553 ,ext0_Float_3 (cross (normalize ((z0) - (z1)) 1948 (z2,normalize ((z0) - (z1)))))
1554 ,normalize (cross (z2,normalize ((z0) - (z1)))))) 1949 ,ext0_Float_3 (cross (normalize
1555 ,ext0_Float_3 (normalize ((z0) - (z1))) 1950 ((z0) - (z1))
1556 ,vec4 (0.0,0.0,0.0,1.0)))) * (translateBefore4 (neg_VecSFloat3 1951 ,normalize (cross (z2
1557 (z0))); 1952 ,normalize ((z0) - (z1))))))
1558 } 1953 ,ext0_Float_3 (normalize
1559 mat4 perspective(float z0,float z1,float z2,float z3) { 1954 ((z0) - (z1)))
1560 return mat4
1561 (vec4 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
1562 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
1563 ((z2) / (2.0)))))))
1564 ,0.0
1565 ,0.0
1566 ,0.0)
1567 ,vec4 (0.0 1955 ,vec4 (0.0
1568 ,((2.0) * (z0)) / (((z0) * (tan
1569 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
1570 ,0.0 1956 ,0.0
1571 ,0.0)
1572 ,vec4 ((((z3) * ((z0) * (tan
1573 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
1574 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
1575 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
1576 ((z2) / (2.0)))))))
1577 ,(((z0) * (tan ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
1578 ((z2) / (2.0)))))) / (((z0) * (tan
1579 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
1580 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
1581 ,-1.0)
1582 ,vec4 (0.0
1583 ,0.0 1957 ,0.0
1584 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))) 1958 ,1.0)))) * (translateBefore4
1585 ,0.0)); 1959 (neg_VecSFloat3 (z0)));
1960 }
1961 mat4 perspective(float z0
1962 ,float z1
1963 ,float z2
1964 ,float z3) {
1965 return mat4 (vec4
1966 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
1967 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
1968 ((z2) / (2.0)))))))
1969 ,0.0
1970 ,0.0
1971 ,0.0)
1972 ,vec4 (0.0
1973 ,((2.0) * (z0)) / (((z0) * (tan
1974 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
1975 ((z2) / (2.0))))))
1976 ,0.0
1977 ,0.0)
1978 ,vec4 ((((z3) * ((z0) * (tan
1979 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
1980 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
1981 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
1982 ((z2) / (2.0)))))))
1983 ,(((z0) * (tan
1984 ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
1985 ((z2) / (2.0)))))) / (((z0) * (tan
1986 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
1987 ((z2) / (2.0))))))
1988 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
1989 ,-1.0)
1990 ,vec4 (0.0
1991 ,0.0
1992 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0)))
1993 ,0.0));
1586 } 1994 }
1587 mat4 rotMatrixY(float z0) { 1995 mat4 rotMatrixY(float z0) {
1588 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) 1996 return mat4 (vec4 (cos (z0)
1997 ,0.0
1998 ,(0.0) - (sin (z0))
1999 ,0.0)
1589 ,vec4 (0.0,1.0,0.0,0.0) 2000 ,vec4 (0.0,1.0,0.0,0.0)
1590 ,vec4 (sin (z0),0.0,cos (z0),0.0) 2001 ,vec4 (sin (z0)
2002 ,0.0
2003 ,cos (z0)
2004 ,0.0)
1591 ,vec4 (0.0,0.0,0.0,1.0)); 2005 ,vec4 (0.0,0.0,0.0,1.0));
1592 } 2006 }
1593 mat4 rotMatrix; 2007 mat4 rotMatrix;
1594 mat4 rotMatrixX(float z0) { 2008 mat4 rotMatrixX(float z0) {
1595 return mat4 (vec4 (1.0,0.0,0.0,0.0) 2009 return mat4 (vec4 (1.0
1596 ,vec4 (0.0,cos (z0),sin (z0),0.0) 2010 ,0.0
1597 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) 2011 ,0.0
2012 ,0.0)
2013 ,vec4 (0.0
2014 ,cos (z0)
2015 ,sin (z0)
2016 ,0.0)
2017 ,vec4 (0.0
2018 ,(0.0) - (sin (z0))
2019 ,cos (z0)
2020 ,0.0)
1598 ,vec4 (0.0,0.0,0.0,1.0)); 2021 ,vec4 (0.0,0.0,0.0,1.0));
1599 } 2022 }
1600 vec4 scale(float z0,vec4 z1) { 2023 vec4 scale(float z0,vec4 z1) {
1601 return (z1) * (vec4 (z0,z0,z0,1.0)); 2024 return (z1) * (vec4 (z0
2025 ,z0
2026 ,z0
2027 ,1.0));
1602 } 2028 }
1603 void main() { 2029 void main() {
1604 r1_Float = vec4 (1.0,0.0,0.0,0.0); 2030 r1_Float = vec4 (1.0
1605 r2_Float = vec4 (0.0,1.0,0.0,0.0); 2031 ,0.0
1606 r3_Float = vec4 (0.0,0.0,1.0,0.0); 2032 ,0.0
1607 rotMatrix = ((perspective 2033 ,0.0);
1608 (0.1,100.0,0.5235987755982988,1.0)) * (lookat 2034 r2_Float = vec4 (0.0
1609 (vec3 (3.0,1.3,0.3) 2035 ,1.0
1610 ,vec3 (0.0,0.0,0.0) 2036 ,0.0
1611 ,vec3 (0.0,1.0,0.0)))) * (rotMatrixY 2037 ,0.0);
2038 r3_Float = vec4 (0.0
2039 ,0.0
2040 ,1.0
2041 ,0.0);
2042 rotMatrix = ((perspective (0.1
2043 ,100.0
2044 ,0.5235987755982988
2045 ,1.0)) * (lookat (vec3 (3.0
2046 ,1.3
2047 ,0.3)
2048 ,vec3 (0.0,0.0,0.0)
2049 ,vec3 (0.0
2050 ,1.0
2051 ,0.0)))) * (rotMatrixY
1612 ((0.1308996938995747) * (Time))); 2052 ((0.1308996938995747) * (Time)));
1613 gl_Position = (rotMatrix) * (scale 2053 gl_Position =
1614 (0.4,(rotMatrixX (0.6)) * (vi1))); 2054 (rotMatrix) * (scale (0.4
2055 ,(rotMatrixX (0.6)) * (vi1)));
1615 vo1 = vi2; 2056 vo1 = vi2;
1616 } 2057 }
1617 """ 2058 """
@@ -1619,18 +2060,25 @@ Pipeline
1619 , fragmentShader = 2060 , fragmentShader =
1620 """ 2061 """
1621 #version 330 core 2062 #version 330 core
1622 vec4 texture2D(sampler2D s,vec2 uv) { 2063 vec4 texture2D(sampler2D s
2064 ,vec2 uv) {
1623 return texture(s,uv); 2065 return texture(s,uv);
1624 } 2066 }
1625 uniform sampler2D s0; 2067 uniform sampler2D s0;
1626 smooth in vec2 vo1; 2068 smooth in vec2 vo1;
1627 out vec4 f0; 2069 out vec4 f0;
1628 vec4 setAlpha(vec4 z0) { 2070 vec4 setAlpha(vec4 z0) {
1629 return ((z0) * (vec4 (1.0,1.0,1.0,0.0))) + (vec4 2071 return ((z0) * (vec4 (1.0
1630 (0.0,0.0,0.0,1.0)); 2072 ,1.0
2073 ,1.0
2074 ,0.0))) + (vec4 (0.0
2075 ,0.0
2076 ,0.0
2077 ,1.0));
1631 } 2078 }
1632 void main() { 2079 void main() {
1633 f0 = setAlpha (((((vo1).yyyx) * (0.5)) + (texture2D 2080 f0 = setAlpha
2081 (((((vo1).yyyx) * (0.5)) + (texture2D
1634 (s0,vo1))) * (0.7)); 2082 (s0,vo1))) * (0.7));
1635 } 2083 }
1636 """ 2084 """
@@ -1647,7 +2095,8 @@ Pipeline
1647 , vertexShader = 2095 , vertexShader =
1648 """ 2096 """
1649 #version 330 core 2097 #version 330 core
1650 vec4 texture2D(sampler2D s,vec2 uv) { 2098 vec4 texture2D(sampler2D s
2099 ,vec2 uv) {
1651 return texture(s,uv); 2100 return texture(s,uv);
1652 } 2101 }
1653 uniform float Time; 2102 uniform float Time;
@@ -1658,80 +2107,136 @@ Pipeline
1658 vec4 r2_Float; 2107 vec4 r2_Float;
1659 vec4 r3_Float; 2108 vec4 r3_Float;
1660 vec4 ext0_Float_3(vec3 z0) { 2109 vec4 ext0_Float_3(vec3 z0) {
1661 return vec4 ((z0).x,(z0).y,(z0).z,0.0); 2110 return vec4 ((z0).x
2111 ,(z0).y
2112 ,(z0).z
2113 ,0.0);
1662 } 2114 }
1663 vec3 neg_VecSFloat3(vec3 z0) { 2115 vec3 neg_VecSFloat3(vec3 z0) {
1664 return - (z0); 2116 return - (z0);
1665 } 2117 }
1666 mat4 translateBefore4(vec3 z0) { 2118 mat4 translateBefore4(vec3 z0) {
1667 return mat4 2119 return mat4 (r1_Float
1668 (r1_Float,r2_Float,r3_Float,vec4 ((z0).x,(z0).y,(z0).z,1.0)); 2120 ,r2_Float
1669 } 2121 ,r3_Float
1670 mat4 lookat(vec3 z0,vec3 z1,vec3 z2) { 2122 ,vec4 ((z0).x
2123 ,(z0).y
2124 ,(z0).z
2125 ,1.0));
2126 }
2127 mat4 lookat(vec3 z0
2128 ,vec3 z1
2129 ,vec3 z2) {
1671 return (transpose (mat4 2130 return (transpose (mat4
1672 (ext0_Float_3 (normalize (cross (z2,normalize ((z0) - (z1))))) 2131 (ext0_Float_3 (normalize (cross
1673 ,ext0_Float_3 (cross (normalize ((z0) - (z1)) 2132 (z2,normalize ((z0) - (z1)))))
1674 ,normalize (cross (z2,normalize ((z0) - (z1)))))) 2133 ,ext0_Float_3 (cross (normalize
1675 ,ext0_Float_3 (normalize ((z0) - (z1))) 2134 ((z0) - (z1))
1676 ,vec4 (0.0,0.0,0.0,1.0)))) * (translateBefore4 (neg_VecSFloat3 2135 ,normalize (cross (z2
1677 (z0))); 2136 ,normalize ((z0) - (z1))))))
1678 } 2137 ,ext0_Float_3 (normalize
1679 mat4 perspective(float z0,float z1,float z2,float z3) { 2138 ((z0) - (z1)))
1680 return mat4
1681 (vec4 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
1682 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
1683 ((z2) / (2.0)))))))
1684 ,0.0
1685 ,0.0
1686 ,0.0)
1687 ,vec4 (0.0 2139 ,vec4 (0.0
1688 ,((2.0) * (z0)) / (((z0) * (tan
1689 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
1690 ,0.0 2140 ,0.0
1691 ,0.0)
1692 ,vec4 ((((z3) * ((z0) * (tan
1693 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
1694 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
1695 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
1696 ((z2) / (2.0)))))))
1697 ,(((z0) * (tan ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
1698 ((z2) / (2.0)))))) / (((z0) * (tan
1699 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
1700 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
1701 ,-1.0)
1702 ,vec4 (0.0
1703 ,0.0 2141 ,0.0
1704 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))) 2142 ,1.0)))) * (translateBefore4
1705 ,0.0)); 2143 (neg_VecSFloat3 (z0)));
2144 }
2145 mat4 perspective(float z0
2146 ,float z1
2147 ,float z2
2148 ,float z3) {
2149 return mat4 (vec4
2150 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
2151 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
2152 ((z2) / (2.0)))))))
2153 ,0.0
2154 ,0.0
2155 ,0.0)
2156 ,vec4 (0.0
2157 ,((2.0) * (z0)) / (((z0) * (tan
2158 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
2159 ((z2) / (2.0))))))
2160 ,0.0
2161 ,0.0)
2162 ,vec4 ((((z3) * ((z0) * (tan
2163 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
2164 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
2165 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
2166 ((z2) / (2.0)))))))
2167 ,(((z0) * (tan
2168 ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
2169 ((z2) / (2.0)))))) / (((z0) * (tan
2170 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
2171 ((z2) / (2.0))))))
2172 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
2173 ,-1.0)
2174 ,vec4 (0.0
2175 ,0.0
2176 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0)))
2177 ,0.0));
1706 } 2178 }
1707 mat4 rotMatrixY(float z0) { 2179 mat4 rotMatrixY(float z0) {
1708 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) 2180 return mat4 (vec4 (cos (z0)
2181 ,0.0
2182 ,(0.0) - (sin (z0))
2183 ,0.0)
1709 ,vec4 (0.0,1.0,0.0,0.0) 2184 ,vec4 (0.0,1.0,0.0,0.0)
1710 ,vec4 (sin (z0),0.0,cos (z0),0.0) 2185 ,vec4 (sin (z0)
2186 ,0.0
2187 ,cos (z0)
2188 ,0.0)
1711 ,vec4 (0.0,0.0,0.0,1.0)); 2189 ,vec4 (0.0,0.0,0.0,1.0));
1712 } 2190 }
1713 mat4 rotMatrix; 2191 mat4 rotMatrix;
1714 mat4 rotMatrixX(float z0) { 2192 mat4 rotMatrixX(float z0) {
1715 return mat4 (vec4 (1.0,0.0,0.0,0.0) 2193 return mat4 (vec4 (1.0
1716 ,vec4 (0.0,cos (z0),sin (z0),0.0) 2194 ,0.0
1717 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) 2195 ,0.0
2196 ,0.0)
2197 ,vec4 (0.0
2198 ,cos (z0)
2199 ,sin (z0)
2200 ,0.0)
2201 ,vec4 (0.0
2202 ,(0.0) - (sin (z0))
2203 ,cos (z0)
2204 ,0.0)
1718 ,vec4 (0.0,0.0,0.0,1.0)); 2205 ,vec4 (0.0,0.0,0.0,1.0));
1719 } 2206 }
1720 vec4 scale(float z0,vec4 z1) { 2207 vec4 scale(float z0,vec4 z1) {
1721 return (z1) * (vec4 (z0,z0,z0,1.0)); 2208 return (z1) * (vec4 (z0
2209 ,z0
2210 ,z0
2211 ,1.0));
1722 } 2212 }
1723 void main() { 2213 void main() {
1724 r1_Float = vec4 (1.0,0.0,0.0,0.0); 2214 r1_Float = vec4 (1.0
1725 r2_Float = vec4 (0.0,1.0,0.0,0.0); 2215 ,0.0
1726 r3_Float = vec4 (0.0,0.0,1.0,0.0); 2216 ,0.0
1727 rotMatrix = ((perspective 2217 ,0.0);
1728 (0.1,100.0,0.5235987755982988,1.0)) * (lookat 2218 r2_Float = vec4 (0.0
1729 (vec3 (3.0,1.3,0.3) 2219 ,1.0
1730 ,vec3 (0.0,0.0,0.0) 2220 ,0.0
1731 ,vec3 (0.0,1.0,0.0)))) * (rotMatrixY 2221 ,0.0);
2222 r3_Float = vec4 (0.0
2223 ,0.0
2224 ,1.0
2225 ,0.0);
2226 rotMatrix = ((perspective (0.1
2227 ,100.0
2228 ,0.5235987755982988
2229 ,1.0)) * (lookat (vec3 (3.0
2230 ,1.3
2231 ,0.3)
2232 ,vec3 (0.0,0.0,0.0)
2233 ,vec3 (0.0
2234 ,1.0
2235 ,0.0)))) * (rotMatrixY
1732 ((0.1308996938995747) * (Time))); 2236 ((0.1308996938995747) * (Time)));
1733 gl_Position = (rotMatrix) * (scale 2237 gl_Position =
1734 (0.4,(rotMatrixX (0.7)) * (vi1))); 2238 (rotMatrix) * (scale (0.4
2239 ,(rotMatrixX (0.7)) * (vi1)));
1735 vo1 = vi2; 2240 vo1 = vi2;
1736 } 2241 }
1737 """ 2242 """
@@ -1739,18 +2244,25 @@ Pipeline
1739 , fragmentShader = 2244 , fragmentShader =
1740 """ 2245 """
1741 #version 330 core 2246 #version 330 core
1742 vec4 texture2D(sampler2D s,vec2 uv) { 2247 vec4 texture2D(sampler2D s
2248 ,vec2 uv) {
1743 return texture(s,uv); 2249 return texture(s,uv);
1744 } 2250 }
1745 uniform sampler2D s0; 2251 uniform sampler2D s0;
1746 smooth in vec2 vo1; 2252 smooth in vec2 vo1;
1747 out vec4 f0; 2253 out vec4 f0;
1748 vec4 setAlpha(vec4 z0) { 2254 vec4 setAlpha(vec4 z0) {
1749 return ((z0) * (vec4 (1.0,1.0,1.0,0.0))) + (vec4 2255 return ((z0) * (vec4 (1.0
1750 (0.0,0.0,0.0,1.0)); 2256 ,1.0
2257 ,1.0
2258 ,0.0))) + (vec4 (0.0
2259 ,0.0
2260 ,0.0
2261 ,1.0));
1751 } 2262 }
1752 void main() { 2263 void main() {
1753 f0 = setAlpha (((((vo1).yyyx) * (0.5)) + (texture2D 2264 f0 = setAlpha
2265 (((((vo1).yyyx) * (0.5)) + (texture2D
1754 (s0,vo1))) * (0.7)); 2266 (s0,vo1))) * (0.7));
1755 } 2267 }
1756 """ 2268 """
@@ -1767,7 +2279,8 @@ Pipeline
1767 , vertexShader = 2279 , vertexShader =
1768 """ 2280 """
1769 #version 330 core 2281 #version 330 core
1770 vec4 texture2D(sampler2D s,vec2 uv) { 2282 vec4 texture2D(sampler2D s
2283 ,vec2 uv) {
1771 return texture(s,uv); 2284 return texture(s,uv);
1772 } 2285 }
1773 uniform float Time; 2286 uniform float Time;
@@ -1778,80 +2291,136 @@ Pipeline
1778 vec4 r2_Float; 2291 vec4 r2_Float;
1779 vec4 r3_Float; 2292 vec4 r3_Float;
1780 vec4 ext0_Float_3(vec3 z0) { 2293 vec4 ext0_Float_3(vec3 z0) {
1781 return vec4 ((z0).x,(z0).y,(z0).z,0.0); 2294 return vec4 ((z0).x
2295 ,(z0).y
2296 ,(z0).z
2297 ,0.0);
1782 } 2298 }
1783 vec3 neg_VecSFloat3(vec3 z0) { 2299 vec3 neg_VecSFloat3(vec3 z0) {
1784 return - (z0); 2300 return - (z0);
1785 } 2301 }
1786 mat4 translateBefore4(vec3 z0) { 2302 mat4 translateBefore4(vec3 z0) {
1787 return mat4 2303 return mat4 (r1_Float
1788 (r1_Float,r2_Float,r3_Float,vec4 ((z0).x,(z0).y,(z0).z,1.0)); 2304 ,r2_Float
1789 } 2305 ,r3_Float
1790 mat4 lookat(vec3 z0,vec3 z1,vec3 z2) { 2306 ,vec4 ((z0).x
2307 ,(z0).y
2308 ,(z0).z
2309 ,1.0));
2310 }
2311 mat4 lookat(vec3 z0
2312 ,vec3 z1
2313 ,vec3 z2) {
1791 return (transpose (mat4 2314 return (transpose (mat4
1792 (ext0_Float_3 (normalize (cross (z2,normalize ((z0) - (z1))))) 2315 (ext0_Float_3 (normalize (cross
1793 ,ext0_Float_3 (cross (normalize ((z0) - (z1)) 2316 (z2,normalize ((z0) - (z1)))))
1794 ,normalize (cross (z2,normalize ((z0) - (z1)))))) 2317 ,ext0_Float_3 (cross (normalize
1795 ,ext0_Float_3 (normalize ((z0) - (z1))) 2318 ((z0) - (z1))
1796 ,vec4 (0.0,0.0,0.0,1.0)))) * (translateBefore4 (neg_VecSFloat3 2319 ,normalize (cross (z2
1797 (z0))); 2320 ,normalize ((z0) - (z1))))))
1798 } 2321 ,ext0_Float_3 (normalize
1799 mat4 perspective(float z0,float z1,float z2,float z3) { 2322 ((z0) - (z1)))
1800 return mat4
1801 (vec4 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
1802 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
1803 ((z2) / (2.0)))))))
1804 ,0.0
1805 ,0.0
1806 ,0.0)
1807 ,vec4 (0.0 2323 ,vec4 (0.0
1808 ,((2.0) * (z0)) / (((z0) * (tan
1809 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
1810 ,0.0 2324 ,0.0
1811 ,0.0)
1812 ,vec4 ((((z3) * ((z0) * (tan
1813 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
1814 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
1815 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
1816 ((z2) / (2.0)))))))
1817 ,(((z0) * (tan ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
1818 ((z2) / (2.0)))))) / (((z0) * (tan
1819 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
1820 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
1821 ,-1.0)
1822 ,vec4 (0.0
1823 ,0.0 2325 ,0.0
1824 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))) 2326 ,1.0)))) * (translateBefore4
1825 ,0.0)); 2327 (neg_VecSFloat3 (z0)));
2328 }
2329 mat4 perspective(float z0
2330 ,float z1
2331 ,float z2
2332 ,float z3) {
2333 return mat4 (vec4
2334 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
2335 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
2336 ((z2) / (2.0)))))))
2337 ,0.0
2338 ,0.0
2339 ,0.0)
2340 ,vec4 (0.0
2341 ,((2.0) * (z0)) / (((z0) * (tan
2342 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
2343 ((z2) / (2.0))))))
2344 ,0.0
2345 ,0.0)
2346 ,vec4 ((((z3) * ((z0) * (tan
2347 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
2348 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
2349 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
2350 ((z2) / (2.0)))))))
2351 ,(((z0) * (tan
2352 ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
2353 ((z2) / (2.0)))))) / (((z0) * (tan
2354 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
2355 ((z2) / (2.0))))))
2356 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
2357 ,-1.0)
2358 ,vec4 (0.0
2359 ,0.0
2360 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0)))
2361 ,0.0));
1826 } 2362 }
1827 mat4 rotMatrixY(float z0) { 2363 mat4 rotMatrixY(float z0) {
1828 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) 2364 return mat4 (vec4 (cos (z0)
2365 ,0.0
2366 ,(0.0) - (sin (z0))
2367 ,0.0)
1829 ,vec4 (0.0,1.0,0.0,0.0) 2368 ,vec4 (0.0,1.0,0.0,0.0)
1830 ,vec4 (sin (z0),0.0,cos (z0),0.0) 2369 ,vec4 (sin (z0)
2370 ,0.0
2371 ,cos (z0)
2372 ,0.0)
1831 ,vec4 (0.0,0.0,0.0,1.0)); 2373 ,vec4 (0.0,0.0,0.0,1.0));
1832 } 2374 }
1833 mat4 rotMatrix; 2375 mat4 rotMatrix;
1834 mat4 rotMatrixX(float z0) { 2376 mat4 rotMatrixX(float z0) {
1835 return mat4 (vec4 (1.0,0.0,0.0,0.0) 2377 return mat4 (vec4 (1.0
1836 ,vec4 (0.0,cos (z0),sin (z0),0.0) 2378 ,0.0
1837 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) 2379 ,0.0
2380 ,0.0)
2381 ,vec4 (0.0
2382 ,cos (z0)
2383 ,sin (z0)
2384 ,0.0)
2385 ,vec4 (0.0
2386 ,(0.0) - (sin (z0))
2387 ,cos (z0)
2388 ,0.0)
1838 ,vec4 (0.0,0.0,0.0,1.0)); 2389 ,vec4 (0.0,0.0,0.0,1.0));
1839 } 2390 }
1840 vec4 scale(float z0,vec4 z1) { 2391 vec4 scale(float z0,vec4 z1) {
1841 return (z1) * (vec4 (z0,z0,z0,1.0)); 2392 return (z1) * (vec4 (z0
2393 ,z0
2394 ,z0
2395 ,1.0));
1842 } 2396 }
1843 void main() { 2397 void main() {
1844 r1_Float = vec4 (1.0,0.0,0.0,0.0); 2398 r1_Float = vec4 (1.0
1845 r2_Float = vec4 (0.0,1.0,0.0,0.0); 2399 ,0.0
1846 r3_Float = vec4 (0.0,0.0,1.0,0.0); 2400 ,0.0
1847 rotMatrix = ((perspective 2401 ,0.0);
1848 (0.1,100.0,0.5235987755982988,1.0)) * (lookat 2402 r2_Float = vec4 (0.0
1849 (vec3 (3.0,1.3,0.3) 2403 ,1.0
1850 ,vec3 (0.0,0.0,0.0) 2404 ,0.0
1851 ,vec3 (0.0,1.0,0.0)))) * (rotMatrixY 2405 ,0.0);
2406 r3_Float = vec4 (0.0
2407 ,0.0
2408 ,1.0
2409 ,0.0);
2410 rotMatrix = ((perspective (0.1
2411 ,100.0
2412 ,0.5235987755982988
2413 ,1.0)) * (lookat (vec3 (3.0
2414 ,1.3
2415 ,0.3)
2416 ,vec3 (0.0,0.0,0.0)
2417 ,vec3 (0.0
2418 ,1.0
2419 ,0.0)))) * (rotMatrixY
1852 ((0.1308996938995747) * (Time))); 2420 ((0.1308996938995747) * (Time)));
1853 gl_Position = (rotMatrix) * (scale 2421 gl_Position =
1854 (0.4,(rotMatrixX (0.8)) * (vi1))); 2422 (rotMatrix) * (scale (0.4
2423 ,(rotMatrixX (0.8)) * (vi1)));
1855 vo1 = vi2; 2424 vo1 = vi2;
1856 } 2425 }
1857 """ 2426 """
@@ -1859,18 +2428,25 @@ Pipeline
1859 , fragmentShader = 2428 , fragmentShader =
1860 """ 2429 """
1861 #version 330 core 2430 #version 330 core
1862 vec4 texture2D(sampler2D s,vec2 uv) { 2431 vec4 texture2D(sampler2D s
2432 ,vec2 uv) {
1863 return texture(s,uv); 2433 return texture(s,uv);
1864 } 2434 }
1865 uniform sampler2D s0; 2435 uniform sampler2D s0;
1866 smooth in vec2 vo1; 2436 smooth in vec2 vo1;
1867 out vec4 f0; 2437 out vec4 f0;
1868 vec4 setAlpha(vec4 z0) { 2438 vec4 setAlpha(vec4 z0) {
1869 return ((z0) * (vec4 (1.0,1.0,1.0,0.0))) + (vec4 2439 return ((z0) * (vec4 (1.0
1870 (0.0,0.0,0.0,1.0)); 2440 ,1.0
2441 ,1.0
2442 ,0.0))) + (vec4 (0.0
2443 ,0.0
2444 ,0.0
2445 ,1.0));
1871 } 2446 }
1872 void main() { 2447 void main() {
1873 f0 = setAlpha (((((vo1).yyyx) * (0.5)) + (texture2D 2448 f0 = setAlpha
2449 (((((vo1).yyyx) * (0.5)) + (texture2D
1874 (s0,vo1))) * (0.7)); 2450 (s0,vo1))) * (0.7));
1875 } 2451 }
1876 """ 2452 """
@@ -1887,7 +2463,8 @@ Pipeline
1887 , vertexShader = 2463 , vertexShader =
1888 """ 2464 """
1889 #version 330 core 2465 #version 330 core
1890 vec4 texture2D(sampler2D s,vec2 uv) { 2466 vec4 texture2D(sampler2D s
2467 ,vec2 uv) {
1891 return texture(s,uv); 2468 return texture(s,uv);
1892 } 2469 }
1893 uniform float Time; 2470 uniform float Time;
@@ -1898,80 +2475,136 @@ Pipeline
1898 vec4 r2_Float; 2475 vec4 r2_Float;
1899 vec4 r3_Float; 2476 vec4 r3_Float;
1900 vec4 ext0_Float_3(vec3 z0) { 2477 vec4 ext0_Float_3(vec3 z0) {
1901 return vec4 ((z0).x,(z0).y,(z0).z,0.0); 2478 return vec4 ((z0).x
2479 ,(z0).y
2480 ,(z0).z
2481 ,0.0);
1902 } 2482 }
1903 vec3 neg_VecSFloat3(vec3 z0) { 2483 vec3 neg_VecSFloat3(vec3 z0) {
1904 return - (z0); 2484 return - (z0);
1905 } 2485 }
1906 mat4 translateBefore4(vec3 z0) { 2486 mat4 translateBefore4(vec3 z0) {
1907 return mat4 2487 return mat4 (r1_Float
1908 (r1_Float,r2_Float,r3_Float,vec4 ((z0).x,(z0).y,(z0).z,1.0)); 2488 ,r2_Float
1909 } 2489 ,r3_Float
1910 mat4 lookat(vec3 z0,vec3 z1,vec3 z2) { 2490 ,vec4 ((z0).x
2491 ,(z0).y
2492 ,(z0).z
2493 ,1.0));
2494 }
2495 mat4 lookat(vec3 z0
2496 ,vec3 z1
2497 ,vec3 z2) {
1911 return (transpose (mat4 2498 return (transpose (mat4
1912 (ext0_Float_3 (normalize (cross (z2,normalize ((z0) - (z1))))) 2499 (ext0_Float_3 (normalize (cross
1913 ,ext0_Float_3 (cross (normalize ((z0) - (z1)) 2500 (z2,normalize ((z0) - (z1)))))
1914 ,normalize (cross (z2,normalize ((z0) - (z1)))))) 2501 ,ext0_Float_3 (cross (normalize
1915 ,ext0_Float_3 (normalize ((z0) - (z1))) 2502 ((z0) - (z1))
1916 ,vec4 (0.0,0.0,0.0,1.0)))) * (translateBefore4 (neg_VecSFloat3 2503 ,normalize (cross (z2
1917 (z0))); 2504 ,normalize ((z0) - (z1))))))
1918 } 2505 ,ext0_Float_3 (normalize
1919 mat4 perspective(float z0,float z1,float z2,float z3) { 2506 ((z0) - (z1)))
1920 return mat4
1921 (vec4 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
1922 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
1923 ((z2) / (2.0)))))))
1924 ,0.0
1925 ,0.0
1926 ,0.0)
1927 ,vec4 (0.0 2507 ,vec4 (0.0
1928 ,((2.0) * (z0)) / (((z0) * (tan
1929 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
1930 ,0.0 2508 ,0.0
1931 ,0.0)
1932 ,vec4 ((((z3) * ((z0) * (tan
1933 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
1934 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
1935 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
1936 ((z2) / (2.0)))))))
1937 ,(((z0) * (tan ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
1938 ((z2) / (2.0)))))) / (((z0) * (tan
1939 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
1940 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
1941 ,-1.0)
1942 ,vec4 (0.0
1943 ,0.0 2509 ,0.0
1944 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))) 2510 ,1.0)))) * (translateBefore4
1945 ,0.0)); 2511 (neg_VecSFloat3 (z0)));
2512 }
2513 mat4 perspective(float z0
2514 ,float z1
2515 ,float z2
2516 ,float z3) {
2517 return mat4 (vec4
2518 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
2519 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
2520 ((z2) / (2.0)))))))
2521 ,0.0
2522 ,0.0
2523 ,0.0)
2524 ,vec4 (0.0
2525 ,((2.0) * (z0)) / (((z0) * (tan
2526 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
2527 ((z2) / (2.0))))))
2528 ,0.0
2529 ,0.0)
2530 ,vec4 ((((z3) * ((z0) * (tan
2531 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
2532 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
2533 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
2534 ((z2) / (2.0)))))))
2535 ,(((z0) * (tan
2536 ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
2537 ((z2) / (2.0)))))) / (((z0) * (tan
2538 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
2539 ((z2) / (2.0))))))
2540 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
2541 ,-1.0)
2542 ,vec4 (0.0
2543 ,0.0
2544 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0)))
2545 ,0.0));
1946 } 2546 }
1947 mat4 rotMatrixY(float z0) { 2547 mat4 rotMatrixY(float z0) {
1948 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) 2548 return mat4 (vec4 (cos (z0)
2549 ,0.0
2550 ,(0.0) - (sin (z0))
2551 ,0.0)
1949 ,vec4 (0.0,1.0,0.0,0.0) 2552 ,vec4 (0.0,1.0,0.0,0.0)
1950 ,vec4 (sin (z0),0.0,cos (z0),0.0) 2553 ,vec4 (sin (z0)
2554 ,0.0
2555 ,cos (z0)
2556 ,0.0)
1951 ,vec4 (0.0,0.0,0.0,1.0)); 2557 ,vec4 (0.0,0.0,0.0,1.0));
1952 } 2558 }
1953 mat4 rotMatrix; 2559 mat4 rotMatrix;
1954 mat4 rotMatrixX(float z0) { 2560 mat4 rotMatrixX(float z0) {
1955 return mat4 (vec4 (1.0,0.0,0.0,0.0) 2561 return mat4 (vec4 (1.0
1956 ,vec4 (0.0,cos (z0),sin (z0),0.0) 2562 ,0.0
1957 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) 2563 ,0.0
2564 ,0.0)
2565 ,vec4 (0.0
2566 ,cos (z0)
2567 ,sin (z0)
2568 ,0.0)
2569 ,vec4 (0.0
2570 ,(0.0) - (sin (z0))
2571 ,cos (z0)
2572 ,0.0)
1958 ,vec4 (0.0,0.0,0.0,1.0)); 2573 ,vec4 (0.0,0.0,0.0,1.0));
1959 } 2574 }
1960 vec4 scale(float z0,vec4 z1) { 2575 vec4 scale(float z0,vec4 z1) {
1961 return (z1) * (vec4 (z0,z0,z0,1.0)); 2576 return (z1) * (vec4 (z0
2577 ,z0
2578 ,z0
2579 ,1.0));
1962 } 2580 }
1963 void main() { 2581 void main() {
1964 r1_Float = vec4 (1.0,0.0,0.0,0.0); 2582 r1_Float = vec4 (1.0
1965 r2_Float = vec4 (0.0,1.0,0.0,0.0); 2583 ,0.0
1966 r3_Float = vec4 (0.0,0.0,1.0,0.0); 2584 ,0.0
1967 rotMatrix = ((perspective 2585 ,0.0);
1968 (0.1,100.0,0.5235987755982988,1.0)) * (lookat 2586 r2_Float = vec4 (0.0
1969 (vec3 (3.0,1.3,0.3) 2587 ,1.0
1970 ,vec3 (0.0,0.0,0.0) 2588 ,0.0
1971 ,vec3 (0.0,1.0,0.0)))) * (rotMatrixY 2589 ,0.0);
2590 r3_Float = vec4 (0.0
2591 ,0.0
2592 ,1.0
2593 ,0.0);
2594 rotMatrix = ((perspective (0.1
2595 ,100.0
2596 ,0.5235987755982988
2597 ,1.0)) * (lookat (vec3 (3.0
2598 ,1.3
2599 ,0.3)
2600 ,vec3 (0.0,0.0,0.0)
2601 ,vec3 (0.0
2602 ,1.0
2603 ,0.0)))) * (rotMatrixY
1972 ((0.1308996938995747) * (Time))); 2604 ((0.1308996938995747) * (Time)));
1973 gl_Position = (rotMatrix) * (scale 2605 gl_Position =
1974 (0.4,(rotMatrixX (0.9)) * (vi1))); 2606 (rotMatrix) * (scale (0.4
2607 ,(rotMatrixX (0.9)) * (vi1)));
1975 vo1 = vi2; 2608 vo1 = vi2;
1976 } 2609 }
1977 """ 2610 """
@@ -1979,18 +2612,25 @@ Pipeline
1979 , fragmentShader = 2612 , fragmentShader =
1980 """ 2613 """
1981 #version 330 core 2614 #version 330 core
1982 vec4 texture2D(sampler2D s,vec2 uv) { 2615 vec4 texture2D(sampler2D s
2616 ,vec2 uv) {
1983 return texture(s,uv); 2617 return texture(s,uv);
1984 } 2618 }
1985 uniform sampler2D s0; 2619 uniform sampler2D s0;
1986 smooth in vec2 vo1; 2620 smooth in vec2 vo1;
1987 out vec4 f0; 2621 out vec4 f0;
1988 vec4 setAlpha(vec4 z0) { 2622 vec4 setAlpha(vec4 z0) {
1989 return ((z0) * (vec4 (1.0,1.0,1.0,0.0))) + (vec4 2623 return ((z0) * (vec4 (1.0
1990 (0.0,0.0,0.0,1.0)); 2624 ,1.0
2625 ,1.0
2626 ,0.0))) + (vec4 (0.0
2627 ,0.0
2628 ,0.0
2629 ,1.0));
1991 } 2630 }
1992 void main() { 2631 void main() {
1993 f0 = setAlpha (((((vo1).yyyx) * (0.5)) + (texture2D 2632 f0 = setAlpha
2633 (((((vo1).yyyx) * (0.5)) + (texture2D
1994 (s0,vo1))) * (0.7)); 2634 (s0,vo1))) * (0.7));
1995 } 2635 }
1996 """ 2636 """
@@ -2007,7 +2647,8 @@ Pipeline
2007 , vertexShader = 2647 , vertexShader =
2008 """ 2648 """
2009 #version 330 core 2649 #version 330 core
2010 vec4 texture2D(sampler2D s,vec2 uv) { 2650 vec4 texture2D(sampler2D s
2651 ,vec2 uv) {
2011 return texture(s,uv); 2652 return texture(s,uv);
2012 } 2653 }
2013 uniform float Time; 2654 uniform float Time;
@@ -2018,80 +2659,136 @@ Pipeline
2018 vec4 r2_Float; 2659 vec4 r2_Float;
2019 vec4 r3_Float; 2660 vec4 r3_Float;
2020 vec4 ext0_Float_3(vec3 z0) { 2661 vec4 ext0_Float_3(vec3 z0) {
2021 return vec4 ((z0).x,(z0).y,(z0).z,0.0); 2662 return vec4 ((z0).x
2663 ,(z0).y
2664 ,(z0).z
2665 ,0.0);
2022 } 2666 }
2023 vec3 neg_VecSFloat3(vec3 z0) { 2667 vec3 neg_VecSFloat3(vec3 z0) {
2024 return - (z0); 2668 return - (z0);
2025 } 2669 }
2026 mat4 translateBefore4(vec3 z0) { 2670 mat4 translateBefore4(vec3 z0) {
2027 return mat4 2671 return mat4 (r1_Float
2028 (r1_Float,r2_Float,r3_Float,vec4 ((z0).x,(z0).y,(z0).z,1.0)); 2672 ,r2_Float
2029 } 2673 ,r3_Float
2030 mat4 lookat(vec3 z0,vec3 z1,vec3 z2) { 2674 ,vec4 ((z0).x
2675 ,(z0).y
2676 ,(z0).z
2677 ,1.0));
2678 }
2679 mat4 lookat(vec3 z0
2680 ,vec3 z1
2681 ,vec3 z2) {
2031 return (transpose (mat4 2682 return (transpose (mat4
2032 (ext0_Float_3 (normalize (cross (z2,normalize ((z0) - (z1))))) 2683 (ext0_Float_3 (normalize (cross
2033 ,ext0_Float_3 (cross (normalize ((z0) - (z1)) 2684 (z2,normalize ((z0) - (z1)))))
2034 ,normalize (cross (z2,normalize ((z0) - (z1)))))) 2685 ,ext0_Float_3 (cross (normalize
2035 ,ext0_Float_3 (normalize ((z0) - (z1))) 2686 ((z0) - (z1))
2036 ,vec4 (0.0,0.0,0.0,1.0)))) * (translateBefore4 (neg_VecSFloat3 2687 ,normalize (cross (z2
2037 (z0))); 2688 ,normalize ((z0) - (z1))))))
2038 } 2689 ,ext0_Float_3 (normalize
2039 mat4 perspective(float z0,float z1,float z2,float z3) { 2690 ((z0) - (z1)))
2040 return mat4
2041 (vec4 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
2042 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
2043 ((z2) / (2.0)))))))
2044 ,0.0
2045 ,0.0
2046 ,0.0)
2047 ,vec4 (0.0 2691 ,vec4 (0.0
2048 ,((2.0) * (z0)) / (((z0) * (tan
2049 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
2050 ,0.0 2692 ,0.0
2051 ,0.0)
2052 ,vec4 ((((z3) * ((z0) * (tan
2053 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
2054 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
2055 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
2056 ((z2) / (2.0)))))))
2057 ,(((z0) * (tan ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
2058 ((z2) / (2.0)))))) / (((z0) * (tan
2059 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
2060 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
2061 ,-1.0)
2062 ,vec4 (0.0
2063 ,0.0 2693 ,0.0
2064 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))) 2694 ,1.0)))) * (translateBefore4
2065 ,0.0)); 2695 (neg_VecSFloat3 (z0)));
2696 }
2697 mat4 perspective(float z0
2698 ,float z1
2699 ,float z2
2700 ,float z3) {
2701 return mat4 (vec4
2702 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
2703 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
2704 ((z2) / (2.0)))))))
2705 ,0.0
2706 ,0.0
2707 ,0.0)
2708 ,vec4 (0.0
2709 ,((2.0) * (z0)) / (((z0) * (tan
2710 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
2711 ((z2) / (2.0))))))
2712 ,0.0
2713 ,0.0)
2714 ,vec4 ((((z3) * ((z0) * (tan
2715 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
2716 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
2717 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
2718 ((z2) / (2.0)))))))
2719 ,(((z0) * (tan
2720 ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
2721 ((z2) / (2.0)))))) / (((z0) * (tan
2722 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
2723 ((z2) / (2.0))))))
2724 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
2725 ,-1.0)
2726 ,vec4 (0.0
2727 ,0.0
2728 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0)))
2729 ,0.0));
2066 } 2730 }
2067 mat4 rotMatrixY(float z0) { 2731 mat4 rotMatrixY(float z0) {
2068 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) 2732 return mat4 (vec4 (cos (z0)
2733 ,0.0
2734 ,(0.0) - (sin (z0))
2735 ,0.0)
2069 ,vec4 (0.0,1.0,0.0,0.0) 2736 ,vec4 (0.0,1.0,0.0,0.0)
2070 ,vec4 (sin (z0),0.0,cos (z0),0.0) 2737 ,vec4 (sin (z0)
2738 ,0.0
2739 ,cos (z0)
2740 ,0.0)
2071 ,vec4 (0.0,0.0,0.0,1.0)); 2741 ,vec4 (0.0,0.0,0.0,1.0));
2072 } 2742 }
2073 mat4 rotMatrix; 2743 mat4 rotMatrix;
2074 mat4 rotMatrixX(float z0) { 2744 mat4 rotMatrixX(float z0) {
2075 return mat4 (vec4 (1.0,0.0,0.0,0.0) 2745 return mat4 (vec4 (1.0
2076 ,vec4 (0.0,cos (z0),sin (z0),0.0) 2746 ,0.0
2077 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) 2747 ,0.0
2748 ,0.0)
2749 ,vec4 (0.0
2750 ,cos (z0)
2751 ,sin (z0)
2752 ,0.0)
2753 ,vec4 (0.0
2754 ,(0.0) - (sin (z0))
2755 ,cos (z0)
2756 ,0.0)
2078 ,vec4 (0.0,0.0,0.0,1.0)); 2757 ,vec4 (0.0,0.0,0.0,1.0));
2079 } 2758 }
2080 vec4 scale(float z0,vec4 z1) { 2759 vec4 scale(float z0,vec4 z1) {
2081 return (z1) * (vec4 (z0,z0,z0,1.0)); 2760 return (z1) * (vec4 (z0
2761 ,z0
2762 ,z0
2763 ,1.0));
2082 } 2764 }
2083 void main() { 2765 void main() {
2084 r1_Float = vec4 (1.0,0.0,0.0,0.0); 2766 r1_Float = vec4 (1.0
2085 r2_Float = vec4 (0.0,1.0,0.0,0.0); 2767 ,0.0
2086 r3_Float = vec4 (0.0,0.0,1.0,0.0); 2768 ,0.0
2087 rotMatrix = ((perspective 2769 ,0.0);
2088 (0.1,100.0,0.5235987755982988,1.0)) * (lookat 2770 r2_Float = vec4 (0.0
2089 (vec3 (3.0,1.3,0.3) 2771 ,1.0
2090 ,vec3 (0.0,0.0,0.0) 2772 ,0.0
2091 ,vec3 (0.0,1.0,0.0)))) * (rotMatrixY 2773 ,0.0);
2774 r3_Float = vec4 (0.0
2775 ,0.0
2776 ,1.0
2777 ,0.0);
2778 rotMatrix = ((perspective (0.1
2779 ,100.0
2780 ,0.5235987755982988
2781 ,1.0)) * (lookat (vec3 (3.0
2782 ,1.3
2783 ,0.3)
2784 ,vec3 (0.0,0.0,0.0)
2785 ,vec3 (0.0
2786 ,1.0
2787 ,0.0)))) * (rotMatrixY
2092 ((0.1308996938995747) * (Time))); 2788 ((0.1308996938995747) * (Time)));
2093 gl_Position = (rotMatrix) * (scale 2789 gl_Position =
2094 (0.4,(rotMatrixX (1.0)) * (vi1))); 2790 (rotMatrix) * (scale (0.4
2791 ,(rotMatrixX (1.0)) * (vi1)));
2095 vo1 = vi2; 2792 vo1 = vi2;
2096 } 2793 }
2097 """ 2794 """
@@ -2099,18 +2796,25 @@ Pipeline
2099 , fragmentShader = 2796 , fragmentShader =
2100 """ 2797 """
2101 #version 330 core 2798 #version 330 core
2102 vec4 texture2D(sampler2D s,vec2 uv) { 2799 vec4 texture2D(sampler2D s
2800 ,vec2 uv) {
2103 return texture(s,uv); 2801 return texture(s,uv);
2104 } 2802 }
2105 uniform sampler2D s0; 2803 uniform sampler2D s0;
2106 smooth in vec2 vo1; 2804 smooth in vec2 vo1;
2107 out vec4 f0; 2805 out vec4 f0;
2108 vec4 setAlpha(vec4 z0) { 2806 vec4 setAlpha(vec4 z0) {
2109 return ((z0) * (vec4 (1.0,1.0,1.0,0.0))) + (vec4 2807 return ((z0) * (vec4 (1.0
2110 (0.0,0.0,0.0,1.0)); 2808 ,1.0
2809 ,1.0
2810 ,0.0))) + (vec4 (0.0
2811 ,0.0
2812 ,0.0
2813 ,1.0));
2111 } 2814 }
2112 void main() { 2815 void main() {
2113 f0 = setAlpha (((((vo1).yyyx) * (0.5)) + (texture2D 2816 f0 = setAlpha
2817 (((((vo1).yyyx) * (0.5)) + (texture2D
2114 (s0,vo1))) * (0.7)); 2818 (s0,vo1))) * (0.7));
2115 } 2819 }
2116 """ 2820 """
@@ -2127,7 +2831,8 @@ Pipeline
2127 , vertexShader = 2831 , vertexShader =
2128 """ 2832 """
2129 #version 330 core 2833 #version 330 core
2130 vec4 texture2D(sampler2D s,vec2 uv) { 2834 vec4 texture2D(sampler2D s
2835 ,vec2 uv) {
2131 return texture(s,uv); 2836 return texture(s,uv);
2132 } 2837 }
2133 uniform float Time; 2838 uniform float Time;
@@ -2138,80 +2843,136 @@ Pipeline
2138 vec4 r2_Float; 2843 vec4 r2_Float;
2139 vec4 r3_Float; 2844 vec4 r3_Float;
2140 vec4 ext0_Float_3(vec3 z0) { 2845 vec4 ext0_Float_3(vec3 z0) {
2141 return vec4 ((z0).x,(z0).y,(z0).z,0.0); 2846 return vec4 ((z0).x
2847 ,(z0).y
2848 ,(z0).z
2849 ,0.0);
2142 } 2850 }
2143 vec3 neg_VecSFloat3(vec3 z0) { 2851 vec3 neg_VecSFloat3(vec3 z0) {
2144 return - (z0); 2852 return - (z0);
2145 } 2853 }
2146 mat4 translateBefore4(vec3 z0) { 2854 mat4 translateBefore4(vec3 z0) {
2147 return mat4 2855 return mat4 (r1_Float
2148 (r1_Float,r2_Float,r3_Float,vec4 ((z0).x,(z0).y,(z0).z,1.0)); 2856 ,r2_Float
2149 } 2857 ,r3_Float
2150 mat4 lookat(vec3 z0,vec3 z1,vec3 z2) { 2858 ,vec4 ((z0).x
2859 ,(z0).y
2860 ,(z0).z
2861 ,1.0));
2862 }
2863 mat4 lookat(vec3 z0
2864 ,vec3 z1
2865 ,vec3 z2) {
2151 return (transpose (mat4 2866 return (transpose (mat4
2152 (ext0_Float_3 (normalize (cross (z2,normalize ((z0) - (z1))))) 2867 (ext0_Float_3 (normalize (cross
2153 ,ext0_Float_3 (cross (normalize ((z0) - (z1)) 2868 (z2,normalize ((z0) - (z1)))))
2154 ,normalize (cross (z2,normalize ((z0) - (z1)))))) 2869 ,ext0_Float_3 (cross (normalize
2155 ,ext0_Float_3 (normalize ((z0) - (z1))) 2870 ((z0) - (z1))
2156 ,vec4 (0.0,0.0,0.0,1.0)))) * (translateBefore4 (neg_VecSFloat3 2871 ,normalize (cross (z2
2157 (z0))); 2872 ,normalize ((z0) - (z1))))))
2158 } 2873 ,ext0_Float_3 (normalize
2159 mat4 perspective(float z0,float z1,float z2,float z3) { 2874 ((z0) - (z1)))
2160 return mat4
2161 (vec4 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
2162 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
2163 ((z2) / (2.0)))))))
2164 ,0.0
2165 ,0.0
2166 ,0.0)
2167 ,vec4 (0.0 2875 ,vec4 (0.0
2168 ,((2.0) * (z0)) / (((z0) * (tan
2169 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
2170 ,0.0 2876 ,0.0
2171 ,0.0)
2172 ,vec4 ((((z3) * ((z0) * (tan
2173 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
2174 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
2175 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
2176 ((z2) / (2.0)))))))
2177 ,(((z0) * (tan ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
2178 ((z2) / (2.0)))))) / (((z0) * (tan
2179 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
2180 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
2181 ,-1.0)
2182 ,vec4 (0.0
2183 ,0.0 2877 ,0.0
2184 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))) 2878 ,1.0)))) * (translateBefore4
2185 ,0.0)); 2879 (neg_VecSFloat3 (z0)));
2880 }
2881 mat4 perspective(float z0
2882 ,float z1
2883 ,float z2
2884 ,float z3) {
2885 return mat4 (vec4
2886 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
2887 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
2888 ((z2) / (2.0)))))))
2889 ,0.0
2890 ,0.0
2891 ,0.0)
2892 ,vec4 (0.0
2893 ,((2.0) * (z0)) / (((z0) * (tan
2894 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
2895 ((z2) / (2.0))))))
2896 ,0.0
2897 ,0.0)
2898 ,vec4 ((((z3) * ((z0) * (tan
2899 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
2900 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
2901 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
2902 ((z2) / (2.0)))))))
2903 ,(((z0) * (tan
2904 ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
2905 ((z2) / (2.0)))))) / (((z0) * (tan
2906 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
2907 ((z2) / (2.0))))))
2908 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
2909 ,-1.0)
2910 ,vec4 (0.0
2911 ,0.0
2912 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0)))
2913 ,0.0));
2186 } 2914 }
2187 mat4 rotMatrixY(float z0) { 2915 mat4 rotMatrixY(float z0) {
2188 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) 2916 return mat4 (vec4 (cos (z0)
2917 ,0.0
2918 ,(0.0) - (sin (z0))
2919 ,0.0)
2189 ,vec4 (0.0,1.0,0.0,0.0) 2920 ,vec4 (0.0,1.0,0.0,0.0)
2190 ,vec4 (sin (z0),0.0,cos (z0),0.0) 2921 ,vec4 (sin (z0)
2922 ,0.0
2923 ,cos (z0)
2924 ,0.0)
2191 ,vec4 (0.0,0.0,0.0,1.0)); 2925 ,vec4 (0.0,0.0,0.0,1.0));
2192 } 2926 }
2193 mat4 rotMatrix; 2927 mat4 rotMatrix;
2194 mat4 rotMatrixX(float z0) { 2928 mat4 rotMatrixX(float z0) {
2195 return mat4 (vec4 (1.0,0.0,0.0,0.0) 2929 return mat4 (vec4 (1.0
2196 ,vec4 (0.0,cos (z0),sin (z0),0.0) 2930 ,0.0
2197 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) 2931 ,0.0
2932 ,0.0)
2933 ,vec4 (0.0
2934 ,cos (z0)
2935 ,sin (z0)
2936 ,0.0)
2937 ,vec4 (0.0
2938 ,(0.0) - (sin (z0))
2939 ,cos (z0)
2940 ,0.0)
2198 ,vec4 (0.0,0.0,0.0,1.0)); 2941 ,vec4 (0.0,0.0,0.0,1.0));
2199 } 2942 }
2200 vec4 scale(float z0,vec4 z1) { 2943 vec4 scale(float z0,vec4 z1) {
2201 return (z1) * (vec4 (z0,z0,z0,1.0)); 2944 return (z1) * (vec4 (z0
2945 ,z0
2946 ,z0
2947 ,1.0));
2202 } 2948 }
2203 void main() { 2949 void main() {
2204 r1_Float = vec4 (1.0,0.0,0.0,0.0); 2950 r1_Float = vec4 (1.0
2205 r2_Float = vec4 (0.0,1.0,0.0,0.0); 2951 ,0.0
2206 r3_Float = vec4 (0.0,0.0,1.0,0.0); 2952 ,0.0
2207 rotMatrix = ((perspective 2953 ,0.0);
2208 (0.1,100.0,0.5235987755982988,1.0)) * (lookat 2954 r2_Float = vec4 (0.0
2209 (vec3 (3.0,1.3,0.3) 2955 ,1.0
2210 ,vec3 (0.0,0.0,0.0) 2956 ,0.0
2211 ,vec3 (0.0,1.0,0.0)))) * (rotMatrixY 2957 ,0.0);
2958 r3_Float = vec4 (0.0
2959 ,0.0
2960 ,1.0
2961 ,0.0);
2962 rotMatrix = ((perspective (0.1
2963 ,100.0
2964 ,0.5235987755982988
2965 ,1.0)) * (lookat (vec3 (3.0
2966 ,1.3
2967 ,0.3)
2968 ,vec3 (0.0,0.0,0.0)
2969 ,vec3 (0.0
2970 ,1.0
2971 ,0.0)))) * (rotMatrixY
2212 ((0.1308996938995747) * (Time))); 2972 ((0.1308996938995747) * (Time)));
2213 gl_Position = (rotMatrix) * (scale 2973 gl_Position =
2214 (0.4,(rotMatrixX (1.1)) * (vi1))); 2974 (rotMatrix) * (scale (0.4
2975 ,(rotMatrixX (1.1)) * (vi1)));
2215 vo1 = vi2; 2976 vo1 = vi2;
2216 } 2977 }
2217 """ 2978 """
@@ -2219,18 +2980,25 @@ Pipeline
2219 , fragmentShader = 2980 , fragmentShader =
2220 """ 2981 """
2221 #version 330 core 2982 #version 330 core
2222 vec4 texture2D(sampler2D s,vec2 uv) { 2983 vec4 texture2D(sampler2D s
2984 ,vec2 uv) {
2223 return texture(s,uv); 2985 return texture(s,uv);
2224 } 2986 }
2225 uniform sampler2D s0; 2987 uniform sampler2D s0;
2226 smooth in vec2 vo1; 2988 smooth in vec2 vo1;
2227 out vec4 f0; 2989 out vec4 f0;
2228 vec4 setAlpha(vec4 z0) { 2990 vec4 setAlpha(vec4 z0) {
2229 return ((z0) * (vec4 (1.0,1.0,1.0,0.0))) + (vec4 2991 return ((z0) * (vec4 (1.0
2230 (0.0,0.0,0.0,1.0)); 2992 ,1.0
2993 ,1.0
2994 ,0.0))) + (vec4 (0.0
2995 ,0.0
2996 ,0.0
2997 ,1.0));
2231 } 2998 }
2232 void main() { 2999 void main() {
2233 f0 = setAlpha (((((vo1).yyyx) * (0.5)) + (texture2D 3000 f0 = setAlpha
3001 (((((vo1).yyyx) * (0.5)) + (texture2D
2234 (s0,vo1))) * (0.7)); 3002 (s0,vo1))) * (0.7));
2235 } 3003 }
2236 """ 3004 """
@@ -2247,7 +3015,8 @@ Pipeline
2247 , vertexShader = 3015 , vertexShader =
2248 """ 3016 """
2249 #version 330 core 3017 #version 330 core
2250 vec4 texture2D(sampler2D s,vec2 uv) { 3018 vec4 texture2D(sampler2D s
3019 ,vec2 uv) {
2251 return texture(s,uv); 3020 return texture(s,uv);
2252 } 3021 }
2253 uniform float Time; 3022 uniform float Time;
@@ -2258,80 +3027,136 @@ Pipeline
2258 vec4 r2_Float; 3027 vec4 r2_Float;
2259 vec4 r3_Float; 3028 vec4 r3_Float;
2260 vec4 ext0_Float_3(vec3 z0) { 3029 vec4 ext0_Float_3(vec3 z0) {
2261 return vec4 ((z0).x,(z0).y,(z0).z,0.0); 3030 return vec4 ((z0).x
3031 ,(z0).y
3032 ,(z0).z
3033 ,0.0);
2262 } 3034 }
2263 vec3 neg_VecSFloat3(vec3 z0) { 3035 vec3 neg_VecSFloat3(vec3 z0) {
2264 return - (z0); 3036 return - (z0);
2265 } 3037 }
2266 mat4 translateBefore4(vec3 z0) { 3038 mat4 translateBefore4(vec3 z0) {
2267 return mat4 3039 return mat4 (r1_Float
2268 (r1_Float,r2_Float,r3_Float,vec4 ((z0).x,(z0).y,(z0).z,1.0)); 3040 ,r2_Float
2269 } 3041 ,r3_Float
2270 mat4 lookat(vec3 z0,vec3 z1,vec3 z2) { 3042 ,vec4 ((z0).x
3043 ,(z0).y
3044 ,(z0).z
3045 ,1.0));
3046 }
3047 mat4 lookat(vec3 z0
3048 ,vec3 z1
3049 ,vec3 z2) {
2271 return (transpose (mat4 3050 return (transpose (mat4
2272 (ext0_Float_3 (normalize (cross (z2,normalize ((z0) - (z1))))) 3051 (ext0_Float_3 (normalize (cross
2273 ,ext0_Float_3 (cross (normalize ((z0) - (z1)) 3052 (z2,normalize ((z0) - (z1)))))
2274 ,normalize (cross (z2,normalize ((z0) - (z1)))))) 3053 ,ext0_Float_3 (cross (normalize
2275 ,ext0_Float_3 (normalize ((z0) - (z1))) 3054 ((z0) - (z1))
2276 ,vec4 (0.0,0.0,0.0,1.0)))) * (translateBefore4 (neg_VecSFloat3 3055 ,normalize (cross (z2
2277 (z0))); 3056 ,normalize ((z0) - (z1))))))
2278 } 3057 ,ext0_Float_3 (normalize
2279 mat4 perspective(float z0,float z1,float z2,float z3) { 3058 ((z0) - (z1)))
2280 return mat4
2281 (vec4 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
2282 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
2283 ((z2) / (2.0)))))))
2284 ,0.0
2285 ,0.0
2286 ,0.0)
2287 ,vec4 (0.0 3059 ,vec4 (0.0
2288 ,((2.0) * (z0)) / (((z0) * (tan
2289 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
2290 ,0.0 3060 ,0.0
2291 ,0.0)
2292 ,vec4 ((((z3) * ((z0) * (tan
2293 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
2294 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
2295 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
2296 ((z2) / (2.0)))))))
2297 ,(((z0) * (tan ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
2298 ((z2) / (2.0)))))) / (((z0) * (tan
2299 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
2300 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
2301 ,-1.0)
2302 ,vec4 (0.0
2303 ,0.0 3061 ,0.0
2304 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))) 3062 ,1.0)))) * (translateBefore4
2305 ,0.0)); 3063 (neg_VecSFloat3 (z0)));
3064 }
3065 mat4 perspective(float z0
3066 ,float z1
3067 ,float z2
3068 ,float z3) {
3069 return mat4 (vec4
3070 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
3071 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
3072 ((z2) / (2.0)))))))
3073 ,0.0
3074 ,0.0
3075 ,0.0)
3076 ,vec4 (0.0
3077 ,((2.0) * (z0)) / (((z0) * (tan
3078 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
3079 ((z2) / (2.0))))))
3080 ,0.0
3081 ,0.0)
3082 ,vec4 ((((z3) * ((z0) * (tan
3083 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
3084 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
3085 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
3086 ((z2) / (2.0)))))))
3087 ,(((z0) * (tan
3088 ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
3089 ((z2) / (2.0)))))) / (((z0) * (tan
3090 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
3091 ((z2) / (2.0))))))
3092 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
3093 ,-1.0)
3094 ,vec4 (0.0
3095 ,0.0
3096 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0)))
3097 ,0.0));
2306 } 3098 }
2307 mat4 rotMatrixY(float z0) { 3099 mat4 rotMatrixY(float z0) {
2308 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) 3100 return mat4 (vec4 (cos (z0)
3101 ,0.0
3102 ,(0.0) - (sin (z0))
3103 ,0.0)
2309 ,vec4 (0.0,1.0,0.0,0.0) 3104 ,vec4 (0.0,1.0,0.0,0.0)
2310 ,vec4 (sin (z0),0.0,cos (z0),0.0) 3105 ,vec4 (sin (z0)
3106 ,0.0
3107 ,cos (z0)
3108 ,0.0)
2311 ,vec4 (0.0,0.0,0.0,1.0)); 3109 ,vec4 (0.0,0.0,0.0,1.0));
2312 } 3110 }
2313 mat4 rotMatrix; 3111 mat4 rotMatrix;
2314 mat4 rotMatrixX(float z0) { 3112 mat4 rotMatrixX(float z0) {
2315 return mat4 (vec4 (1.0,0.0,0.0,0.0) 3113 return mat4 (vec4 (1.0
2316 ,vec4 (0.0,cos (z0),sin (z0),0.0) 3114 ,0.0
2317 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) 3115 ,0.0
3116 ,0.0)
3117 ,vec4 (0.0
3118 ,cos (z0)
3119 ,sin (z0)
3120 ,0.0)
3121 ,vec4 (0.0
3122 ,(0.0) - (sin (z0))
3123 ,cos (z0)
3124 ,0.0)
2318 ,vec4 (0.0,0.0,0.0,1.0)); 3125 ,vec4 (0.0,0.0,0.0,1.0));
2319 } 3126 }
2320 vec4 scale(float z0,vec4 z1) { 3127 vec4 scale(float z0,vec4 z1) {
2321 return (z1) * (vec4 (z0,z0,z0,1.0)); 3128 return (z1) * (vec4 (z0
3129 ,z0
3130 ,z0
3131 ,1.0));
2322 } 3132 }
2323 void main() { 3133 void main() {
2324 r1_Float = vec4 (1.0,0.0,0.0,0.0); 3134 r1_Float = vec4 (1.0
2325 r2_Float = vec4 (0.0,1.0,0.0,0.0); 3135 ,0.0
2326 r3_Float = vec4 (0.0,0.0,1.0,0.0); 3136 ,0.0
2327 rotMatrix = ((perspective 3137 ,0.0);
2328 (0.1,100.0,0.5235987755982988,1.0)) * (lookat 3138 r2_Float = vec4 (0.0
2329 (vec3 (3.0,1.3,0.3) 3139 ,1.0
2330 ,vec3 (0.0,0.0,0.0) 3140 ,0.0
2331 ,vec3 (0.0,1.0,0.0)))) * (rotMatrixY 3141 ,0.0);
3142 r3_Float = vec4 (0.0
3143 ,0.0
3144 ,1.0
3145 ,0.0);
3146 rotMatrix = ((perspective (0.1
3147 ,100.0
3148 ,0.5235987755982988
3149 ,1.0)) * (lookat (vec3 (3.0
3150 ,1.3
3151 ,0.3)
3152 ,vec3 (0.0,0.0,0.0)
3153 ,vec3 (0.0
3154 ,1.0
3155 ,0.0)))) * (rotMatrixY
2332 ((0.1308996938995747) * (Time))); 3156 ((0.1308996938995747) * (Time)));
2333 gl_Position = (rotMatrix) * (scale 3157 gl_Position =
2334 (0.4,(rotMatrixX (1.2)) * (vi1))); 3158 (rotMatrix) * (scale (0.4
3159 ,(rotMatrixX (1.2)) * (vi1)));
2335 vo1 = vi2; 3160 vo1 = vi2;
2336 } 3161 }
2337 """ 3162 """
@@ -2339,18 +3164,25 @@ Pipeline
2339 , fragmentShader = 3164 , fragmentShader =
2340 """ 3165 """
2341 #version 330 core 3166 #version 330 core
2342 vec4 texture2D(sampler2D s,vec2 uv) { 3167 vec4 texture2D(sampler2D s
3168 ,vec2 uv) {
2343 return texture(s,uv); 3169 return texture(s,uv);
2344 } 3170 }
2345 uniform sampler2D s0; 3171 uniform sampler2D s0;
2346 smooth in vec2 vo1; 3172 smooth in vec2 vo1;
2347 out vec4 f0; 3173 out vec4 f0;
2348 vec4 setAlpha(vec4 z0) { 3174 vec4 setAlpha(vec4 z0) {
2349 return ((z0) * (vec4 (1.0,1.0,1.0,0.0))) + (vec4 3175 return ((z0) * (vec4 (1.0
2350 (0.0,0.0,0.0,1.0)); 3176 ,1.0
3177 ,1.0
3178 ,0.0))) + (vec4 (0.0
3179 ,0.0
3180 ,0.0
3181 ,1.0));
2351 } 3182 }
2352 void main() { 3183 void main() {
2353 f0 = setAlpha (((((vo1).yyyx) * (0.5)) + (texture2D 3184 f0 = setAlpha
3185 (((((vo1).yyyx) * (0.5)) + (texture2D
2354 (s0,vo1))) * (0.7)); 3186 (s0,vo1))) * (0.7));
2355 } 3187 }
2356 """ 3188 """
@@ -2367,7 +3199,8 @@ Pipeline
2367 , vertexShader = 3199 , vertexShader =
2368 """ 3200 """
2369 #version 330 core 3201 #version 330 core
2370 vec4 texture2D(sampler2D s,vec2 uv) { 3202 vec4 texture2D(sampler2D s
3203 ,vec2 uv) {
2371 return texture(s,uv); 3204 return texture(s,uv);
2372 } 3205 }
2373 uniform float Time; 3206 uniform float Time;
@@ -2378,80 +3211,136 @@ Pipeline
2378 vec4 r2_Float; 3211 vec4 r2_Float;
2379 vec4 r3_Float; 3212 vec4 r3_Float;
2380 vec4 ext0_Float_3(vec3 z0) { 3213 vec4 ext0_Float_3(vec3 z0) {
2381 return vec4 ((z0).x,(z0).y,(z0).z,0.0); 3214 return vec4 ((z0).x
3215 ,(z0).y
3216 ,(z0).z
3217 ,0.0);
2382 } 3218 }
2383 vec3 neg_VecSFloat3(vec3 z0) { 3219 vec3 neg_VecSFloat3(vec3 z0) {
2384 return - (z0); 3220 return - (z0);
2385 } 3221 }
2386 mat4 translateBefore4(vec3 z0) { 3222 mat4 translateBefore4(vec3 z0) {
2387 return mat4 3223 return mat4 (r1_Float
2388 (r1_Float,r2_Float,r3_Float,vec4 ((z0).x,(z0).y,(z0).z,1.0)); 3224 ,r2_Float
2389 } 3225 ,r3_Float
2390 mat4 lookat(vec3 z0,vec3 z1,vec3 z2) { 3226 ,vec4 ((z0).x
3227 ,(z0).y
3228 ,(z0).z
3229 ,1.0));
3230 }
3231 mat4 lookat(vec3 z0
3232 ,vec3 z1
3233 ,vec3 z2) {
2391 return (transpose (mat4 3234 return (transpose (mat4
2392 (ext0_Float_3 (normalize (cross (z2,normalize ((z0) - (z1))))) 3235 (ext0_Float_3 (normalize (cross
2393 ,ext0_Float_3 (cross (normalize ((z0) - (z1)) 3236 (z2,normalize ((z0) - (z1)))))
2394 ,normalize (cross (z2,normalize ((z0) - (z1)))))) 3237 ,ext0_Float_3 (cross (normalize
2395 ,ext0_Float_3 (normalize ((z0) - (z1))) 3238 ((z0) - (z1))
2396 ,vec4 (0.0,0.0,0.0,1.0)))) * (translateBefore4 (neg_VecSFloat3 3239 ,normalize (cross (z2
2397 (z0))); 3240 ,normalize ((z0) - (z1))))))
2398 } 3241 ,ext0_Float_3 (normalize
2399 mat4 perspective(float z0,float z1,float z2,float z3) { 3242 ((z0) - (z1)))
2400 return mat4
2401 (vec4 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
2402 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
2403 ((z2) / (2.0)))))))
2404 ,0.0
2405 ,0.0
2406 ,0.0)
2407 ,vec4 (0.0 3243 ,vec4 (0.0
2408 ,((2.0) * (z0)) / (((z0) * (tan
2409 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
2410 ,0.0 3244 ,0.0
2411 ,0.0)
2412 ,vec4 ((((z3) * ((z0) * (tan
2413 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
2414 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
2415 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
2416 ((z2) / (2.0)))))))
2417 ,(((z0) * (tan ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
2418 ((z2) / (2.0)))))) / (((z0) * (tan
2419 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
2420 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
2421 ,-1.0)
2422 ,vec4 (0.0
2423 ,0.0 3245 ,0.0
2424 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))) 3246 ,1.0)))) * (translateBefore4
2425 ,0.0)); 3247 (neg_VecSFloat3 (z0)));
3248 }
3249 mat4 perspective(float z0
3250 ,float z1
3251 ,float z2
3252 ,float z3) {
3253 return mat4 (vec4
3254 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
3255 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
3256 ((z2) / (2.0)))))))
3257 ,0.0
3258 ,0.0
3259 ,0.0)
3260 ,vec4 (0.0
3261 ,((2.0) * (z0)) / (((z0) * (tan
3262 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
3263 ((z2) / (2.0))))))
3264 ,0.0
3265 ,0.0)
3266 ,vec4 ((((z3) * ((z0) * (tan
3267 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
3268 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
3269 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
3270 ((z2) / (2.0)))))))
3271 ,(((z0) * (tan
3272 ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
3273 ((z2) / (2.0)))))) / (((z0) * (tan
3274 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
3275 ((z2) / (2.0))))))
3276 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
3277 ,-1.0)
3278 ,vec4 (0.0
3279 ,0.0
3280 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0)))
3281 ,0.0));
2426 } 3282 }
2427 mat4 rotMatrixY(float z0) { 3283 mat4 rotMatrixY(float z0) {
2428 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) 3284 return mat4 (vec4 (cos (z0)
3285 ,0.0
3286 ,(0.0) - (sin (z0))
3287 ,0.0)
2429 ,vec4 (0.0,1.0,0.0,0.0) 3288 ,vec4 (0.0,1.0,0.0,0.0)
2430 ,vec4 (sin (z0),0.0,cos (z0),0.0) 3289 ,vec4 (sin (z0)
3290 ,0.0
3291 ,cos (z0)
3292 ,0.0)
2431 ,vec4 (0.0,0.0,0.0,1.0)); 3293 ,vec4 (0.0,0.0,0.0,1.0));
2432 } 3294 }
2433 mat4 rotMatrix; 3295 mat4 rotMatrix;
2434 mat4 rotMatrixX(float z0) { 3296 mat4 rotMatrixX(float z0) {
2435 return mat4 (vec4 (1.0,0.0,0.0,0.0) 3297 return mat4 (vec4 (1.0
2436 ,vec4 (0.0,cos (z0),sin (z0),0.0) 3298 ,0.0
2437 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) 3299 ,0.0
3300 ,0.0)
3301 ,vec4 (0.0
3302 ,cos (z0)
3303 ,sin (z0)
3304 ,0.0)
3305 ,vec4 (0.0
3306 ,(0.0) - (sin (z0))
3307 ,cos (z0)
3308 ,0.0)
2438 ,vec4 (0.0,0.0,0.0,1.0)); 3309 ,vec4 (0.0,0.0,0.0,1.0));
2439 } 3310 }
2440 vec4 scale(float z0,vec4 z1) { 3311 vec4 scale(float z0,vec4 z1) {
2441 return (z1) * (vec4 (z0,z0,z0,1.0)); 3312 return (z1) * (vec4 (z0
3313 ,z0
3314 ,z0
3315 ,1.0));
2442 } 3316 }
2443 void main() { 3317 void main() {
2444 r1_Float = vec4 (1.0,0.0,0.0,0.0); 3318 r1_Float = vec4 (1.0
2445 r2_Float = vec4 (0.0,1.0,0.0,0.0); 3319 ,0.0
2446 r3_Float = vec4 (0.0,0.0,1.0,0.0); 3320 ,0.0
2447 rotMatrix = ((perspective 3321 ,0.0);
2448 (0.1,100.0,0.5235987755982988,1.0)) * (lookat 3322 r2_Float = vec4 (0.0
2449 (vec3 (3.0,1.3,0.3) 3323 ,1.0
2450 ,vec3 (0.0,0.0,0.0) 3324 ,0.0
2451 ,vec3 (0.0,1.0,0.0)))) * (rotMatrixY 3325 ,0.0);
3326 r3_Float = vec4 (0.0
3327 ,0.0
3328 ,1.0
3329 ,0.0);
3330 rotMatrix = ((perspective (0.1
3331 ,100.0
3332 ,0.5235987755982988
3333 ,1.0)) * (lookat (vec3 (3.0
3334 ,1.3
3335 ,0.3)
3336 ,vec3 (0.0,0.0,0.0)
3337 ,vec3 (0.0
3338 ,1.0
3339 ,0.0)))) * (rotMatrixY
2452 ((0.1308996938995747) * (Time))); 3340 ((0.1308996938995747) * (Time)));
2453 gl_Position = (rotMatrix) * (scale 3341 gl_Position =
2454 (0.4,(rotMatrixX (1.3)) * (vi1))); 3342 (rotMatrix) * (scale (0.4
3343 ,(rotMatrixX (1.3)) * (vi1)));
2455 vo1 = vi2; 3344 vo1 = vi2;
2456 } 3345 }
2457 """ 3346 """
@@ -2459,18 +3348,25 @@ Pipeline
2459 , fragmentShader = 3348 , fragmentShader =
2460 """ 3349 """
2461 #version 330 core 3350 #version 330 core
2462 vec4 texture2D(sampler2D s,vec2 uv) { 3351 vec4 texture2D(sampler2D s
3352 ,vec2 uv) {
2463 return texture(s,uv); 3353 return texture(s,uv);
2464 } 3354 }
2465 uniform sampler2D s0; 3355 uniform sampler2D s0;
2466 smooth in vec2 vo1; 3356 smooth in vec2 vo1;
2467 out vec4 f0; 3357 out vec4 f0;
2468 vec4 setAlpha(vec4 z0) { 3358 vec4 setAlpha(vec4 z0) {
2469 return ((z0) * (vec4 (1.0,1.0,1.0,0.0))) + (vec4 3359 return ((z0) * (vec4 (1.0
2470 (0.0,0.0,0.0,1.0)); 3360 ,1.0
3361 ,1.0
3362 ,0.0))) + (vec4 (0.0
3363 ,0.0
3364 ,0.0
3365 ,1.0));
2471 } 3366 }
2472 void main() { 3367 void main() {
2473 f0 = setAlpha (((((vo1).yyyx) * (0.5)) + (texture2D 3368 f0 = setAlpha
3369 (((((vo1).yyyx) * (0.5)) + (texture2D
2474 (s0,vo1))) * (0.7)); 3370 (s0,vo1))) * (0.7));
2475 } 3371 }
2476 """ 3372 """
@@ -2487,7 +3383,8 @@ Pipeline
2487 , vertexShader = 3383 , vertexShader =
2488 """ 3384 """
2489 #version 330 core 3385 #version 330 core
2490 vec4 texture2D(sampler2D s,vec2 uv) { 3386 vec4 texture2D(sampler2D s
3387 ,vec2 uv) {
2491 return texture(s,uv); 3388 return texture(s,uv);
2492 } 3389 }
2493 uniform float Time; 3390 uniform float Time;
@@ -2498,80 +3395,136 @@ Pipeline
2498 vec4 r2_Float; 3395 vec4 r2_Float;
2499 vec4 r3_Float; 3396 vec4 r3_Float;
2500 vec4 ext0_Float_3(vec3 z0) { 3397 vec4 ext0_Float_3(vec3 z0) {
2501 return vec4 ((z0).x,(z0).y,(z0).z,0.0); 3398 return vec4 ((z0).x
3399 ,(z0).y
3400 ,(z0).z
3401 ,0.0);
2502 } 3402 }
2503 vec3 neg_VecSFloat3(vec3 z0) { 3403 vec3 neg_VecSFloat3(vec3 z0) {
2504 return - (z0); 3404 return - (z0);
2505 } 3405 }
2506 mat4 translateBefore4(vec3 z0) { 3406 mat4 translateBefore4(vec3 z0) {
2507 return mat4 3407 return mat4 (r1_Float
2508 (r1_Float,r2_Float,r3_Float,vec4 ((z0).x,(z0).y,(z0).z,1.0)); 3408 ,r2_Float
2509 } 3409 ,r3_Float
2510 mat4 lookat(vec3 z0,vec3 z1,vec3 z2) { 3410 ,vec4 ((z0).x
3411 ,(z0).y
3412 ,(z0).z
3413 ,1.0));
3414 }
3415 mat4 lookat(vec3 z0
3416 ,vec3 z1
3417 ,vec3 z2) {
2511 return (transpose (mat4 3418 return (transpose (mat4
2512 (ext0_Float_3 (normalize (cross (z2,normalize ((z0) - (z1))))) 3419 (ext0_Float_3 (normalize (cross
2513 ,ext0_Float_3 (cross (normalize ((z0) - (z1)) 3420 (z2,normalize ((z0) - (z1)))))
2514 ,normalize (cross (z2,normalize ((z0) - (z1)))))) 3421 ,ext0_Float_3 (cross (normalize
2515 ,ext0_Float_3 (normalize ((z0) - (z1))) 3422 ((z0) - (z1))
2516 ,vec4 (0.0,0.0,0.0,1.0)))) * (translateBefore4 (neg_VecSFloat3 3423 ,normalize (cross (z2
2517 (z0))); 3424 ,normalize ((z0) - (z1))))))
2518 } 3425 ,ext0_Float_3 (normalize
2519 mat4 perspective(float z0,float z1,float z2,float z3) { 3426 ((z0) - (z1)))
2520 return mat4
2521 (vec4 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
2522 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
2523 ((z2) / (2.0)))))))
2524 ,0.0
2525 ,0.0
2526 ,0.0)
2527 ,vec4 (0.0 3427 ,vec4 (0.0
2528 ,((2.0) * (z0)) / (((z0) * (tan
2529 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
2530 ,0.0 3428 ,0.0
2531 ,0.0)
2532 ,vec4 ((((z3) * ((z0) * (tan
2533 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
2534 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
2535 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
2536 ((z2) / (2.0)))))))
2537 ,(((z0) * (tan ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
2538 ((z2) / (2.0)))))) / (((z0) * (tan
2539 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
2540 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
2541 ,-1.0)
2542 ,vec4 (0.0
2543 ,0.0 3429 ,0.0
2544 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))) 3430 ,1.0)))) * (translateBefore4
2545 ,0.0)); 3431 (neg_VecSFloat3 (z0)));
3432 }
3433 mat4 perspective(float z0
3434 ,float z1
3435 ,float z2
3436 ,float z3) {
3437 return mat4 (vec4
3438 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
3439 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
3440 ((z2) / (2.0)))))))
3441 ,0.0
3442 ,0.0
3443 ,0.0)
3444 ,vec4 (0.0
3445 ,((2.0) * (z0)) / (((z0) * (tan
3446 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
3447 ((z2) / (2.0))))))
3448 ,0.0
3449 ,0.0)
3450 ,vec4 ((((z3) * ((z0) * (tan
3451 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
3452 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
3453 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
3454 ((z2) / (2.0)))))))
3455 ,(((z0) * (tan
3456 ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
3457 ((z2) / (2.0)))))) / (((z0) * (tan
3458 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
3459 ((z2) / (2.0))))))
3460 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
3461 ,-1.0)
3462 ,vec4 (0.0
3463 ,0.0
3464 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0)))
3465 ,0.0));
2546 } 3466 }
2547 mat4 rotMatrixY(float z0) { 3467 mat4 rotMatrixY(float z0) {
2548 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) 3468 return mat4 (vec4 (cos (z0)
3469 ,0.0
3470 ,(0.0) - (sin (z0))
3471 ,0.0)
2549 ,vec4 (0.0,1.0,0.0,0.0) 3472 ,vec4 (0.0,1.0,0.0,0.0)
2550 ,vec4 (sin (z0),0.0,cos (z0),0.0) 3473 ,vec4 (sin (z0)
3474 ,0.0
3475 ,cos (z0)
3476 ,0.0)
2551 ,vec4 (0.0,0.0,0.0,1.0)); 3477 ,vec4 (0.0,0.0,0.0,1.0));
2552 } 3478 }
2553 mat4 rotMatrix; 3479 mat4 rotMatrix;
2554 mat4 rotMatrixX(float z0) { 3480 mat4 rotMatrixX(float z0) {
2555 return mat4 (vec4 (1.0,0.0,0.0,0.0) 3481 return mat4 (vec4 (1.0
2556 ,vec4 (0.0,cos (z0),sin (z0),0.0) 3482 ,0.0
2557 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) 3483 ,0.0
3484 ,0.0)
3485 ,vec4 (0.0
3486 ,cos (z0)
3487 ,sin (z0)
3488 ,0.0)
3489 ,vec4 (0.0
3490 ,(0.0) - (sin (z0))
3491 ,cos (z0)
3492 ,0.0)
2558 ,vec4 (0.0,0.0,0.0,1.0)); 3493 ,vec4 (0.0,0.0,0.0,1.0));
2559 } 3494 }
2560 vec4 scale(float z0,vec4 z1) { 3495 vec4 scale(float z0,vec4 z1) {
2561 return (z1) * (vec4 (z0,z0,z0,1.0)); 3496 return (z1) * (vec4 (z0
3497 ,z0
3498 ,z0
3499 ,1.0));
2562 } 3500 }
2563 void main() { 3501 void main() {
2564 r1_Float = vec4 (1.0,0.0,0.0,0.0); 3502 r1_Float = vec4 (1.0
2565 r2_Float = vec4 (0.0,1.0,0.0,0.0); 3503 ,0.0
2566 r3_Float = vec4 (0.0,0.0,1.0,0.0); 3504 ,0.0
2567 rotMatrix = ((perspective 3505 ,0.0);
2568 (0.1,100.0,0.5235987755982988,1.0)) * (lookat 3506 r2_Float = vec4 (0.0
2569 (vec3 (3.0,1.3,0.3) 3507 ,1.0
2570 ,vec3 (0.0,0.0,0.0) 3508 ,0.0
2571 ,vec3 (0.0,1.0,0.0)))) * (rotMatrixY 3509 ,0.0);
3510 r3_Float = vec4 (0.0
3511 ,0.0
3512 ,1.0
3513 ,0.0);
3514 rotMatrix = ((perspective (0.1
3515 ,100.0
3516 ,0.5235987755982988
3517 ,1.0)) * (lookat (vec3 (3.0
3518 ,1.3
3519 ,0.3)
3520 ,vec3 (0.0,0.0,0.0)
3521 ,vec3 (0.0
3522 ,1.0
3523 ,0.0)))) * (rotMatrixY
2572 ((0.1308996938995747) * (Time))); 3524 ((0.1308996938995747) * (Time)));
2573 gl_Position = (rotMatrix) * (scale 3525 gl_Position =
2574 (0.4,(rotMatrixX (1.4)) * (vi1))); 3526 (rotMatrix) * (scale (0.4
3527 ,(rotMatrixX (1.4)) * (vi1)));
2575 vo1 = vi2; 3528 vo1 = vi2;
2576 } 3529 }
2577 """ 3530 """
@@ -2579,18 +3532,25 @@ Pipeline
2579 , fragmentShader = 3532 , fragmentShader =
2580 """ 3533 """
2581 #version 330 core 3534 #version 330 core
2582 vec4 texture2D(sampler2D s,vec2 uv) { 3535 vec4 texture2D(sampler2D s
3536 ,vec2 uv) {
2583 return texture(s,uv); 3537 return texture(s,uv);
2584 } 3538 }
2585 uniform sampler2D s0; 3539 uniform sampler2D s0;
2586 smooth in vec2 vo1; 3540 smooth in vec2 vo1;
2587 out vec4 f0; 3541 out vec4 f0;
2588 vec4 setAlpha(vec4 z0) { 3542 vec4 setAlpha(vec4 z0) {
2589 return ((z0) * (vec4 (1.0,1.0,1.0,0.0))) + (vec4 3543 return ((z0) * (vec4 (1.0
2590 (0.0,0.0,0.0,1.0)); 3544 ,1.0
3545 ,1.0
3546 ,0.0))) + (vec4 (0.0
3547 ,0.0
3548 ,0.0
3549 ,1.0));
2591 } 3550 }
2592 void main() { 3551 void main() {
2593 f0 = setAlpha (((((vo1).yyyx) * (0.5)) + (texture2D 3552 f0 = setAlpha
3553 (((((vo1).yyyx) * (0.5)) + (texture2D
2594 (s0,vo1))) * (0.7)); 3554 (s0,vo1))) * (0.7));
2595 } 3555 }
2596 """ 3556 """
diff --git a/testdata/editor-examples/Stripes.out b/testdata/editor-examples/Stripes.out
index d0e09f4e..2f1e6bbc 100644
--- a/testdata/editor-examples/Stripes.out
+++ b/testdata/editor-examples/Stripes.out
@@ -24,13 +24,17 @@ Pipeline
24 , vertexShader = 24 , vertexShader =
25 """ 25 """
26 #version 330 core 26 #version 330 core
27 vec4 texture2D(sampler2D s,vec2 uv) { 27 vec4 texture2D(sampler2D s
28 ,vec2 uv) {
28 return texture(s,uv); 29 return texture(s,uv);
29 } 30 }
30 in vec4 vi1; 31 in vec4 vi1;
31 smooth out vec4 vo1; 32 smooth out vec4 vo1;
32 vec4 scale(float z0,vec4 z1) { 33 vec4 scale(float z0,vec4 z1) {
33 return (z1) * (vec4 (z0,z0,z0,1.0)); 34 return (z1) * (vec4 (z0
35 ,z0
36 ,z0
37 ,1.0));
34 } 38 }
35 void main() { 39 void main() {
36 gl_Position = scale (1.0,vi1); 40 gl_Position = scale (1.0,vi1);
@@ -41,26 +45,41 @@ Pipeline
41 , fragmentShader = 45 , fragmentShader =
42 """ 46 """
43 #version 330 core 47 #version 330 core
44 vec4 texture2D(sampler2D s,vec2 uv) { 48 vec4 texture2D(sampler2D s
49 ,vec2 uv) {
45 return texture(s,uv); 50 return texture(s,uv);
46 } 51 }
47 uniform float Time; 52 uniform float Time;
48 smooth in vec4 vo1; 53 smooth in vec4 vo1;
49 out vec4 f0; 54 out vec4 f0;
50 mat4 rotMatrixY(float z0) { 55 mat4 rotMatrixY(float z0) {
51 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) 56 return mat4 (vec4 (cos (z0)
57 ,0.0
58 ,(0.0) - (sin (z0))
59 ,0.0)
52 ,vec4 (0.0,1.0,0.0,0.0) 60 ,vec4 (0.0,1.0,0.0,0.0)
53 ,vec4 (sin (z0),0.0,cos (z0),0.0) 61 ,vec4 (sin (z0)
62 ,0.0
63 ,cos (z0)
64 ,0.0)
54 ,vec4 (0.0,0.0,0.0,1.0)); 65 ,vec4 (0.0,0.0,0.0,1.0));
55 } 66 }
56 mat4 rotMatrixZ(float z0) { 67 mat4 rotMatrixZ(float z0) {
57 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0) 68 return mat4 (vec4 (cos (z0)
58 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0) 69 ,sin (z0)
70 ,0.0
71 ,0.0)
72 ,vec4 ((0.0) - (sin (z0))
73 ,cos (z0)
74 ,0.0
75 ,0.0)
59 ,vec4 (0.0,0.0,1.0,0.0) 76 ,vec4 (0.0,0.0,1.0,0.0)
60 ,vec4 (0.0,0.0,0.0,1.0)); 77 ,vec4 (0.0,0.0,0.0,1.0));
61 } 78 }
62 void main() { 79 void main() {
63 if (!((sin ((10.0) * (((rotMatrixY (Time)) * ((rotMatrixZ 80 if (!((sin
81 ((10.0) * (((rotMatrixY
82 (Time)) * ((rotMatrixZ
64 ((Time) * (1.0))) * (vo1))).x))) > (0.5))) discard; 83 ((Time) * (1.0))) * (vo1))).x))) > (0.5))) discard;
65 f0 = vec4 (0.0,0.0,0.0,1.0); 84 f0 = vec4 (0.0,0.0,0.0,1.0);
66 } 85 }
@@ -76,13 +95,17 @@ Pipeline
76 , vertexShader = 95 , vertexShader =
77 """ 96 """
78 #version 330 core 97 #version 330 core
79 vec4 texture2D(sampler2D s,vec2 uv) { 98 vec4 texture2D(sampler2D s
99 ,vec2 uv) {
80 return texture(s,uv); 100 return texture(s,uv);
81 } 101 }
82 in vec4 vi1; 102 in vec4 vi1;
83 smooth out vec4 vo1; 103 smooth out vec4 vo1;
84 vec4 scale(float z0,vec4 z1) { 104 vec4 scale(float z0,vec4 z1) {
85 return (z1) * (vec4 (z0,z0,z0,1.0)); 105 return (z1) * (vec4 (z0
106 ,z0
107 ,z0
108 ,1.0));
86 } 109 }
87 void main() { 110 void main() {
88 gl_Position = scale (0.9,vi1); 111 gl_Position = scale (0.9,vi1);
@@ -93,26 +116,41 @@ Pipeline
93 , fragmentShader = 116 , fragmentShader =
94 """ 117 """
95 #version 330 core 118 #version 330 core
96 vec4 texture2D(sampler2D s,vec2 uv) { 119 vec4 texture2D(sampler2D s
120 ,vec2 uv) {
97 return texture(s,uv); 121 return texture(s,uv);
98 } 122 }
99 uniform float Time; 123 uniform float Time;
100 smooth in vec4 vo1; 124 smooth in vec4 vo1;
101 out vec4 f0; 125 out vec4 f0;
102 mat4 rotMatrixY(float z0) { 126 mat4 rotMatrixY(float z0) {
103 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) 127 return mat4 (vec4 (cos (z0)
128 ,0.0
129 ,(0.0) - (sin (z0))
130 ,0.0)
104 ,vec4 (0.0,1.0,0.0,0.0) 131 ,vec4 (0.0,1.0,0.0,0.0)
105 ,vec4 (sin (z0),0.0,cos (z0),0.0) 132 ,vec4 (sin (z0)
133 ,0.0
134 ,cos (z0)
135 ,0.0)
106 ,vec4 (0.0,0.0,0.0,1.0)); 136 ,vec4 (0.0,0.0,0.0,1.0));
107 } 137 }
108 mat4 rotMatrixZ(float z0) { 138 mat4 rotMatrixZ(float z0) {
109 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0) 139 return mat4 (vec4 (cos (z0)
110 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0) 140 ,sin (z0)
141 ,0.0
142 ,0.0)
143 ,vec4 ((0.0) - (sin (z0))
144 ,cos (z0)
145 ,0.0
146 ,0.0)
111 ,vec4 (0.0,0.0,1.0,0.0) 147 ,vec4 (0.0,0.0,1.0,0.0)
112 ,vec4 (0.0,0.0,0.0,1.0)); 148 ,vec4 (0.0,0.0,0.0,1.0));
113 } 149 }
114 void main() { 150 void main() {
115 if (!((sin ((10.0) * (((rotMatrixY (Time)) * ((rotMatrixZ 151 if (!((sin
152 ((10.0) * (((rotMatrixY
153 (Time)) * ((rotMatrixZ
116 ((Time) * (0.9))) * (vo1))).x))) > (0.5))) discard; 154 ((Time) * (0.9))) * (vo1))).x))) > (0.5))) discard;
117 f0 = vec4 (9.999999999999998e-2 155 f0 = vec4 (9.999999999999998e-2
118 ,9.999999999999998e-2 156 ,9.999999999999998e-2
@@ -131,13 +169,17 @@ Pipeline
131 , vertexShader = 169 , vertexShader =
132 """ 170 """
133 #version 330 core 171 #version 330 core
134 vec4 texture2D(sampler2D s,vec2 uv) { 172 vec4 texture2D(sampler2D s
173 ,vec2 uv) {
135 return texture(s,uv); 174 return texture(s,uv);
136 } 175 }
137 in vec4 vi1; 176 in vec4 vi1;
138 smooth out vec4 vo1; 177 smooth out vec4 vo1;
139 vec4 scale(float z0,vec4 z1) { 178 vec4 scale(float z0,vec4 z1) {
140 return (z1) * (vec4 (z0,z0,z0,1.0)); 179 return (z1) * (vec4 (z0
180 ,z0
181 ,z0
182 ,1.0));
141 } 183 }
142 void main() { 184 void main() {
143 gl_Position = scale (0.8,vi1); 185 gl_Position = scale (0.8,vi1);
@@ -148,26 +190,41 @@ Pipeline
148 , fragmentShader = 190 , fragmentShader =
149 """ 191 """
150 #version 330 core 192 #version 330 core
151 vec4 texture2D(sampler2D s,vec2 uv) { 193 vec4 texture2D(sampler2D s
194 ,vec2 uv) {
152 return texture(s,uv); 195 return texture(s,uv);
153 } 196 }
154 uniform float Time; 197 uniform float Time;
155 smooth in vec4 vo1; 198 smooth in vec4 vo1;
156 out vec4 f0; 199 out vec4 f0;
157 mat4 rotMatrixY(float z0) { 200 mat4 rotMatrixY(float z0) {
158 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) 201 return mat4 (vec4 (cos (z0)
202 ,0.0
203 ,(0.0) - (sin (z0))
204 ,0.0)
159 ,vec4 (0.0,1.0,0.0,0.0) 205 ,vec4 (0.0,1.0,0.0,0.0)
160 ,vec4 (sin (z0),0.0,cos (z0),0.0) 206 ,vec4 (sin (z0)
207 ,0.0
208 ,cos (z0)
209 ,0.0)
161 ,vec4 (0.0,0.0,0.0,1.0)); 210 ,vec4 (0.0,0.0,0.0,1.0));
162 } 211 }
163 mat4 rotMatrixZ(float z0) { 212 mat4 rotMatrixZ(float z0) {
164 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0) 213 return mat4 (vec4 (cos (z0)
165 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0) 214 ,sin (z0)
215 ,0.0
216 ,0.0)
217 ,vec4 ((0.0) - (sin (z0))
218 ,cos (z0)
219 ,0.0
220 ,0.0)
166 ,vec4 (0.0,0.0,1.0,0.0) 221 ,vec4 (0.0,0.0,1.0,0.0)
167 ,vec4 (0.0,0.0,0.0,1.0)); 222 ,vec4 (0.0,0.0,0.0,1.0));
168 } 223 }
169 void main() { 224 void main() {
170 if (!((sin ((10.0) * (((rotMatrixY (Time)) * ((rotMatrixZ 225 if (!((sin
226 ((10.0) * (((rotMatrixY
227 (Time)) * ((rotMatrixZ
171 ((Time) * (0.8))) * (vo1))).x))) > (0.5))) discard; 228 ((Time) * (0.8))) * (vo1))).x))) > (0.5))) discard;
172 f0 = vec4 (0.19999999999999996 229 f0 = vec4 (0.19999999999999996
173 ,0.19999999999999996 230 ,0.19999999999999996
@@ -186,13 +243,17 @@ Pipeline
186 , vertexShader = 243 , vertexShader =
187 """ 244 """
188 #version 330 core 245 #version 330 core
189 vec4 texture2D(sampler2D s,vec2 uv) { 246 vec4 texture2D(sampler2D s
247 ,vec2 uv) {
190 return texture(s,uv); 248 return texture(s,uv);
191 } 249 }
192 in vec4 vi1; 250 in vec4 vi1;
193 smooth out vec4 vo1; 251 smooth out vec4 vo1;
194 vec4 scale(float z0,vec4 z1) { 252 vec4 scale(float z0,vec4 z1) {
195 return (z1) * (vec4 (z0,z0,z0,1.0)); 253 return (z1) * (vec4 (z0
254 ,z0
255 ,z0
256 ,1.0));
196 } 257 }
197 void main() { 258 void main() {
198 gl_Position = scale (0.7,vi1); 259 gl_Position = scale (0.7,vi1);
@@ -203,26 +264,41 @@ Pipeline
203 , fragmentShader = 264 , fragmentShader =
204 """ 265 """
205 #version 330 core 266 #version 330 core
206 vec4 texture2D(sampler2D s,vec2 uv) { 267 vec4 texture2D(sampler2D s
268 ,vec2 uv) {
207 return texture(s,uv); 269 return texture(s,uv);
208 } 270 }
209 uniform float Time; 271 uniform float Time;
210 smooth in vec4 vo1; 272 smooth in vec4 vo1;
211 out vec4 f0; 273 out vec4 f0;
212 mat4 rotMatrixY(float z0) { 274 mat4 rotMatrixY(float z0) {
213 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) 275 return mat4 (vec4 (cos (z0)
276 ,0.0
277 ,(0.0) - (sin (z0))
278 ,0.0)
214 ,vec4 (0.0,1.0,0.0,0.0) 279 ,vec4 (0.0,1.0,0.0,0.0)
215 ,vec4 (sin (z0),0.0,cos (z0),0.0) 280 ,vec4 (sin (z0)
281 ,0.0
282 ,cos (z0)
283 ,0.0)
216 ,vec4 (0.0,0.0,0.0,1.0)); 284 ,vec4 (0.0,0.0,0.0,1.0));
217 } 285 }
218 mat4 rotMatrixZ(float z0) { 286 mat4 rotMatrixZ(float z0) {
219 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0) 287 return mat4 (vec4 (cos (z0)
220 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0) 288 ,sin (z0)
289 ,0.0
290 ,0.0)
291 ,vec4 ((0.0) - (sin (z0))
292 ,cos (z0)
293 ,0.0
294 ,0.0)
221 ,vec4 (0.0,0.0,1.0,0.0) 295 ,vec4 (0.0,0.0,1.0,0.0)
222 ,vec4 (0.0,0.0,0.0,1.0)); 296 ,vec4 (0.0,0.0,0.0,1.0));
223 } 297 }
224 void main() { 298 void main() {
225 if (!((sin ((10.0) * (((rotMatrixY (Time)) * ((rotMatrixZ 299 if (!((sin
300 ((10.0) * (((rotMatrixY
301 (Time)) * ((rotMatrixZ
226 ((Time) * (0.7))) * (vo1))).x))) > (0.5))) discard; 302 ((Time) * (0.7))) * (vo1))).x))) > (0.5))) discard;
227 f0 = vec4 (0.30000000000000004 303 f0 = vec4 (0.30000000000000004
228 ,0.30000000000000004 304 ,0.30000000000000004
@@ -241,13 +317,17 @@ Pipeline
241 , vertexShader = 317 , vertexShader =
242 """ 318 """
243 #version 330 core 319 #version 330 core
244 vec4 texture2D(sampler2D s,vec2 uv) { 320 vec4 texture2D(sampler2D s
321 ,vec2 uv) {
245 return texture(s,uv); 322 return texture(s,uv);
246 } 323 }
247 in vec4 vi1; 324 in vec4 vi1;
248 smooth out vec4 vo1; 325 smooth out vec4 vo1;
249 vec4 scale(float z0,vec4 z1) { 326 vec4 scale(float z0,vec4 z1) {
250 return (z1) * (vec4 (z0,z0,z0,1.0)); 327 return (z1) * (vec4 (z0
328 ,z0
329 ,z0
330 ,1.0));
251 } 331 }
252 void main() { 332 void main() {
253 gl_Position = scale (0.6,vi1); 333 gl_Position = scale (0.6,vi1);
@@ -258,26 +338,41 @@ Pipeline
258 , fragmentShader = 338 , fragmentShader =
259 """ 339 """
260 #version 330 core 340 #version 330 core
261 vec4 texture2D(sampler2D s,vec2 uv) { 341 vec4 texture2D(sampler2D s
342 ,vec2 uv) {
262 return texture(s,uv); 343 return texture(s,uv);
263 } 344 }
264 uniform float Time; 345 uniform float Time;
265 smooth in vec4 vo1; 346 smooth in vec4 vo1;
266 out vec4 f0; 347 out vec4 f0;
267 mat4 rotMatrixY(float z0) { 348 mat4 rotMatrixY(float z0) {
268 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) 349 return mat4 (vec4 (cos (z0)
350 ,0.0
351 ,(0.0) - (sin (z0))
352 ,0.0)
269 ,vec4 (0.0,1.0,0.0,0.0) 353 ,vec4 (0.0,1.0,0.0,0.0)
270 ,vec4 (sin (z0),0.0,cos (z0),0.0) 354 ,vec4 (sin (z0)
355 ,0.0
356 ,cos (z0)
357 ,0.0)
271 ,vec4 (0.0,0.0,0.0,1.0)); 358 ,vec4 (0.0,0.0,0.0,1.0));
272 } 359 }
273 mat4 rotMatrixZ(float z0) { 360 mat4 rotMatrixZ(float z0) {
274 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0) 361 return mat4 (vec4 (cos (z0)
275 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0) 362 ,sin (z0)
363 ,0.0
364 ,0.0)
365 ,vec4 ((0.0) - (sin (z0))
366 ,cos (z0)
367 ,0.0
368 ,0.0)
276 ,vec4 (0.0,0.0,1.0,0.0) 369 ,vec4 (0.0,0.0,1.0,0.0)
277 ,vec4 (0.0,0.0,0.0,1.0)); 370 ,vec4 (0.0,0.0,0.0,1.0));
278 } 371 }
279 void main() { 372 void main() {
280 if (!((sin ((10.0) * (((rotMatrixY (Time)) * ((rotMatrixZ 373 if (!((sin
374 ((10.0) * (((rotMatrixY
375 (Time)) * ((rotMatrixZ
281 ((Time) * (0.6))) * (vo1))).x))) > (0.5))) discard; 376 ((Time) * (0.6))) * (vo1))).x))) > (0.5))) discard;
282 f0 = vec4 (0.4,0.4,0.4,1.0); 377 f0 = vec4 (0.4,0.4,0.4,1.0);
283 } 378 }
@@ -293,13 +388,17 @@ Pipeline
293 , vertexShader = 388 , vertexShader =
294 """ 389 """
295 #version 330 core 390 #version 330 core
296 vec4 texture2D(sampler2D s,vec2 uv) { 391 vec4 texture2D(sampler2D s
392 ,vec2 uv) {
297 return texture(s,uv); 393 return texture(s,uv);
298 } 394 }
299 in vec4 vi1; 395 in vec4 vi1;
300 smooth out vec4 vo1; 396 smooth out vec4 vo1;
301 vec4 scale(float z0,vec4 z1) { 397 vec4 scale(float z0,vec4 z1) {
302 return (z1) * (vec4 (z0,z0,z0,1.0)); 398 return (z1) * (vec4 (z0
399 ,z0
400 ,z0
401 ,1.0));
303 } 402 }
304 void main() { 403 void main() {
305 gl_Position = scale (0.5,vi1); 404 gl_Position = scale (0.5,vi1);
@@ -310,26 +409,41 @@ Pipeline
310 , fragmentShader = 409 , fragmentShader =
311 """ 410 """
312 #version 330 core 411 #version 330 core
313 vec4 texture2D(sampler2D s,vec2 uv) { 412 vec4 texture2D(sampler2D s
413 ,vec2 uv) {
314 return texture(s,uv); 414 return texture(s,uv);
315 } 415 }
316 uniform float Time; 416 uniform float Time;
317 smooth in vec4 vo1; 417 smooth in vec4 vo1;
318 out vec4 f0; 418 out vec4 f0;
319 mat4 rotMatrixY(float z0) { 419 mat4 rotMatrixY(float z0) {
320 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) 420 return mat4 (vec4 (cos (z0)
421 ,0.0
422 ,(0.0) - (sin (z0))
423 ,0.0)
321 ,vec4 (0.0,1.0,0.0,0.0) 424 ,vec4 (0.0,1.0,0.0,0.0)
322 ,vec4 (sin (z0),0.0,cos (z0),0.0) 425 ,vec4 (sin (z0)
426 ,0.0
427 ,cos (z0)
428 ,0.0)
323 ,vec4 (0.0,0.0,0.0,1.0)); 429 ,vec4 (0.0,0.0,0.0,1.0));
324 } 430 }
325 mat4 rotMatrixZ(float z0) { 431 mat4 rotMatrixZ(float z0) {
326 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0) 432 return mat4 (vec4 (cos (z0)
327 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0) 433 ,sin (z0)
434 ,0.0
435 ,0.0)
436 ,vec4 ((0.0) - (sin (z0))
437 ,cos (z0)
438 ,0.0
439 ,0.0)
328 ,vec4 (0.0,0.0,1.0,0.0) 440 ,vec4 (0.0,0.0,1.0,0.0)
329 ,vec4 (0.0,0.0,0.0,1.0)); 441 ,vec4 (0.0,0.0,0.0,1.0));
330 } 442 }
331 void main() { 443 void main() {
332 if (!((sin ((10.0) * (((rotMatrixY (Time)) * ((rotMatrixZ 444 if (!((sin
445 ((10.0) * (((rotMatrixY
446 (Time)) * ((rotMatrixZ
333 ((Time) * (0.5))) * (vo1))).x))) > (0.5))) discard; 447 ((Time) * (0.5))) * (vo1))).x))) > (0.5))) discard;
334 f0 = vec4 (0.5,0.5,0.5,1.0); 448 f0 = vec4 (0.5,0.5,0.5,1.0);
335 } 449 }
@@ -345,13 +459,17 @@ Pipeline
345 , vertexShader = 459 , vertexShader =
346 """ 460 """
347 #version 330 core 461 #version 330 core
348 vec4 texture2D(sampler2D s,vec2 uv) { 462 vec4 texture2D(sampler2D s
463 ,vec2 uv) {
349 return texture(s,uv); 464 return texture(s,uv);
350 } 465 }
351 in vec4 vi1; 466 in vec4 vi1;
352 smooth out vec4 vo1; 467 smooth out vec4 vo1;
353 vec4 scale(float z0,vec4 z1) { 468 vec4 scale(float z0,vec4 z1) {
354 return (z1) * (vec4 (z0,z0,z0,1.0)); 469 return (z1) * (vec4 (z0
470 ,z0
471 ,z0
472 ,1.0));
355 } 473 }
356 void main() { 474 void main() {
357 gl_Position = scale (0.4,vi1); 475 gl_Position = scale (0.4,vi1);
@@ -362,26 +480,41 @@ Pipeline
362 , fragmentShader = 480 , fragmentShader =
363 """ 481 """
364 #version 330 core 482 #version 330 core
365 vec4 texture2D(sampler2D s,vec2 uv) { 483 vec4 texture2D(sampler2D s
484 ,vec2 uv) {
366 return texture(s,uv); 485 return texture(s,uv);
367 } 486 }
368 uniform float Time; 487 uniform float Time;
369 smooth in vec4 vo1; 488 smooth in vec4 vo1;
370 out vec4 f0; 489 out vec4 f0;
371 mat4 rotMatrixY(float z0) { 490 mat4 rotMatrixY(float z0) {
372 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) 491 return mat4 (vec4 (cos (z0)
492 ,0.0
493 ,(0.0) - (sin (z0))
494 ,0.0)
373 ,vec4 (0.0,1.0,0.0,0.0) 495 ,vec4 (0.0,1.0,0.0,0.0)
374 ,vec4 (sin (z0),0.0,cos (z0),0.0) 496 ,vec4 (sin (z0)
497 ,0.0
498 ,cos (z0)
499 ,0.0)
375 ,vec4 (0.0,0.0,0.0,1.0)); 500 ,vec4 (0.0,0.0,0.0,1.0));
376 } 501 }
377 mat4 rotMatrixZ(float z0) { 502 mat4 rotMatrixZ(float z0) {
378 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0) 503 return mat4 (vec4 (cos (z0)
379 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0) 504 ,sin (z0)
505 ,0.0
506 ,0.0)
507 ,vec4 ((0.0) - (sin (z0))
508 ,cos (z0)
509 ,0.0
510 ,0.0)
380 ,vec4 (0.0,0.0,1.0,0.0) 511 ,vec4 (0.0,0.0,1.0,0.0)
381 ,vec4 (0.0,0.0,0.0,1.0)); 512 ,vec4 (0.0,0.0,0.0,1.0));
382 } 513 }
383 void main() { 514 void main() {
384 if (!((sin ((10.0) * (((rotMatrixY (Time)) * ((rotMatrixZ 515 if (!((sin
516 ((10.0) * (((rotMatrixY
517 (Time)) * ((rotMatrixZ
385 ((Time) * (0.4))) * (vo1))).x))) > (0.5))) discard; 518 ((Time) * (0.4))) * (vo1))).x))) > (0.5))) discard;
386 f0 = vec4 (0.6,0.6,0.6,1.0); 519 f0 = vec4 (0.6,0.6,0.6,1.0);
387 } 520 }
@@ -397,13 +530,17 @@ Pipeline
397 , vertexShader = 530 , vertexShader =
398 """ 531 """
399 #version 330 core 532 #version 330 core
400 vec4 texture2D(sampler2D s,vec2 uv) { 533 vec4 texture2D(sampler2D s
534 ,vec2 uv) {
401 return texture(s,uv); 535 return texture(s,uv);
402 } 536 }
403 in vec4 vi1; 537 in vec4 vi1;
404 smooth out vec4 vo1; 538 smooth out vec4 vo1;
405 vec4 scale(float z0,vec4 z1) { 539 vec4 scale(float z0,vec4 z1) {
406 return (z1) * (vec4 (z0,z0,z0,1.0)); 540 return (z1) * (vec4 (z0
541 ,z0
542 ,z0
543 ,1.0));
407 } 544 }
408 void main() { 545 void main() {
409 gl_Position = scale (0.3,vi1); 546 gl_Position = scale (0.3,vi1);
@@ -414,26 +551,41 @@ Pipeline
414 , fragmentShader = 551 , fragmentShader =
415 """ 552 """
416 #version 330 core 553 #version 330 core
417 vec4 texture2D(sampler2D s,vec2 uv) { 554 vec4 texture2D(sampler2D s
555 ,vec2 uv) {
418 return texture(s,uv); 556 return texture(s,uv);
419 } 557 }
420 uniform float Time; 558 uniform float Time;
421 smooth in vec4 vo1; 559 smooth in vec4 vo1;
422 out vec4 f0; 560 out vec4 f0;
423 mat4 rotMatrixY(float z0) { 561 mat4 rotMatrixY(float z0) {
424 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) 562 return mat4 (vec4 (cos (z0)
563 ,0.0
564 ,(0.0) - (sin (z0))
565 ,0.0)
425 ,vec4 (0.0,1.0,0.0,0.0) 566 ,vec4 (0.0,1.0,0.0,0.0)
426 ,vec4 (sin (z0),0.0,cos (z0),0.0) 567 ,vec4 (sin (z0)
568 ,0.0
569 ,cos (z0)
570 ,0.0)
427 ,vec4 (0.0,0.0,0.0,1.0)); 571 ,vec4 (0.0,0.0,0.0,1.0));
428 } 572 }
429 mat4 rotMatrixZ(float z0) { 573 mat4 rotMatrixZ(float z0) {
430 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0) 574 return mat4 (vec4 (cos (z0)
431 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0) 575 ,sin (z0)
576 ,0.0
577 ,0.0)
578 ,vec4 ((0.0) - (sin (z0))
579 ,cos (z0)
580 ,0.0
581 ,0.0)
432 ,vec4 (0.0,0.0,1.0,0.0) 582 ,vec4 (0.0,0.0,1.0,0.0)
433 ,vec4 (0.0,0.0,0.0,1.0)); 583 ,vec4 (0.0,0.0,0.0,1.0));
434 } 584 }
435 void main() { 585 void main() {
436 if (!((sin ((10.0) * (((rotMatrixY (Time)) * ((rotMatrixZ 586 if (!((sin
587 ((10.0) * (((rotMatrixY
588 (Time)) * ((rotMatrixZ
437 ((Time) * (0.3))) * (vo1))).x))) > (0.5))) discard; 589 ((Time) * (0.3))) * (vo1))).x))) > (0.5))) discard;
438 f0 = vec4 (0.7,0.7,0.7,1.0); 590 f0 = vec4 (0.7,0.7,0.7,1.0);
439 } 591 }
@@ -449,13 +601,17 @@ Pipeline
449 , vertexShader = 601 , vertexShader =
450 """ 602 """
451 #version 330 core 603 #version 330 core
452 vec4 texture2D(sampler2D s,vec2 uv) { 604 vec4 texture2D(sampler2D s
605 ,vec2 uv) {
453 return texture(s,uv); 606 return texture(s,uv);
454 } 607 }
455 in vec4 vi1; 608 in vec4 vi1;
456 smooth out vec4 vo1; 609 smooth out vec4 vo1;
457 vec4 scale(float z0,vec4 z1) { 610 vec4 scale(float z0,vec4 z1) {
458 return (z1) * (vec4 (z0,z0,z0,1.0)); 611 return (z1) * (vec4 (z0
612 ,z0
613 ,z0
614 ,1.0));
459 } 615 }
460 void main() { 616 void main() {
461 gl_Position = scale (0.2,vi1); 617 gl_Position = scale (0.2,vi1);
@@ -466,26 +622,41 @@ Pipeline
466 , fragmentShader = 622 , fragmentShader =
467 """ 623 """
468 #version 330 core 624 #version 330 core
469 vec4 texture2D(sampler2D s,vec2 uv) { 625 vec4 texture2D(sampler2D s
626 ,vec2 uv) {
470 return texture(s,uv); 627 return texture(s,uv);
471 } 628 }
472 uniform float Time; 629 uniform float Time;
473 smooth in vec4 vo1; 630 smooth in vec4 vo1;
474 out vec4 f0; 631 out vec4 f0;
475 mat4 rotMatrixY(float z0) { 632 mat4 rotMatrixY(float z0) {
476 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) 633 return mat4 (vec4 (cos (z0)
634 ,0.0
635 ,(0.0) - (sin (z0))
636 ,0.0)
477 ,vec4 (0.0,1.0,0.0,0.0) 637 ,vec4 (0.0,1.0,0.0,0.0)
478 ,vec4 (sin (z0),0.0,cos (z0),0.0) 638 ,vec4 (sin (z0)
639 ,0.0
640 ,cos (z0)
641 ,0.0)
479 ,vec4 (0.0,0.0,0.0,1.0)); 642 ,vec4 (0.0,0.0,0.0,1.0));
480 } 643 }
481 mat4 rotMatrixZ(float z0) { 644 mat4 rotMatrixZ(float z0) {
482 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0) 645 return mat4 (vec4 (cos (z0)
483 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0) 646 ,sin (z0)
647 ,0.0
648 ,0.0)
649 ,vec4 ((0.0) - (sin (z0))
650 ,cos (z0)
651 ,0.0
652 ,0.0)
484 ,vec4 (0.0,0.0,1.0,0.0) 653 ,vec4 (0.0,0.0,1.0,0.0)
485 ,vec4 (0.0,0.0,0.0,1.0)); 654 ,vec4 (0.0,0.0,0.0,1.0));
486 } 655 }
487 void main() { 656 void main() {
488 if (!((sin ((10.0) * (((rotMatrixY (Time)) * ((rotMatrixZ 657 if (!((sin
658 ((10.0) * (((rotMatrixY
659 (Time)) * ((rotMatrixZ
489 ((Time) * (0.2))) * (vo1))).x))) > (0.5))) discard; 660 ((Time) * (0.2))) * (vo1))).x))) > (0.5))) discard;
490 f0 = vec4 (0.8,0.8,0.8,1.0); 661 f0 = vec4 (0.8,0.8,0.8,1.0);
491 } 662 }
@@ -501,13 +672,17 @@ Pipeline
501 , vertexShader = 672 , vertexShader =
502 """ 673 """
503 #version 330 core 674 #version 330 core
504 vec4 texture2D(sampler2D s,vec2 uv) { 675 vec4 texture2D(sampler2D s
676 ,vec2 uv) {
505 return texture(s,uv); 677 return texture(s,uv);
506 } 678 }
507 in vec4 vi1; 679 in vec4 vi1;
508 smooth out vec4 vo1; 680 smooth out vec4 vo1;
509 vec4 scale(float z0,vec4 z1) { 681 vec4 scale(float z0,vec4 z1) {
510 return (z1) * (vec4 (z0,z0,z0,1.0)); 682 return (z1) * (vec4 (z0
683 ,z0
684 ,z0
685 ,1.0));
511 } 686 }
512 void main() { 687 void main() {
513 gl_Position = scale (0.1,vi1); 688 gl_Position = scale (0.1,vi1);
@@ -518,26 +693,41 @@ Pipeline
518 , fragmentShader = 693 , fragmentShader =
519 """ 694 """
520 #version 330 core 695 #version 330 core
521 vec4 texture2D(sampler2D s,vec2 uv) { 696 vec4 texture2D(sampler2D s
697 ,vec2 uv) {
522 return texture(s,uv); 698 return texture(s,uv);
523 } 699 }
524 uniform float Time; 700 uniform float Time;
525 smooth in vec4 vo1; 701 smooth in vec4 vo1;
526 out vec4 f0; 702 out vec4 f0;
527 mat4 rotMatrixY(float z0) { 703 mat4 rotMatrixY(float z0) {
528 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) 704 return mat4 (vec4 (cos (z0)
705 ,0.0
706 ,(0.0) - (sin (z0))
707 ,0.0)
529 ,vec4 (0.0,1.0,0.0,0.0) 708 ,vec4 (0.0,1.0,0.0,0.0)
530 ,vec4 (sin (z0),0.0,cos (z0),0.0) 709 ,vec4 (sin (z0)
710 ,0.0
711 ,cos (z0)
712 ,0.0)
531 ,vec4 (0.0,0.0,0.0,1.0)); 713 ,vec4 (0.0,0.0,0.0,1.0));
532 } 714 }
533 mat4 rotMatrixZ(float z0) { 715 mat4 rotMatrixZ(float z0) {
534 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0) 716 return mat4 (vec4 (cos (z0)
535 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0) 717 ,sin (z0)
718 ,0.0
719 ,0.0)
720 ,vec4 ((0.0) - (sin (z0))
721 ,cos (z0)
722 ,0.0
723 ,0.0)
536 ,vec4 (0.0,0.0,1.0,0.0) 724 ,vec4 (0.0,0.0,1.0,0.0)
537 ,vec4 (0.0,0.0,0.0,1.0)); 725 ,vec4 (0.0,0.0,0.0,1.0));
538 } 726 }
539 void main() { 727 void main() {
540 if (!((sin ((10.0) * (((rotMatrixY (Time)) * ((rotMatrixZ 728 if (!((sin
729 ((10.0) * (((rotMatrixY
730 (Time)) * ((rotMatrixZ
541 ((Time) * (0.1))) * (vo1))).x))) > (0.5))) discard; 731 ((Time) * (0.1))) * (vo1))).x))) > (0.5))) discard;
542 f0 = vec4 (0.9,0.9,0.9,1.0); 732 f0 = vec4 (0.9,0.9,0.9,1.0);
543 } 733 }
diff --git a/testdata/editor-examples/Tetrahedron.out b/testdata/editor-examples/Tetrahedron.out
index 1f2372ec..b7af63ad 100644
--- a/testdata/editor-examples/Tetrahedron.out
+++ b/testdata/editor-examples/Tetrahedron.out
@@ -24,7 +24,8 @@ Pipeline
24 , vertexShader = 24 , vertexShader =
25 """ 25 """
26 #version 330 core 26 #version 330 core
27 vec4 texture2D(sampler2D s,vec2 uv) { 27 vec4 texture2D(sampler2D s
28 ,vec2 uv) {
28 return texture(s,uv); 29 return texture(s,uv);
29 } 30 }
30 uniform float Time; 31 uniform float Time;
@@ -34,72 +35,118 @@ Pipeline
34 vec4 r2_Float; 35 vec4 r2_Float;
35 vec4 r3_Float; 36 vec4 r3_Float;
36 vec4 ext0_Float_3(vec3 z0) { 37 vec4 ext0_Float_3(vec3 z0) {
37 return vec4 ((z0).x,(z0).y,(z0).z,0.0); 38 return vec4 ((z0).x
39 ,(z0).y
40 ,(z0).z
41 ,0.0);
38 } 42 }
39 vec3 neg_VecSFloat3(vec3 z0) { 43 vec3 neg_VecSFloat3(vec3 z0) {
40 return - (z0); 44 return - (z0);
41 } 45 }
42 mat4 translateBefore4(vec3 z0) { 46 mat4 translateBefore4(vec3 z0) {
43 return mat4 47 return mat4 (r1_Float
44 (r1_Float,r2_Float,r3_Float,vec4 ((z0).x,(z0).y,(z0).z,1.0)); 48 ,r2_Float
49 ,r3_Float
50 ,vec4 ((z0).x
51 ,(z0).y
52 ,(z0).z
53 ,1.0));
45 } 54 }
46 mat4 lookat(vec3 z0,vec3 z1,vec3 z2) { 55 mat4 lookat(vec3 z0
56 ,vec3 z1
57 ,vec3 z2) {
47 return (transpose (mat4 58 return (transpose (mat4
48 (ext0_Float_3 (normalize (cross (z2,normalize ((z0) - (z1))))) 59 (ext0_Float_3 (normalize (cross
49 ,ext0_Float_3 (cross (normalize ((z0) - (z1)) 60 (z2,normalize ((z0) - (z1)))))
50 ,normalize (cross (z2,normalize ((z0) - (z1)))))) 61 ,ext0_Float_3 (cross (normalize
51 ,ext0_Float_3 (normalize ((z0) - (z1))) 62 ((z0) - (z1))
52 ,vec4 (0.0,0.0,0.0,1.0)))) * (translateBefore4 (neg_VecSFloat3 63 ,normalize (cross (z2
53 (z0))); 64 ,normalize ((z0) - (z1))))))
54 } 65 ,ext0_Float_3 (normalize
55 mat4 perspective(float z0,float z1,float z2,float z3) { 66 ((z0) - (z1)))
56 return mat4
57 (vec4 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
58 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
59 ((z2) / (2.0)))))))
60 ,0.0
61 ,0.0
62 ,0.0)
63 ,vec4 (0.0 67 ,vec4 (0.0
64 ,((2.0) * (z0)) / (((z0) * (tan
65 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
66 ,0.0 68 ,0.0
67 ,0.0)
68 ,vec4 ((((z3) * ((z0) * (tan
69 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
70 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
71 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
72 ((z2) / (2.0)))))))
73 ,(((z0) * (tan ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
74 ((z2) / (2.0)))))) / (((z0) * (tan
75 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
76 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
77 ,-1.0)
78 ,vec4 (0.0
79 ,0.0 69 ,0.0
80 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))) 70 ,1.0)))) * (translateBefore4
81 ,0.0)); 71 (neg_VecSFloat3 (z0)));
72 }
73 mat4 perspective(float z0
74 ,float z1
75 ,float z2
76 ,float z3) {
77 return mat4 (vec4
78 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
79 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
80 ((z2) / (2.0)))))))
81 ,0.0
82 ,0.0
83 ,0.0)
84 ,vec4 (0.0
85 ,((2.0) * (z0)) / (((z0) * (tan
86 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
87 ((z2) / (2.0))))))
88 ,0.0
89 ,0.0)
90 ,vec4 ((((z3) * ((z0) * (tan
91 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
92 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
93 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
94 ((z2) / (2.0)))))))
95 ,(((z0) * (tan
96 ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
97 ((z2) / (2.0)))))) / (((z0) * (tan
98 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
99 ((z2) / (2.0))))))
100 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
101 ,-1.0)
102 ,vec4 (0.0
103 ,0.0
104 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0)))
105 ,0.0));
82 } 106 }
83 mat4 rotMatrixY(float z0) { 107 mat4 rotMatrixY(float z0) {
84 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) 108 return mat4 (vec4 (cos (z0)
109 ,0.0
110 ,(0.0) - (sin (z0))
111 ,0.0)
85 ,vec4 (0.0,1.0,0.0,0.0) 112 ,vec4 (0.0,1.0,0.0,0.0)
86 ,vec4 (sin (z0),0.0,cos (z0),0.0) 113 ,vec4 (sin (z0)
114 ,0.0
115 ,cos (z0)
116 ,0.0)
87 ,vec4 (0.0,0.0,0.0,1.0)); 117 ,vec4 (0.0,0.0,0.0,1.0));
88 } 118 }
89 vec4 scale(float z0,vec4 z1) { 119 vec4 scale(float z0,vec4 z1) {
90 return (z1) * (vec4 (z0,z0,z0,1.0)); 120 return (z1) * (vec4 (z0
121 ,z0
122 ,z0
123 ,1.0));
91 } 124 }
92 void main() { 125 void main() {
93 r1_Float = vec4 (1.0,0.0,0.0,0.0); 126 r1_Float = vec4 (1.0
94 r2_Float = vec4 (0.0,1.0,0.0,0.0); 127 ,0.0
95 r3_Float = vec4 (0.0,0.0,1.0,0.0); 128 ,0.0
96 gl_Position = scale 129 ,0.0);
97 (0.5 130 r2_Float = vec4 (0.0
98 ,(((perspective (0.1,100.0,0.5235987755982988,1.0)) * (lookat 131 ,1.0
99 (vec3 (3.0,1.3,0.3) 132 ,0.0
100 ,vec3 (0.0,0.0,0.0) 133 ,0.0);
101 ,vec3 (0.0,1.0,0.0)))) * (rotMatrixY 134 r3_Float = vec4 (0.0
102 ((0.1308996938995747) * (Time)))) * (vi1)); 135 ,0.0
136 ,1.0
137 ,0.0);
138 gl_Position = scale (0.5
139 ,(((perspective (0.1
140 ,100.0
141 ,0.5235987755982988
142 ,1.0)) * (lookat (vec3 (3.0
143 ,1.3
144 ,0.3)
145 ,vec3 (0.0,0.0,0.0)
146 ,vec3 (0.0
147 ,1.0
148 ,0.0)))) * (rotMatrixY
149 ((0.1308996938995747) * (Time)))) * (vi1));
103 vo1 = vi1; 150 vo1 = vi1;
104 } 151 }
105 """ 152 """
@@ -107,32 +154,47 @@ Pipeline
107 , fragmentShader = 154 , fragmentShader =
108 """ 155 """
109 #version 330 core 156 #version 330 core
110 vec4 texture2D(sampler2D s,vec2 uv) { 157 vec4 texture2D(sampler2D s
158 ,vec2 uv) {
111 return texture(s,uv); 159 return texture(s,uv);
112 } 160 }
113 uniform float Time; 161 uniform float Time;
114 smooth in vec4 vo1; 162 smooth in vec4 vo1;
115 out vec4 f0; 163 out vec4 f0;
116 float f(float z0) { 164 float f(float z0) {
117 return (mod 165 return (mod (((z0) + (sin
118 (((z0) + (sin (z0))) + (sin ((1.1) * (z0))),4.0)) * (2.0); 166 (z0))) + (sin ((1.1) * (z0)))
167 ,4.0)) * (2.0);
119 } 168 }
120 mat4 rotMatrixY(float z0) { 169 mat4 rotMatrixY(float z0) {
121 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) 170 return mat4 (vec4 (cos (z0)
171 ,0.0
172 ,(0.0) - (sin (z0))
173 ,0.0)
122 ,vec4 (0.0,1.0,0.0,0.0) 174 ,vec4 (0.0,1.0,0.0,0.0)
123 ,vec4 (sin (z0),0.0,cos (z0),0.0) 175 ,vec4 (sin (z0)
176 ,0.0
177 ,cos (z0)
178 ,0.0)
124 ,vec4 (0.0,0.0,0.0,1.0)); 179 ,vec4 (0.0,0.0,0.0,1.0));
125 } 180 }
126 mat4 rotMatrixZ(float z0) { 181 mat4 rotMatrixZ(float z0) {
127 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0) 182 return mat4 (vec4 (cos (z0)
128 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0) 183 ,sin (z0)
184 ,0.0
185 ,0.0)
186 ,vec4 ((0.0) - (sin (z0))
187 ,cos (z0)
188 ,0.0
189 ,0.0)
129 ,vec4 (0.0,0.0,1.0,0.0) 190 ,vec4 (0.0,0.0,1.0,0.0)
130 ,vec4 (0.0,0.0,0.0,1.0)); 191 ,vec4 (0.0,0.0,0.0,1.0));
131 } 192 }
132 void main() { 193 void main() {
133 if (!(true)) discard; 194 if (!(true)) discard;
134 f0 = ((rotMatrixZ (Time)) * ((rotMatrixY (Time)) * (vo1))) * (f 195 f0 = ((rotMatrixZ
135 (Time)); 196 (Time)) * ((rotMatrixY
197 (Time)) * (vo1))) * (f (Time));
136 } 198 }
137 """ 199 """
138 } 200 }
diff --git a/testdata/editor-examples/Texturing.out b/testdata/editor-examples/Texturing.out
index 96240bd5..1f1c092a 100644
--- a/testdata/editor-examples/Texturing.out
+++ b/testdata/editor-examples/Texturing.out
@@ -27,7 +27,8 @@ Pipeline
27 , vertexShader = 27 , vertexShader =
28 """ 28 """
29 #version 330 core 29 #version 330 core
30 vec4 texture2D(sampler2D s,vec2 uv) { 30 vec4 texture2D(sampler2D s
31 ,vec2 uv) {
31 return texture(s,uv); 32 return texture(s,uv);
32 } 33 }
33 uniform float Time; 34 uniform float Time;
@@ -38,72 +39,118 @@ Pipeline
38 vec4 r2_Float; 39 vec4 r2_Float;
39 vec4 r3_Float; 40 vec4 r3_Float;
40 vec4 ext0_Float_3(vec3 z0) { 41 vec4 ext0_Float_3(vec3 z0) {
41 return vec4 ((z0).x,(z0).y,(z0).z,0.0); 42 return vec4 ((z0).x
43 ,(z0).y
44 ,(z0).z
45 ,0.0);
42 } 46 }
43 vec3 neg_VecSFloat3(vec3 z0) { 47 vec3 neg_VecSFloat3(vec3 z0) {
44 return - (z0); 48 return - (z0);
45 } 49 }
46 mat4 translateBefore4(vec3 z0) { 50 mat4 translateBefore4(vec3 z0) {
47 return mat4 51 return mat4 (r1_Float
48 (r1_Float,r2_Float,r3_Float,vec4 ((z0).x,(z0).y,(z0).z,1.0)); 52 ,r2_Float
53 ,r3_Float
54 ,vec4 ((z0).x
55 ,(z0).y
56 ,(z0).z
57 ,1.0));
49 } 58 }
50 mat4 lookat(vec3 z0,vec3 z1,vec3 z2) { 59 mat4 lookat(vec3 z0
60 ,vec3 z1
61 ,vec3 z2) {
51 return (transpose (mat4 62 return (transpose (mat4
52 (ext0_Float_3 (normalize (cross (z2,normalize ((z0) - (z1))))) 63 (ext0_Float_3 (normalize (cross
53 ,ext0_Float_3 (cross (normalize ((z0) - (z1)) 64 (z2,normalize ((z0) - (z1)))))
54 ,normalize (cross (z2,normalize ((z0) - (z1)))))) 65 ,ext0_Float_3 (cross (normalize
55 ,ext0_Float_3 (normalize ((z0) - (z1))) 66 ((z0) - (z1))
56 ,vec4 (0.0,0.0,0.0,1.0)))) * (translateBefore4 (neg_VecSFloat3 67 ,normalize (cross (z2
57 (z0))); 68 ,normalize ((z0) - (z1))))))
58 } 69 ,ext0_Float_3 (normalize
59 mat4 perspective(float z0,float z1,float z2,float z3) { 70 ((z0) - (z1)))
60 return mat4
61 (vec4 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
62 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
63 ((z2) / (2.0)))))))
64 ,0.0
65 ,0.0
66 ,0.0)
67 ,vec4 (0.0 71 ,vec4 (0.0
68 ,((2.0) * (z0)) / (((z0) * (tan
69 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
70 ,0.0 72 ,0.0
71 ,0.0)
72 ,vec4 ((((z3) * ((z0) * (tan
73 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
74 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
75 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
76 ((z2) / (2.0)))))))
77 ,(((z0) * (tan ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
78 ((z2) / (2.0)))))) / (((z0) * (tan
79 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan ((z2) / (2.0))))))
80 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
81 ,-1.0)
82 ,vec4 (0.0
83 ,0.0 73 ,0.0
84 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))) 74 ,1.0)))) * (translateBefore4
85 ,0.0)); 75 (neg_VecSFloat3 (z0)));
76 }
77 mat4 perspective(float z0
78 ,float z1
79 ,float z2
80 ,float z3) {
81 return mat4 (vec4
82 (((2.0) * (z0)) / (((z3) * ((z0) * (tan
83 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
84 ((z2) / (2.0)))))))
85 ,0.0
86 ,0.0
87 ,0.0)
88 ,vec4 (0.0
89 ,((2.0) * (z0)) / (((z0) * (tan
90 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
91 ((z2) / (2.0))))))
92 ,0.0
93 ,0.0)
94 ,vec4 ((((z3) * ((z0) * (tan
95 ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan
96 ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan
97 ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan
98 ((z2) / (2.0)))))))
99 ,(((z0) * (tan
100 ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan
101 ((z2) / (2.0)))))) / (((z0) * (tan
102 ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan
103 ((z2) / (2.0))))))
104 ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))
105 ,-1.0)
106 ,vec4 (0.0
107 ,0.0
108 ,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0)))
109 ,0.0));
86 } 110 }
87 mat4 rotMatrixY(float z0) { 111 mat4 rotMatrixY(float z0) {
88 return mat4 (vec4 (cos (z0),0.0,(0.0) - (sin (z0)),0.0) 112 return mat4 (vec4 (cos (z0)
113 ,0.0
114 ,(0.0) - (sin (z0))
115 ,0.0)
89 ,vec4 (0.0,1.0,0.0,0.0) 116 ,vec4 (0.0,1.0,0.0,0.0)
90 ,vec4 (sin (z0),0.0,cos (z0),0.0) 117 ,vec4 (sin (z0)
118 ,0.0
119 ,cos (z0)
120 ,0.0)
91 ,vec4 (0.0,0.0,0.0,1.0)); 121 ,vec4 (0.0,0.0,0.0,1.0));
92 } 122 }
93 vec4 scale(float z0,vec4 z1) { 123 vec4 scale(float z0,vec4 z1) {
94 return (z1) * (vec4 (z0,z0,z0,1.0)); 124 return (z1) * (vec4 (z0
125 ,z0
126 ,z0
127 ,1.0));
95 } 128 }
96 void main() { 129 void main() {
97 r1_Float = vec4 (1.0,0.0,0.0,0.0); 130 r1_Float = vec4 (1.0
98 r2_Float = vec4 (0.0,1.0,0.0,0.0); 131 ,0.0
99 r3_Float = vec4 (0.0,0.0,1.0,0.0); 132 ,0.0
100 gl_Position = scale 133 ,0.0);
101 (0.5 134 r2_Float = vec4 (0.0
102 ,(((perspective (0.1,100.0,0.5235987755982988,1.0)) * (lookat 135 ,1.0
103 (vec3 (3.0,1.3,0.3) 136 ,0.0
104 ,vec3 (0.0,0.0,0.0) 137 ,0.0);
105 ,vec3 (0.0,1.0,0.0)))) * (rotMatrixY 138 r3_Float = vec4 (0.0
106 ((0.1308996938995747) * (Time)))) * (vi1)); 139 ,0.0
140 ,1.0
141 ,0.0);
142 gl_Position = scale (0.5
143 ,(((perspective (0.1
144 ,100.0
145 ,0.5235987755982988
146 ,1.0)) * (lookat (vec3 (3.0
147 ,1.3
148 ,0.3)
149 ,vec3 (0.0,0.0,0.0)
150 ,vec3 (0.0
151 ,1.0
152 ,0.0)))) * (rotMatrixY
153 ((0.1308996938995747) * (Time)))) * (vi1));
107 vo1 = vi2; 154 vo1 = vi2;
108 } 155 }
109 """ 156 """
@@ -111,7 +158,8 @@ Pipeline
111 , fragmentShader = 158 , fragmentShader =
112 """ 159 """
113 #version 330 core 160 #version 330 core
114 vec4 texture2D(sampler2D s,vec2 uv) { 161 vec4 texture2D(sampler2D s
162 ,vec2 uv) {
115 return texture(s,uv); 163 return texture(s,uv);
116 } 164 }
117 uniform sampler2D Diffuse; 165 uniform sampler2D Diffuse;
diff --git a/testdata/example06.out b/testdata/example06.out
index a2e28c5a..11c5f0d0 100644
--- a/testdata/example06.out
+++ b/testdata/example06.out
@@ -24,17 +24,22 @@ Pipeline
24 , vertexShader = 24 , vertexShader =
25 """ 25 """
26 #version 330 core 26 #version 330 core
27 vec4 texture2D(sampler2D s,vec2 uv) { 27 vec4 texture2D(sampler2D s
28 ,vec2 uv) {
28 return texture(s,uv); 29 return texture(s,uv);
29 } 30 }
30 uniform mat4 MVP; 31 uniform mat4 MVP;
31 in vec4 vi1; 32 in vec4 vi1;
32 smooth out vec4 vo1; 33 smooth out vec4 vo1;
33 vec4 scale(float z0,vec4 z1) { 34 vec4 scale(float z0,vec4 z1) {
34 return (z1) * (vec4 (z0,z0,z0,1.0)); 35 return (z1) * (vec4 (z0
36 ,z0
37 ,z0
38 ,1.0));
35 } 39 }
36 void main() { 40 void main() {
37 gl_Position = scale (0.5,(MVP) * (vi1)); 41 gl_Position = scale (0.5
42 ,(MVP) * (vi1));
38 vo1 = vi1; 43 vo1 = vi1;
39 } 44 }
40 """ 45 """
@@ -42,7 +47,8 @@ Pipeline
42 , fragmentShader = 47 , fragmentShader =
43 """ 48 """
44 #version 330 core 49 #version 330 core
45 vec4 texture2D(sampler2D s,vec2 uv) { 50 vec4 texture2D(sampler2D s
51 ,vec2 uv) {
46 return texture(s,uv); 52 return texture(s,uv);
47 } 53 }
48 smooth in vec4 vo1; 54 smooth in vec4 vo1;
diff --git a/testdata/example07.out b/testdata/example07.out
index 25feddb3..75360c06 100644
--- a/testdata/example07.out
+++ b/testdata/example07.out
@@ -24,17 +24,22 @@ Pipeline
24 , vertexShader = 24 , vertexShader =
25 """ 25 """
26 #version 330 core 26 #version 330 core
27 vec4 texture2D(sampler2D s,vec2 uv) { 27 vec4 texture2D(sampler2D s
28 ,vec2 uv) {
28 return texture(s,uv); 29 return texture(s,uv);
29 } 30 }
30 uniform mat4 MVP; 31 uniform mat4 MVP;
31 in vec4 vi1; 32 in vec4 vi1;
32 smooth out vec4 vo1; 33 smooth out vec4 vo1;
33 vec4 scale(float z0,vec4 z1) { 34 vec4 scale(float z0,vec4 z1) {
34 return (z1) * (vec4 (z0,z0,z0,1.0)); 35 return (z1) * (vec4 (z0
36 ,z0
37 ,z0
38 ,1.0));
35 } 39 }
36 void main() { 40 void main() {
37 gl_Position = scale (0.5,(MVP) * (vi1)); 41 gl_Position = scale (0.5
42 ,(MVP) * (vi1));
38 vo1 = vi1; 43 vo1 = vi1;
39 } 44 }
40 """ 45 """
@@ -42,12 +47,15 @@ Pipeline
42 , fragmentShader = 47 , fragmentShader =
43 """ 48 """
44 #version 330 core 49 #version 330 core
45 vec4 texture2D(sampler2D s,vec2 uv) { 50 vec4 texture2D(sampler2D s
51 ,vec2 uv) {
46 return texture(s,uv); 52 return texture(s,uv);
47 } 53 }
48 smooth in vec4 vo1; 54 smooth in vec4 vo1;
49 out vec4 f0; 55 out vec4 f0;
50 vec4 rgb(float z0,float z1,float z2) { 56 vec4 rgb(float z0
57 ,float z1
58 ,float z2) {
51 return vec4 (z0,z1,z2,1.0); 59 return vec4 (z0,z1,z2,1.0);
52 } 60 }
53 vec4 blue; 61 vec4 blue;
@@ -55,7 +63,8 @@ Pipeline
55 void main() { 63 void main() {
56 blue = rgb (0.0,0.0,1.0); 64 blue = rgb (0.0,0.0,1.0);
57 red = rgb (1.0,0.0,0.0); 65 red = rgb (1.0,0.0,0.0);
58 f0 = ((vo1).x) < (0.5) ? blue : red; 66 f0 =
67 ((vo1).x) < (0.5) ? blue : red;
59 } 68 }
60 """ 69 """
61 } 70 }
diff --git a/testdata/example08.out b/testdata/example08.out
index 66bca652..f0a3c3d4 100644
--- a/testdata/example08.out
+++ b/testdata/example08.out
@@ -25,7 +25,8 @@ Pipeline
25 , vertexShader = 25 , vertexShader =
26 """ 26 """
27 #version 330 core 27 #version 330 core
28 vec4 texture2D(sampler2D s,vec2 uv) { 28 vec4 texture2D(sampler2D s
29 ,vec2 uv) {
29 return texture(s,uv); 30 return texture(s,uv);
30 } 31 }
31 uniform mat4 MVP; 32 uniform mat4 MVP;
@@ -33,33 +34,57 @@ Pipeline
33 in vec4 vi1; 34 in vec4 vi1;
34 smooth out vec4 vo1; 35 smooth out vec4 vo1;
35 mat4 rotMatrixX(float z0) { 36 mat4 rotMatrixX(float z0) {
36 return mat4 (vec4 (1.0,0.0,0.0,0.0) 37 return mat4 (vec4 (1.0
37 ,vec4 (0.0,cos (z0),sin (z0),0.0) 38 ,0.0
38 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) 39 ,0.0
40 ,0.0)
41 ,vec4 (0.0
42 ,cos (z0)
43 ,sin (z0)
44 ,0.0)
45 ,vec4 (0.0
46 ,(0.0) - (sin (z0))
47 ,cos (z0)
48 ,0.0)
39 ,vec4 (0.0,0.0,0.0,1.0)); 49 ,vec4 (0.0,0.0,0.0,1.0));
40 } 50 }
41 mat4 rotMatrixZ(float z0) { 51 mat4 rotMatrixZ(float z0) {
42 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0) 52 return mat4 (vec4 (cos (z0)
43 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0) 53 ,sin (z0)
54 ,0.0
55 ,0.0)
56 ,vec4 ((0.0) - (sin (z0))
57 ,cos (z0)
58 ,0.0
59 ,0.0)
44 ,vec4 (0.0,0.0,1.0,0.0) 60 ,vec4 (0.0,0.0,1.0,0.0)
45 ,vec4 (0.0,0.0,0.0,1.0)); 61 ,vec4 (0.0,0.0,0.0,1.0));
46 } 62 }
47 vec4 scale(float z0,vec4 z1) { 63 vec4 scale(float z0,vec4 z1) {
48 return (z1) * (vec4 (z0,z0,z0,1.0)); 64 return (z1) * (vec4 (z0
65 ,z0
66 ,z0
67 ,1.0));
49 } 68 }
50 vec4 trMat_4_4_Float(mat4 z0,vec4 z1) { 69 vec4 trMat_4_4_Float(mat4 z0
70 ,vec4 z1) {
51 return (z0) * (z1); 71 return (z0) * (z1);
52 } 72 }
53 vec4 trX(float z0,vec4 z1) { 73 vec4 trX(float z0,vec4 z1) {
54 return (vec4 (z0,0.0,0.0,0.0)) + (z1); 74 return (vec4 (z0
75 ,0.0
76 ,0.0
77 ,0.0)) + (z1);
55 } 78 }
56 void main() { 79 void main() {
57 gl_Position = trMat_4_4_Float 80 gl_Position = trMat_4_4_Float
58 (rotMatrixZ ((Time) * (2.0)) 81 (rotMatrixZ ((Time) * (2.0))
59 ,(MVP) * (trX ((1.0) + ((sin (Time)) * (0.1)) 82 ,(MVP) * (trX ((1.0) + ((sin
83 (Time)) * (0.1))
60 ,scale (4.0e-2 84 ,scale (4.0e-2
61 ,trMat_4_4_Float 85 ,trMat_4_4_Float (rotMatrixX
62 (rotMatrixX (((Time) * (2.0)) * (2.0)),vi1))))); 86 (((Time) * (2.0)) * (2.0))
87 ,vi1)))));
63 vo1 = vi1; 88 vo1 = vi1;
64 } 89 }
65 """ 90 """
@@ -67,7 +92,8 @@ Pipeline
67 , fragmentShader = 92 , fragmentShader =
68 """ 93 """
69 #version 330 core 94 #version 330 core
70 vec4 texture2D(sampler2D s,vec2 uv) { 95 vec4 texture2D(sampler2D s
96 ,vec2 uv) {
71 return texture(s,uv); 97 return texture(s,uv);
72 } 98 }
73 smooth in vec4 vo1; 99 smooth in vec4 vo1;
@@ -88,7 +114,8 @@ Pipeline
88 , vertexShader = 114 , vertexShader =
89 """ 115 """
90 #version 330 core 116 #version 330 core
91 vec4 texture2D(sampler2D s,vec2 uv) { 117 vec4 texture2D(sampler2D s
118 ,vec2 uv) {
92 return texture(s,uv); 119 return texture(s,uv);
93 } 120 }
94 uniform mat4 MVP; 121 uniform mat4 MVP;
@@ -96,33 +123,57 @@ Pipeline
96 in vec4 vi1; 123 in vec4 vi1;
97 smooth out vec4 vo1; 124 smooth out vec4 vo1;
98 mat4 rotMatrixX(float z0) { 125 mat4 rotMatrixX(float z0) {
99 return mat4 (vec4 (1.0,0.0,0.0,0.0) 126 return mat4 (vec4 (1.0
100 ,vec4 (0.0,cos (z0),sin (z0),0.0) 127 ,0.0
101 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) 128 ,0.0
129 ,0.0)
130 ,vec4 (0.0
131 ,cos (z0)
132 ,sin (z0)
133 ,0.0)
134 ,vec4 (0.0
135 ,(0.0) - (sin (z0))
136 ,cos (z0)
137 ,0.0)
102 ,vec4 (0.0,0.0,0.0,1.0)); 138 ,vec4 (0.0,0.0,0.0,1.0));
103 } 139 }
104 mat4 rotMatrixZ(float z0) { 140 mat4 rotMatrixZ(float z0) {
105 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0) 141 return mat4 (vec4 (cos (z0)
106 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0) 142 ,sin (z0)
143 ,0.0
144 ,0.0)
145 ,vec4 ((0.0) - (sin (z0))
146 ,cos (z0)
147 ,0.0
148 ,0.0)
107 ,vec4 (0.0,0.0,1.0,0.0) 149 ,vec4 (0.0,0.0,1.0,0.0)
108 ,vec4 (0.0,0.0,0.0,1.0)); 150 ,vec4 (0.0,0.0,0.0,1.0));
109 } 151 }
110 vec4 scale(float z0,vec4 z1) { 152 vec4 scale(float z0,vec4 z1) {
111 return (z1) * (vec4 (z0,z0,z0,1.0)); 153 return (z1) * (vec4 (z0
154 ,z0
155 ,z0
156 ,1.0));
112 } 157 }
113 vec4 trMat_4_4_Float(mat4 z0,vec4 z1) { 158 vec4 trMat_4_4_Float(mat4 z0
159 ,vec4 z1) {
114 return (z0) * (z1); 160 return (z0) * (z1);
115 } 161 }
116 vec4 trX(float z0,vec4 z1) { 162 vec4 trX(float z0,vec4 z1) {
117 return (vec4 (z0,0.0,0.0,0.0)) + (z1); 163 return (vec4 (z0
164 ,0.0
165 ,0.0
166 ,0.0)) + (z1);
118 } 167 }
119 void main() { 168 void main() {
120 gl_Position = trMat_4_4_Float 169 gl_Position = trMat_4_4_Float
121 (rotMatrixZ ((Time) * (1.0)) 170 (rotMatrixZ ((Time) * (1.0))
122 ,(MVP) * (trX ((0.5) + ((sin (Time)) * (0.1)) 171 ,(MVP) * (trX ((0.5) + ((sin
172 (Time)) * (0.1))
123 ,scale (4.0e-2 173 ,scale (4.0e-2
124 ,trMat_4_4_Float 174 ,trMat_4_4_Float (rotMatrixX
125 (rotMatrixX (((Time) * (2.0)) * (1.0)),vi1))))); 175 (((Time) * (2.0)) * (1.0))
176 ,vi1)))));
126 vo1 = vi1; 177 vo1 = vi1;
127 } 178 }
128 """ 179 """
@@ -130,7 +181,8 @@ Pipeline
130 , fragmentShader = 181 , fragmentShader =
131 """ 182 """
132 #version 330 core 183 #version 330 core
133 vec4 texture2D(sampler2D s,vec2 uv) { 184 vec4 texture2D(sampler2D s
185 ,vec2 uv) {
134 return texture(s,uv); 186 return texture(s,uv);
135 } 187 }
136 smooth in vec4 vo1; 188 smooth in vec4 vo1;
@@ -151,7 +203,8 @@ Pipeline
151 , vertexShader = 203 , vertexShader =
152 """ 204 """
153 #version 330 core 205 #version 330 core
154 vec4 texture2D(sampler2D s,vec2 uv) { 206 vec4 texture2D(sampler2D s
207 ,vec2 uv) {
155 return texture(s,uv); 208 return texture(s,uv);
156 } 209 }
157 uniform mat4 MVP; 210 uniform mat4 MVP;
@@ -159,33 +212,57 @@ Pipeline
159 in vec4 vi1; 212 in vec4 vi1;
160 smooth out vec4 vo1; 213 smooth out vec4 vo1;
161 mat4 rotMatrixX(float z0) { 214 mat4 rotMatrixX(float z0) {
162 return mat4 (vec4 (1.0,0.0,0.0,0.0) 215 return mat4 (vec4 (1.0
163 ,vec4 (0.0,cos (z0),sin (z0),0.0) 216 ,0.0
164 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) 217 ,0.0
218 ,0.0)
219 ,vec4 (0.0
220 ,cos (z0)
221 ,sin (z0)
222 ,0.0)
223 ,vec4 (0.0
224 ,(0.0) - (sin (z0))
225 ,cos (z0)
226 ,0.0)
165 ,vec4 (0.0,0.0,0.0,1.0)); 227 ,vec4 (0.0,0.0,0.0,1.0));
166 } 228 }
167 mat4 rotMatrixZ(float z0) { 229 mat4 rotMatrixZ(float z0) {
168 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0) 230 return mat4 (vec4 (cos (z0)
169 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0) 231 ,sin (z0)
232 ,0.0
233 ,0.0)
234 ,vec4 ((0.0) - (sin (z0))
235 ,cos (z0)
236 ,0.0
237 ,0.0)
170 ,vec4 (0.0,0.0,1.0,0.0) 238 ,vec4 (0.0,0.0,1.0,0.0)
171 ,vec4 (0.0,0.0,0.0,1.0)); 239 ,vec4 (0.0,0.0,0.0,1.0));
172 } 240 }
173 vec4 scale(float z0,vec4 z1) { 241 vec4 scale(float z0,vec4 z1) {
174 return (z1) * (vec4 (z0,z0,z0,1.0)); 242 return (z1) * (vec4 (z0
243 ,z0
244 ,z0
245 ,1.0));
175 } 246 }
176 vec4 trMat_4_4_Float(mat4 z0,vec4 z1) { 247 vec4 trMat_4_4_Float(mat4 z0
248 ,vec4 z1) {
177 return (z0) * (z1); 249 return (z0) * (z1);
178 } 250 }
179 vec4 trX(float z0,vec4 z1) { 251 vec4 trX(float z0,vec4 z1) {
180 return (vec4 (z0,0.0,0.0,0.0)) + (z1); 252 return (vec4 (z0
253 ,0.0
254 ,0.0
255 ,0.0)) + (z1);
181 } 256 }
182 void main() { 257 void main() {
183 gl_Position = trMat_4_4_Float 258 gl_Position = trMat_4_4_Float
184 (rotMatrixZ ((Time) * (0.0)) 259 (rotMatrixZ ((Time) * (0.0))
185 ,(MVP) * (trX ((0.0) + ((sin (Time)) * (0.1)) 260 ,(MVP) * (trX ((0.0) + ((sin
261 (Time)) * (0.1))
186 ,scale (4.0e-2 262 ,scale (4.0e-2
187 ,trMat_4_4_Float 263 ,trMat_4_4_Float (rotMatrixX
188 (rotMatrixX (((Time) * (2.0)) * (0.0)),vi1))))); 264 (((Time) * (2.0)) * (0.0))
265 ,vi1)))));
189 vo1 = vi1; 266 vo1 = vi1;
190 } 267 }
191 """ 268 """
@@ -193,7 +270,8 @@ Pipeline
193 , fragmentShader = 270 , fragmentShader =
194 """ 271 """
195 #version 330 core 272 #version 330 core
196 vec4 texture2D(sampler2D s,vec2 uv) { 273 vec4 texture2D(sampler2D s
274 ,vec2 uv) {
197 return texture(s,uv); 275 return texture(s,uv);
198 } 276 }
199 smooth in vec4 vo1; 277 smooth in vec4 vo1;
@@ -214,7 +292,8 @@ Pipeline
214 , vertexShader = 292 , vertexShader =
215 """ 293 """
216 #version 330 core 294 #version 330 core
217 vec4 texture2D(sampler2D s,vec2 uv) { 295 vec4 texture2D(sampler2D s
296 ,vec2 uv) {
218 return texture(s,uv); 297 return texture(s,uv);
219 } 298 }
220 uniform mat4 MVP; 299 uniform mat4 MVP;
@@ -222,33 +301,57 @@ Pipeline
222 in vec4 vi1; 301 in vec4 vi1;
223 smooth out vec4 vo1; 302 smooth out vec4 vo1;
224 mat4 rotMatrixX(float z0) { 303 mat4 rotMatrixX(float z0) {
225 return mat4 (vec4 (1.0,0.0,0.0,0.0) 304 return mat4 (vec4 (1.0
226 ,vec4 (0.0,cos (z0),sin (z0),0.0) 305 ,0.0
227 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) 306 ,0.0
307 ,0.0)
308 ,vec4 (0.0
309 ,cos (z0)
310 ,sin (z0)
311 ,0.0)
312 ,vec4 (0.0
313 ,(0.0) - (sin (z0))
314 ,cos (z0)
315 ,0.0)
228 ,vec4 (0.0,0.0,0.0,1.0)); 316 ,vec4 (0.0,0.0,0.0,1.0));
229 } 317 }
230 mat4 rotMatrixZ(float z0) { 318 mat4 rotMatrixZ(float z0) {
231 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0) 319 return mat4 (vec4 (cos (z0)
232 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0) 320 ,sin (z0)
321 ,0.0
322 ,0.0)
323 ,vec4 ((0.0) - (sin (z0))
324 ,cos (z0)
325 ,0.0
326 ,0.0)
233 ,vec4 (0.0,0.0,1.0,0.0) 327 ,vec4 (0.0,0.0,1.0,0.0)
234 ,vec4 (0.0,0.0,0.0,1.0)); 328 ,vec4 (0.0,0.0,0.0,1.0));
235 } 329 }
236 vec4 scale(float z0,vec4 z1) { 330 vec4 scale(float z0,vec4 z1) {
237 return (z1) * (vec4 (z0,z0,z0,1.0)); 331 return (z1) * (vec4 (z0
332 ,z0
333 ,z0
334 ,1.0));
238 } 335 }
239 vec4 trMat_4_4_Float(mat4 z0,vec4 z1) { 336 vec4 trMat_4_4_Float(mat4 z0
337 ,vec4 z1) {
240 return (z0) * (z1); 338 return (z0) * (z1);
241 } 339 }
242 vec4 trX(float z0,vec4 z1) { 340 vec4 trX(float z0,vec4 z1) {
243 return (vec4 (z0,0.0,0.0,0.0)) + (z1); 341 return (vec4 (z0
342 ,0.0
343 ,0.0
344 ,0.0)) + (z1);
244 } 345 }
245 void main() { 346 void main() {
246 gl_Position = trMat_4_4_Float 347 gl_Position = trMat_4_4_Float
247 (rotMatrixZ ((Time) * (-1.0)) 348 (rotMatrixZ ((Time) * (-1.0))
248 ,(MVP) * (trX ((-0.5) + ((sin (Time)) * (0.1)) 349 ,(MVP) * (trX ((-0.5) + ((sin
350 (Time)) * (0.1))
249 ,scale (4.0e-2 351 ,scale (4.0e-2
250 ,trMat_4_4_Float 352 ,trMat_4_4_Float (rotMatrixX
251 (rotMatrixX (((Time) * (2.0)) * (-1.0)),vi1))))); 353 (((Time) * (2.0)) * (-1.0))
354 ,vi1)))));
252 vo1 = vi1; 355 vo1 = vi1;
253 } 356 }
254 """ 357 """
@@ -256,7 +359,8 @@ Pipeline
256 , fragmentShader = 359 , fragmentShader =
257 """ 360 """
258 #version 330 core 361 #version 330 core
259 vec4 texture2D(sampler2D s,vec2 uv) { 362 vec4 texture2D(sampler2D s
363 ,vec2 uv) {
260 return texture(s,uv); 364 return texture(s,uv);
261 } 365 }
262 smooth in vec4 vo1; 366 smooth in vec4 vo1;
@@ -277,7 +381,8 @@ Pipeline
277 , vertexShader = 381 , vertexShader =
278 """ 382 """
279 #version 330 core 383 #version 330 core
280 vec4 texture2D(sampler2D s,vec2 uv) { 384 vec4 texture2D(sampler2D s
385 ,vec2 uv) {
281 return texture(s,uv); 386 return texture(s,uv);
282 } 387 }
283 uniform mat4 MVP; 388 uniform mat4 MVP;
@@ -285,33 +390,57 @@ Pipeline
285 in vec4 vi1; 390 in vec4 vi1;
286 smooth out vec4 vo1; 391 smooth out vec4 vo1;
287 mat4 rotMatrixX(float z0) { 392 mat4 rotMatrixX(float z0) {
288 return mat4 (vec4 (1.0,0.0,0.0,0.0) 393 return mat4 (vec4 (1.0
289 ,vec4 (0.0,cos (z0),sin (z0),0.0) 394 ,0.0
290 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) 395 ,0.0
396 ,0.0)
397 ,vec4 (0.0
398 ,cos (z0)
399 ,sin (z0)
400 ,0.0)
401 ,vec4 (0.0
402 ,(0.0) - (sin (z0))
403 ,cos (z0)
404 ,0.0)
291 ,vec4 (0.0,0.0,0.0,1.0)); 405 ,vec4 (0.0,0.0,0.0,1.0));
292 } 406 }
293 mat4 rotMatrixZ(float z0) { 407 mat4 rotMatrixZ(float z0) {
294 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0) 408 return mat4 (vec4 (cos (z0)
295 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0) 409 ,sin (z0)
410 ,0.0
411 ,0.0)
412 ,vec4 ((0.0) - (sin (z0))
413 ,cos (z0)
414 ,0.0
415 ,0.0)
296 ,vec4 (0.0,0.0,1.0,0.0) 416 ,vec4 (0.0,0.0,1.0,0.0)
297 ,vec4 (0.0,0.0,0.0,1.0)); 417 ,vec4 (0.0,0.0,0.0,1.0));
298 } 418 }
299 vec4 scale(float z0,vec4 z1) { 419 vec4 scale(float z0,vec4 z1) {
300 return (z1) * (vec4 (z0,z0,z0,1.0)); 420 return (z1) * (vec4 (z0
421 ,z0
422 ,z0
423 ,1.0));
301 } 424 }
302 vec4 trMat_4_4_Float(mat4 z0,vec4 z1) { 425 vec4 trMat_4_4_Float(mat4 z0
426 ,vec4 z1) {
303 return (z0) * (z1); 427 return (z0) * (z1);
304 } 428 }
305 vec4 trX(float z0,vec4 z1) { 429 vec4 trX(float z0,vec4 z1) {
306 return (vec4 (z0,0.0,0.0,0.0)) + (z1); 430 return (vec4 (z0
431 ,0.0
432 ,0.0
433 ,0.0)) + (z1);
307 } 434 }
308 void main() { 435 void main() {
309 gl_Position = trMat_4_4_Float 436 gl_Position = trMat_4_4_Float
310 (rotMatrixZ ((Time) * (0.75)) 437 (rotMatrixZ ((Time) * (0.75))
311 ,(MVP) * (trX ((0.375) + ((sin (Time)) * (0.1)) 438 ,(MVP) * (trX ((0.375) + ((sin
439 (Time)) * (0.1))
312 ,scale (4.0e-2 440 ,scale (4.0e-2
313 ,trMat_4_4_Float 441 ,trMat_4_4_Float (rotMatrixX
314 (rotMatrixX (((Time) * (2.0)) * (0.75)),vi1))))); 442 (((Time) * (2.0)) * (0.75))
443 ,vi1)))));
315 vo1 = vi1; 444 vo1 = vi1;
316 } 445 }
317 """ 446 """
@@ -319,7 +448,8 @@ Pipeline
319 , fragmentShader = 448 , fragmentShader =
320 """ 449 """
321 #version 330 core 450 #version 330 core
322 vec4 texture2D(sampler2D s,vec2 uv) { 451 vec4 texture2D(sampler2D s
452 ,vec2 uv) {
323 return texture(s,uv); 453 return texture(s,uv);
324 } 454 }
325 smooth in vec4 vo1; 455 smooth in vec4 vo1;
@@ -340,7 +470,8 @@ Pipeline
340 , vertexShader = 470 , vertexShader =
341 """ 471 """
342 #version 330 core 472 #version 330 core
343 vec4 texture2D(sampler2D s,vec2 uv) { 473 vec4 texture2D(sampler2D s
474 ,vec2 uv) {
344 return texture(s,uv); 475 return texture(s,uv);
345 } 476 }
346 uniform mat4 MVP; 477 uniform mat4 MVP;
@@ -348,33 +479,57 @@ Pipeline
348 in vec4 vi1; 479 in vec4 vi1;
349 smooth out vec4 vo1; 480 smooth out vec4 vo1;
350 mat4 rotMatrixX(float z0) { 481 mat4 rotMatrixX(float z0) {
351 return mat4 (vec4 (1.0,0.0,0.0,0.0) 482 return mat4 (vec4 (1.0
352 ,vec4 (0.0,cos (z0),sin (z0),0.0) 483 ,0.0
353 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) 484 ,0.0
485 ,0.0)
486 ,vec4 (0.0
487 ,cos (z0)
488 ,sin (z0)
489 ,0.0)
490 ,vec4 (0.0
491 ,(0.0) - (sin (z0))
492 ,cos (z0)
493 ,0.0)
354 ,vec4 (0.0,0.0,0.0,1.0)); 494 ,vec4 (0.0,0.0,0.0,1.0));
355 } 495 }
356 mat4 rotMatrixZ(float z0) { 496 mat4 rotMatrixZ(float z0) {
357 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0) 497 return mat4 (vec4 (cos (z0)
358 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0) 498 ,sin (z0)
499 ,0.0
500 ,0.0)
501 ,vec4 ((0.0) - (sin (z0))
502 ,cos (z0)
503 ,0.0
504 ,0.0)
359 ,vec4 (0.0,0.0,1.0,0.0) 505 ,vec4 (0.0,0.0,1.0,0.0)
360 ,vec4 (0.0,0.0,0.0,1.0)); 506 ,vec4 (0.0,0.0,0.0,1.0));
361 } 507 }
362 vec4 scale(float z0,vec4 z1) { 508 vec4 scale(float z0,vec4 z1) {
363 return (z1) * (vec4 (z0,z0,z0,1.0)); 509 return (z1) * (vec4 (z0
510 ,z0
511 ,z0
512 ,1.0));
364 } 513 }
365 vec4 trMat_4_4_Float(mat4 z0,vec4 z1) { 514 vec4 trMat_4_4_Float(mat4 z0
515 ,vec4 z1) {
366 return (z0) * (z1); 516 return (z0) * (z1);
367 } 517 }
368 vec4 trX(float z0,vec4 z1) { 518 vec4 trX(float z0,vec4 z1) {
369 return (vec4 (z0,0.0,0.0,0.0)) + (z1); 519 return (vec4 (z0
520 ,0.0
521 ,0.0
522 ,0.0)) + (z1);
370 } 523 }
371 void main() { 524 void main() {
372 gl_Position = trMat_4_4_Float 525 gl_Position = trMat_4_4_Float
373 (rotMatrixZ ((Time) * (0.3)) 526 (rotMatrixZ ((Time) * (0.3))
374 ,(MVP) * (trX ((0.15) + ((sin (Time)) * (0.1)) 527 ,(MVP) * (trX ((0.15) + ((sin
528 (Time)) * (0.1))
375 ,scale (4.0e-2 529 ,scale (4.0e-2
376 ,trMat_4_4_Float 530 ,trMat_4_4_Float (rotMatrixX
377 (rotMatrixX (((Time) * (2.0)) * (0.3)),vi1))))); 531 (((Time) * (2.0)) * (0.3))
532 ,vi1)))));
378 vo1 = vi1; 533 vo1 = vi1;
379 } 534 }
380 """ 535 """
@@ -382,7 +537,8 @@ Pipeline
382 , fragmentShader = 537 , fragmentShader =
383 """ 538 """
384 #version 330 core 539 #version 330 core
385 vec4 texture2D(sampler2D s,vec2 uv) { 540 vec4 texture2D(sampler2D s
541 ,vec2 uv) {
386 return texture(s,uv); 542 return texture(s,uv);
387 } 543 }
388 smooth in vec4 vo1; 544 smooth in vec4 vo1;
@@ -403,7 +559,8 @@ Pipeline
403 , vertexShader = 559 , vertexShader =
404 """ 560 """
405 #version 330 core 561 #version 330 core
406 vec4 texture2D(sampler2D s,vec2 uv) { 562 vec4 texture2D(sampler2D s
563 ,vec2 uv) {
407 return texture(s,uv); 564 return texture(s,uv);
408 } 565 }
409 uniform mat4 MVP; 566 uniform mat4 MVP;
@@ -411,33 +568,57 @@ Pipeline
411 in vec4 vi1; 568 in vec4 vi1;
412 smooth out vec4 vo1; 569 smooth out vec4 vo1;
413 mat4 rotMatrixX(float z0) { 570 mat4 rotMatrixX(float z0) {
414 return mat4 (vec4 (1.0,0.0,0.0,0.0) 571 return mat4 (vec4 (1.0
415 ,vec4 (0.0,cos (z0),sin (z0),0.0) 572 ,0.0
416 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) 573 ,0.0
574 ,0.0)
575 ,vec4 (0.0
576 ,cos (z0)
577 ,sin (z0)
578 ,0.0)
579 ,vec4 (0.0
580 ,(0.0) - (sin (z0))
581 ,cos (z0)
582 ,0.0)
417 ,vec4 (0.0,0.0,0.0,1.0)); 583 ,vec4 (0.0,0.0,0.0,1.0));
418 } 584 }
419 mat4 rotMatrixZ(float z0) { 585 mat4 rotMatrixZ(float z0) {
420 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0) 586 return mat4 (vec4 (cos (z0)
421 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0) 587 ,sin (z0)
588 ,0.0
589 ,0.0)
590 ,vec4 ((0.0) - (sin (z0))
591 ,cos (z0)
592 ,0.0
593 ,0.0)
422 ,vec4 (0.0,0.0,1.0,0.0) 594 ,vec4 (0.0,0.0,1.0,0.0)
423 ,vec4 (0.0,0.0,0.0,1.0)); 595 ,vec4 (0.0,0.0,0.0,1.0));
424 } 596 }
425 vec4 scale(float z0,vec4 z1) { 597 vec4 scale(float z0,vec4 z1) {
426 return (z1) * (vec4 (z0,z0,z0,1.0)); 598 return (z1) * (vec4 (z0
599 ,z0
600 ,z0
601 ,1.0));
427 } 602 }
428 vec4 trMat_4_4_Float(mat4 z0,vec4 z1) { 603 vec4 trMat_4_4_Float(mat4 z0
604 ,vec4 z1) {
429 return (z0) * (z1); 605 return (z0) * (z1);
430 } 606 }
431 vec4 trX(float z0,vec4 z1) { 607 vec4 trX(float z0,vec4 z1) {
432 return (vec4 (z0,0.0,0.0,0.0)) + (z1); 608 return (vec4 (z0
609 ,0.0
610 ,0.0
611 ,0.0)) + (z1);
433 } 612 }
434 void main() { 613 void main() {
435 gl_Position = trMat_4_4_Float 614 gl_Position = trMat_4_4_Float
436 (rotMatrixZ ((Time) * (0.5)) 615 (rotMatrixZ ((Time) * (0.5))
437 ,(MVP) * (trX ((0.25) + ((sin (Time)) * (0.1)) 616 ,(MVP) * (trX ((0.25) + ((sin
617 (Time)) * (0.1))
438 ,scale (4.0e-2 618 ,scale (4.0e-2
439 ,trMat_4_4_Float 619 ,trMat_4_4_Float (rotMatrixX
440 (rotMatrixX (((Time) * (2.0)) * (0.5)),vi1))))); 620 (((Time) * (2.0)) * (0.5))
621 ,vi1)))));
441 vo1 = vi1; 622 vo1 = vi1;
442 } 623 }
443 """ 624 """
@@ -445,7 +626,8 @@ Pipeline
445 , fragmentShader = 626 , fragmentShader =
446 """ 627 """
447 #version 330 core 628 #version 330 core
448 vec4 texture2D(sampler2D s,vec2 uv) { 629 vec4 texture2D(sampler2D s
630 ,vec2 uv) {
449 return texture(s,uv); 631 return texture(s,uv);
450 } 632 }
451 smooth in vec4 vo1; 633 smooth in vec4 vo1;
@@ -466,7 +648,8 @@ Pipeline
466 , vertexShader = 648 , vertexShader =
467 """ 649 """
468 #version 330 core 650 #version 330 core
469 vec4 texture2D(sampler2D s,vec2 uv) { 651 vec4 texture2D(sampler2D s
652 ,vec2 uv) {
470 return texture(s,uv); 653 return texture(s,uv);
471 } 654 }
472 uniform mat4 MVP; 655 uniform mat4 MVP;
@@ -474,33 +657,57 @@ Pipeline
474 in vec4 vi1; 657 in vec4 vi1;
475 smooth out vec4 vo1; 658 smooth out vec4 vo1;
476 mat4 rotMatrixX(float z0) { 659 mat4 rotMatrixX(float z0) {
477 return mat4 (vec4 (1.0,0.0,0.0,0.0) 660 return mat4 (vec4 (1.0
478 ,vec4 (0.0,cos (z0),sin (z0),0.0) 661 ,0.0
479 ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0) 662 ,0.0
663 ,0.0)
664 ,vec4 (0.0
665 ,cos (z0)
666 ,sin (z0)
667 ,0.0)
668 ,vec4 (0.0
669 ,(0.0) - (sin (z0))
670 ,cos (z0)
671 ,0.0)
480 ,vec4 (0.0,0.0,0.0,1.0)); 672 ,vec4 (0.0,0.0,0.0,1.0));
481 } 673 }
482 mat4 rotMatrixZ(float z0) { 674 mat4 rotMatrixZ(float z0) {
483 return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0) 675 return mat4 (vec4 (cos (z0)
484 ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0) 676 ,sin (z0)
677 ,0.0
678 ,0.0)
679 ,vec4 ((0.0) - (sin (z0))
680 ,cos (z0)
681 ,0.0
682 ,0.0)
485 ,vec4 (0.0,0.0,1.0,0.0) 683 ,vec4 (0.0,0.0,1.0,0.0)
486 ,vec4 (0.0,0.0,0.0,1.0)); 684 ,vec4 (0.0,0.0,0.0,1.0));
487 } 685 }
488 vec4 scale(float z0,vec4 z1) { 686 vec4 scale(float z0,vec4 z1) {
489 return (z1) * (vec4 (z0,z0,z0,1.0)); 687 return (z1) * (vec4 (z0
688 ,z0
689 ,z0
690 ,1.0));
490 } 691 }
491 vec4 trMat_4_4_Float(mat4 z0,vec4 z1) { 692 vec4 trMat_4_4_Float(mat4 z0
693 ,vec4 z1) {
492 return (z0) * (z1); 694 return (z0) * (z1);
493 } 695 }
494 vec4 trX(float z0,vec4 z1) { 696 vec4 trX(float z0,vec4 z1) {
495 return (vec4 (z0,0.0,0.0,0.0)) + (z1); 697 return (vec4 (z0
698 ,0.0
699 ,0.0
700 ,0.0)) + (z1);
496 } 701 }
497 void main() { 702 void main() {
498 gl_Position = trMat_4_4_Float 703 gl_Position = trMat_4_4_Float
499 (rotMatrixZ ((Time) * (-0.5)) 704 (rotMatrixZ ((Time) * (-0.5))
500 ,(MVP) * (trX ((-0.25) + ((sin (Time)) * (0.1)) 705 ,(MVP) * (trX ((-0.25) + ((sin
706 (Time)) * (0.1))
501 ,scale (4.0e-2 707 ,scale (4.0e-2
502 ,trMat_4_4_Float 708 ,trMat_4_4_Float (rotMatrixX
503 (rotMatrixX (((Time) * (2.0)) * (-0.5)),vi1))))); 709 (((Time) * (2.0)) * (-0.5))
710 ,vi1)))));
504 vo1 = vi1; 711 vo1 = vi1;
505 } 712 }
506 """ 713 """
@@ -508,7 +715,8 @@ Pipeline
508 , fragmentShader = 715 , fragmentShader =
509 """ 716 """
510 #version 330 core 717 #version 330 core
511 vec4 texture2D(sampler2D s,vec2 uv) { 718 vec4 texture2D(sampler2D s
719 ,vec2 uv) {
512 return texture(s,uv); 720 return texture(s,uv);
513 } 721 }
514 smooth in vec4 vo1; 722 smooth in vec4 vo1;
diff --git a/testdata/fetcharrays01.out b/testdata/fetcharrays01.out
index c1f0a7ad..a3ed7660 100644
--- a/testdata/fetcharrays01.out
+++ b/testdata/fetcharrays01.out
@@ -26,7 +26,8 @@ Pipeline
26 , vertexShader = 26 , vertexShader =
27 """ 27 """
28 #version 330 core 28 #version 330 core
29 vec4 texture2D(sampler2D s,vec2 uv) { 29 vec4 texture2D(sampler2D s
30 ,vec2 uv) {
30 return texture(s,uv); 31 return texture(s,uv);
31 } 32 }
32 uniform mat4 MVP; 33 uniform mat4 MVP;
@@ -34,19 +35,29 @@ Pipeline
34 in vec3 vi2; 35 in vec3 vi2;
35 smooth out vec4 vo1; 36 smooth out vec4 vo1;
36 vec4 scale(float z0,vec4 z1) { 37 vec4 scale(float z0,vec4 z1) {
37 return (z1) * (vec4 (z0,z0,z0,1.0)); 38 return (z1) * (vec4 (z0
39 ,z0
40 ,z0
41 ,1.0));
38 } 42 }
39 void main() { 43 void main() {
40 gl_Position = scale 44 gl_Position = scale (0.5
41 (0.5,(MVP) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0))); 45 ,(MVP) * (vec4 ((vi1).x
42 vo1 = vec4 ((vi1).x,(vi1).y,(vi1).z,1.0); 46 ,(vi1).y
47 ,(vi1).z
48 ,1.0)));
49 vo1 = vec4 ((vi1).x
50 ,(vi1).y
51 ,(vi1).z
52 ,1.0);
43 } 53 }
44 """ 54 """
45 , geometryShader = Nothing 55 , geometryShader = Nothing
46 , fragmentShader = 56 , fragmentShader =
47 """ 57 """
48 #version 330 core 58 #version 330 core
49 vec4 texture2D(sampler2D s,vec2 uv) { 59 vec4 texture2D(sampler2D s
60 ,vec2 uv) {
50 return texture(s,uv); 61 return texture(s,uv);
51 } 62 }
52 smooth in vec4 vo1; 63 smooth in vec4 vo1;
diff --git a/testdata/fragment01.out b/testdata/fragment01.out
index f8b2a01e..2ce2b557 100644
--- a/testdata/fragment01.out
+++ b/testdata/fragment01.out
@@ -21,7 +21,8 @@ Pipeline
21 , vertexShader = 21 , vertexShader =
22 """ 22 """
23 #version 330 core 23 #version 330 core
24 vec4 texture2D(sampler2D s,vec2 uv) { 24 vec4 texture2D(sampler2D s
25 ,vec2 uv) {
25 return texture(s,uv); 26 return texture(s,uv);
26 } 27 }
27 in vec4 vi1; 28 in vec4 vi1;
@@ -33,11 +34,14 @@ Pipeline
33 , fragmentShader = 34 , fragmentShader =
34 """ 35 """
35 #version 330 core 36 #version 330 core
36 vec4 texture2D(sampler2D s,vec2 uv) { 37 vec4 texture2D(sampler2D s
38 ,vec2 uv) {
37 return texture(s,uv); 39 return texture(s,uv);
38 } 40 }
39 out vec4 f0; 41 out vec4 f0;
40 vec4 rgb(float z0,float z1,float z2) { 42 vec4 rgb(float z0
43 ,float z1
44 ,float z2) {
41 return vec4 (z0,z1,z2,1.0); 45 return vec4 (z0,z1,z2,1.0);
42 } 46 }
43 vec4 blue; 47 vec4 blue;
diff --git a/testdata/fragment03swizzling.out b/testdata/fragment03swizzling.out
index 8d5bc692..bc2480be 100644
--- a/testdata/fragment03swizzling.out
+++ b/testdata/fragment03swizzling.out
@@ -21,7 +21,8 @@ Pipeline
21 , vertexShader = 21 , vertexShader =
22 """ 22 """
23 #version 330 core 23 #version 330 core
24 vec4 texture2D(sampler2D s,vec2 uv) { 24 vec4 texture2D(sampler2D s
25 ,vec2 uv) {
25 return texture(s,uv); 26 return texture(s,uv);
26 } 27 }
27 in vec4 vi1; 28 in vec4 vi1;
@@ -35,13 +36,15 @@ Pipeline
35 , fragmentShader = 36 , fragmentShader =
36 """ 37 """
37 #version 330 core 38 #version 330 core
38 vec4 texture2D(sampler2D s,vec2 uv) { 39 vec4 texture2D(sampler2D s
40 ,vec2 uv) {
39 return texture(s,uv); 41 return texture(s,uv);
40 } 42 }
41 smooth in vec4 vo1; 43 smooth in vec4 vo1;
42 out vec4 f0; 44 out vec4 f0;
43 void main() { 45 void main() {
44 f0 = ((vo1).xxxw) + ((vo1).yyyw); 46 f0 =
47 ((vo1).xxxw) + ((vo1).yyyw);
45 } 48 }
46 """ 49 """
47 } 50 }
diff --git a/testdata/fragment04ifthenelse.out b/testdata/fragment04ifthenelse.out
index 9688081b..8ac88867 100644
--- a/testdata/fragment04ifthenelse.out
+++ b/testdata/fragment04ifthenelse.out
@@ -21,7 +21,8 @@ Pipeline
21 , vertexShader = 21 , vertexShader =
22 """ 22 """
23 #version 330 core 23 #version 330 core
24 vec4 texture2D(sampler2D s,vec2 uv) { 24 vec4 texture2D(sampler2D s
25 ,vec2 uv) {
25 return texture(s,uv); 26 return texture(s,uv);
26 } 27 }
27 in vec4 vi1; 28 in vec4 vi1;
@@ -35,19 +36,23 @@ Pipeline
35 , fragmentShader = 36 , fragmentShader =
36 """ 37 """
37 #version 330 core 38 #version 330 core
38 vec4 texture2D(sampler2D s,vec2 uv) { 39 vec4 texture2D(sampler2D s
40 ,vec2 uv) {
39 return texture(s,uv); 41 return texture(s,uv);
40 } 42 }
41 uniform float Time; 43 uniform float Time;
42 smooth in vec4 vo1; 44 smooth in vec4 vo1;
43 out vec4 f0; 45 out vec4 f0;
44 vec4 rgb(float z0,float z1,float z2) { 46 vec4 rgb(float z0
47 ,float z1
48 ,float z2) {
45 return vec4 (z0,z1,z2,1.0); 49 return vec4 (z0,z1,z2,1.0);
46 } 50 }
47 vec4 blue; 51 vec4 blue;
48 void main() { 52 void main() {
49 blue = rgb (0.0,0.0,1.0); 53 blue = rgb (0.0,0.0,1.0);
50 f0 = (Time) < (0.5) ? vo1 : blue; 54 f0 =
55 (Time) < (0.5) ? vo1 : blue;
51 } 56 }
52 """ 57 """
53 } 58 }
diff --git a/testdata/fragment07let.out b/testdata/fragment07let.out
index 6ad7697c..40ba8f98 100644
--- a/testdata/fragment07let.out
+++ b/testdata/fragment07let.out
@@ -21,7 +21,8 @@ Pipeline
21 , vertexShader = 21 , vertexShader =
22 """ 22 """
23 #version 330 core 23 #version 330 core
24 vec4 texture2D(sampler2D s,vec2 uv) { 24 vec4 texture2D(sampler2D s
25 ,vec2 uv) {
25 return texture(s,uv); 26 return texture(s,uv);
26 } 27 }
27 in vec4 vi1; 28 in vec4 vi1;
@@ -35,7 +36,8 @@ Pipeline
35 , fragmentShader = 36 , fragmentShader =
36 """ 37 """
37 #version 330 core 38 #version 330 core
38 vec4 texture2D(sampler2D s,vec2 uv) { 39 vec4 texture2D(sampler2D s
40 ,vec2 uv) {
39 return texture(s,uv); 41 return texture(s,uv);
40 } 42 }
41 smooth in vec4 vo1; 43 smooth in vec4 vo1;
diff --git a/testdata/gfx02.out b/testdata/gfx02.out
index e7281935..f200dd5f 100644
--- a/testdata/gfx02.out
+++ b/testdata/gfx02.out
@@ -22,7 +22,8 @@ Pipeline
22 , vertexShader = 22 , vertexShader =
23 """ 23 """
24 #version 330 core 24 #version 330 core
25 vec4 texture2D(sampler2D s,vec2 uv) { 25 vec4 texture2D(sampler2D s
26 ,vec2 uv) {
26 return texture(s,uv); 27 return texture(s,uv);
27 } 28 }
28 in vec4 vi1; 29 in vec4 vi1;
@@ -36,7 +37,8 @@ Pipeline
36 , fragmentShader = 37 , fragmentShader =
37 """ 38 """
38 #version 330 core 39 #version 330 core
39 vec4 texture2D(sampler2D s,vec2 uv) { 40 vec4 texture2D(sampler2D s
41 ,vec2 uv) {
40 return texture(s,uv); 42 return texture(s,uv);
41 } 43 }
42 smooth in vec4 vo1; 44 smooth in vec4 vo1;
diff --git a/testdata/gfx03.out b/testdata/gfx03.out
index e296cb35..347ba09a 100644
--- a/testdata/gfx03.out
+++ b/testdata/gfx03.out
@@ -23,20 +23,23 @@ Pipeline
23 , vertexShader = 23 , vertexShader =
24 """ 24 """
25 #version 330 core 25 #version 330 core
26 vec4 texture2D(sampler2D s,vec2 uv) { 26 vec4 texture2D(sampler2D s
27 ,vec2 uv) {
27 return texture(s,uv); 28 return texture(s,uv);
28 } 29 }
29 uniform mat4 MVP2; 30 uniform mat4 MVP2;
30 in vec3 vi1; 31 in vec3 vi1;
31 void main() { 32 void main() {
32 gl_Position = (MVP2) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)); 33 gl_Position = (MVP2) * (vec4
34 ((vi1).x,(vi1).y,(vi1).z,1.0));
33 } 35 }
34 """ 36 """
35 , geometryShader = Nothing 37 , geometryShader = Nothing
36 , fragmentShader = 38 , fragmentShader =
37 """ 39 """
38 #version 330 core 40 #version 330 core
39 vec4 texture2D(sampler2D s,vec2 uv) { 41 vec4 texture2D(sampler2D s
42 ,vec2 uv) {
40 return texture(s,uv); 43 return texture(s,uv);
41 } 44 }
42 out vec4 f0; 45 out vec4 f0;
@@ -54,28 +57,37 @@ Pipeline
54 , vertexShader = 57 , vertexShader =
55 """ 58 """
56 #version 330 core 59 #version 330 core
57 vec4 texture2D(sampler2D s,vec2 uv) { 60 vec4 texture2D(sampler2D s
61 ,vec2 uv) {
58 return texture(s,uv); 62 return texture(s,uv);
59 } 63 }
60 uniform mat4 MVP2; 64 uniform mat4 MVP2;
61 in vec3 vi1; 65 in vec3 vi1;
62 smooth out vec4 vo1; 66 smooth out vec4 vo1;
63 void main() { 67 void main() {
64 gl_Position = (MVP2) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0)); 68 gl_Position = (MVP2) * (vec4
65 vo1 = vec4 ((vi1).x,(vi1).y,(vi1).z,1.0); 69 ((vi1).x,(vi1).y,(vi1).z,1.0));
70 vo1 = vec4 ((vi1).x
71 ,(vi1).y
72 ,(vi1).z
73 ,1.0);
66 } 74 }
67 """ 75 """
68 , geometryShader = Nothing 76 , geometryShader = Nothing
69 , fragmentShader = 77 , fragmentShader =
70 """ 78 """
71 #version 330 core 79 #version 330 core
72 vec4 texture2D(sampler2D s,vec2 uv) { 80 vec4 texture2D(sampler2D s
81 ,vec2 uv) {
73 return texture(s,uv); 82 return texture(s,uv);
74 } 83 }
75 smooth in vec4 vo1; 84 smooth in vec4 vo1;
76 out vec4 f0; 85 out vec4 f0;
77 void main() { 86 void main() {
78 f0 = (vo1) + (vec4 (1.0,1.4,1.0,0.6)); 87 f0 = (vo1) + (vec4 (1.0
88 ,1.4
89 ,1.0
90 ,0.6));
79 } 91 }
80 """ 92 """
81 } 93 }
@@ -89,7 +101,8 @@ Pipeline
89 , vertexShader = 101 , vertexShader =
90 """ 102 """
91 #version 330 core 103 #version 330 core
92 vec4 texture2D(sampler2D s,vec2 uv) { 104 vec4 texture2D(sampler2D s
105 ,vec2 uv) {
93 return texture(s,uv); 106 return texture(s,uv);
94 } 107 }
95 uniform mat4 MVP; 108 uniform mat4 MVP;
@@ -104,13 +117,17 @@ Pipeline
104 , fragmentShader = 117 , fragmentShader =
105 """ 118 """
106 #version 330 core 119 #version 330 core
107 vec4 texture2D(sampler2D s,vec2 uv) { 120 vec4 texture2D(sampler2D s
121 ,vec2 uv) {
108 return texture(s,uv); 122 return texture(s,uv);
109 } 123 }
110 flat in vec4 vo1; 124 flat in vec4 vo1;
111 out vec4 f0; 125 out vec4 f0;
112 void main() { 126 void main() {
113 f0 = (vo1) * (vec4 (1.0,1.4,1.0,0.6)); 127 f0 = (vo1) * (vec4 (1.0
128 ,1.4
129 ,1.0
130 ,0.6));
114 } 131 }
115 """ 132 """
116 } 133 }
diff --git a/testdata/gfx04.out b/testdata/gfx04.out
index be483c99..2afb7d70 100644
--- a/testdata/gfx04.out
+++ b/testdata/gfx04.out
@@ -26,7 +26,8 @@ Pipeline
26 , vertexShader = 26 , vertexShader =
27 """ 27 """
28 #version 330 core 28 #version 330 core
29 vec4 texture2D(sampler2D s,vec2 uv) { 29 vec4 texture2D(sampler2D s
30 ,vec2 uv) {
30 return texture(s,uv); 31 return texture(s,uv);
31 } 32 }
32 uniform mat4 MVP; 33 uniform mat4 MVP;
@@ -34,10 +35,14 @@ Pipeline
34 in vec3 vi2; 35 in vec3 vi2;
35 smooth out vec4 vo1; 36 smooth out vec4 vo1;
36 vec4 v3FToV4F(vec3 z0) { 37 vec4 v3FToV4F(vec3 z0) {
37 return vec4 ((z0).x,(z0).y,(z0).z,1.0); 38 return vec4 ((z0).x
39 ,(z0).y
40 ,(z0).z
41 ,1.0);
38 } 42 }
39 void main() { 43 void main() {
40 gl_Position = (MVP) * (v3FToV4F (vi1)); 44 gl_Position = (MVP) * (v3FToV4F
45 (vi1));
41 vo1 = v3FToV4F (vi2); 46 vo1 = v3FToV4F (vi2);
42 } 47 }
43 """ 48 """
@@ -45,13 +50,17 @@ Pipeline
45 , fragmentShader = 50 , fragmentShader =
46 """ 51 """
47 #version 330 core 52 #version 330 core
48 vec4 texture2D(sampler2D s,vec2 uv) { 53 vec4 texture2D(sampler2D s
54 ,vec2 uv) {
49 return texture(s,uv); 55 return texture(s,uv);
50 } 56 }
51 smooth in vec4 vo1; 57 smooth in vec4 vo1;
52 out vec4 f0; 58 out vec4 f0;
53 void main() { 59 void main() {
54 f0 = (vo1) * (vec4 (1.0,1.4,1.0,0.6)); 60 f0 = (vo1) * (vec4 (1.0
61 ,1.4
62 ,1.0
63 ,0.6));
55 } 64 }
56 """ 65 """
57 } 66 }
diff --git a/testdata/graphics-features/codegen/shadergen01.out b/testdata/graphics-features/codegen/shadergen01.out
index e682b5ec..6b774a0d 100644
--- a/testdata/graphics-features/codegen/shadergen01.out
+++ b/testdata/graphics-features/codegen/shadergen01.out
@@ -24,17 +24,22 @@ Pipeline
24 , vertexShader = 24 , vertexShader =
25 """ 25 """
26 #version 330 core 26 #version 330 core
27 vec4 texture2D(sampler2D s,vec2 uv) { 27 vec4 texture2D(sampler2D s
28 ,vec2 uv) {
28 return texture(s,uv); 29 return texture(s,uv);
29 } 30 }
30 uniform mat4 MVP; 31 uniform mat4 MVP;
31 in vec4 vi1; 32 in vec4 vi1;
32 smooth out vec4 vo1; 33 smooth out vec4 vo1;
33 vec4 scale(float z0,vec4 z1) { 34 vec4 scale(float z0,vec4 z1) {
34 return (z1) * (vec4 (z0,z0,z0,1.0)); 35 return (z1) * (vec4 (z0
36 ,z0
37 ,z0
38 ,1.0));
35 } 39 }
36 void main() { 40 void main() {
37 gl_Position = scale (0.5,(MVP) * (vi1)); 41 gl_Position = scale (0.5
42 ,(MVP) * (vi1));
38 vo1 = vi1; 43 vo1 = vi1;
39 } 44 }
40 """ 45 """
@@ -42,7 +47,8 @@ Pipeline
42 , fragmentShader = 47 , fragmentShader =
43 """ 48 """
44 #version 330 core 49 #version 330 core
45 vec4 texture2D(sampler2D s,vec2 uv) { 50 vec4 texture2D(sampler2D s
51 ,vec2 uv) {
46 return texture(s,uv); 52 return texture(s,uv);
47 } 53 }
48 smooth in vec4 vo1; 54 smooth in vec4 vo1;
diff --git a/testdata/helloWorld.out b/testdata/helloWorld.out
index f54dc33f..696df8b5 100644
--- a/testdata/helloWorld.out
+++ b/testdata/helloWorld.out
@@ -24,17 +24,22 @@ Pipeline
24 , vertexShader = 24 , vertexShader =
25 """ 25 """
26 #version 330 core 26 #version 330 core
27 vec4 texture2D(sampler2D s,vec2 uv) { 27 vec4 texture2D(sampler2D s
28 ,vec2 uv) {
28 return texture(s,uv); 29 return texture(s,uv);
29 } 30 }
30 uniform mat4 MVP; 31 uniform mat4 MVP;
31 in vec4 vi1; 32 in vec4 vi1;
32 smooth out vec4 vo1; 33 smooth out vec4 vo1;
33 vec4 scale(float z0,vec4 z1) { 34 vec4 scale(float z0,vec4 z1) {
34 return (z1) * (vec4 (z0,z0,z0,1.0)); 35 return (z1) * (vec4 (z0
36 ,z0
37 ,z0
38 ,1.0));
35 } 39 }
36 void main() { 40 void main() {
37 gl_Position = scale (0.5,(MVP) * (vi1)); 41 gl_Position = scale (0.5
42 ,(MVP) * (vi1));
38 vo1 = vi1; 43 vo1 = vi1;
39 } 44 }
40 """ 45 """
@@ -42,7 +47,8 @@ Pipeline
42 , fragmentShader = 47 , fragmentShader =
43 """ 48 """
44 #version 330 core 49 #version 330 core
45 vec4 texture2D(sampler2D s,vec2 uv) { 50 vec4 texture2D(sampler2D s
51 ,vec2 uv) {
46 return texture(s,uv); 52 return texture(s,uv);
47 } 53 }
48 smooth in vec4 vo1; 54 smooth in vec4 vo1;
diff --git a/testdata/line01.out b/testdata/line01.out
index 9a8163e5..4df07c3e 100644
--- a/testdata/line01.out
+++ b/testdata/line01.out
@@ -24,26 +24,37 @@ Pipeline
24 , vertexShader = 24 , vertexShader =
25 """ 25 """
26 #version 330 core 26 #version 330 core
27 vec4 texture2D(sampler2D s,vec2 uv) { 27 vec4 texture2D(sampler2D s
28 ,vec2 uv) {
28 return texture(s,uv); 29 return texture(s,uv);
29 } 30 }
30 uniform mat4 MVP; 31 uniform mat4 MVP;
31 in vec3 vi1; 32 in vec3 vi1;
32 smooth out vec4 vo1; 33 smooth out vec4 vo1;
33 vec4 scale(float z0,vec4 z1) { 34 vec4 scale(float z0,vec4 z1) {
34 return (z1) * (vec4 (z0,z0,z0,1.0)); 35 return (z1) * (vec4 (z0
36 ,z0
37 ,z0
38 ,1.0));
35 } 39 }
36 void main() { 40 void main() {
37 gl_Position = scale 41 gl_Position = scale (0.5
38 (0.5,(MVP) * (vec4 ((vi1).x,(vi1).y,(vi1).z,1.0))); 42 ,(MVP) * (vec4 ((vi1).x
39 vo1 = vec4 ((vi1).x,(vi1).y,(vi1).z,1.0); 43 ,(vi1).y
44 ,(vi1).z
45 ,1.0)));
46 vo1 = vec4 ((vi1).x
47 ,(vi1).y
48 ,(vi1).z
49 ,1.0);
40 } 50 }
41 """ 51 """
42 , geometryShader = Nothing 52 , geometryShader = Nothing
43 , fragmentShader = 53 , fragmentShader =
44 """ 54 """
45 #version 330 core 55 #version 330 core
46 vec4 texture2D(sampler2D s,vec2 uv) { 56 vec4 texture2D(sampler2D s
57 ,vec2 uv) {
47 return texture(s,uv); 58 return texture(s,uv);
48 } 59 }
49 smooth in vec4 vo1; 60 smooth in vec4 vo1;
diff --git a/testdata/performance/Graphics.out b/testdata/performance/Graphics.out
index b53f3f5d..e3241e74 100644
--- a/testdata/performance/Graphics.out
+++ b/testdata/performance/Graphics.out
@@ -27,7 +27,8 @@ Pipeline
27 , vertexShader = 27 , vertexShader =
28 """ 28 """
29 #version 330 core 29 #version 330 core
30 vec4 texture2D(sampler2D s,vec2 uv) { 30 vec4 texture2D(sampler2D s
31 ,vec2 uv) {
31 return texture(s,uv); 32 return texture(s,uv);
32 } 33 }
33 uniform mat4 viewProj; 34 uniform mat4 viewProj;
@@ -36,10 +37,15 @@ Pipeline
36 in vec4 vi2; 37 in vec4 vi2;
37 smooth out vec4 vo1; 38 smooth out vec4 vo1;
38 vec4 snoc(vec3 z0,float z1) { 39 vec4 snoc(vec3 z0,float z1) {
39 return vec4 ((z0).x,(z0).y,(z0).z,z1); 40 return vec4 ((z0).x
41 ,(z0).y
42 ,(z0).z
43 ,z1);
40 } 44 }
41 void main() { 45 void main() {
42 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 46 gl_Position =
47 (viewProj) * ((worldMat) * (snoc
48 (vi1,1.0)));
43 vo1 = vi2; 49 vo1 = vi2;
44 } 50 }
45 """ 51 """
@@ -47,14 +53,17 @@ Pipeline
47 , fragmentShader = 53 , fragmentShader =
48 """ 54 """
49 #version 330 core 55 #version 330 core
50 vec4 texture2D(sampler2D s,vec2 uv) { 56 vec4 texture2D(sampler2D s
57 ,vec2 uv) {
51 return texture(s,uv); 58 return texture(s,uv);
52 } 59 }
53 smooth in vec4 vo1; 60 smooth in vec4 vo1;
54 out vec4 f0; 61 out vec4 f0;
55 void main() { 62 void main() {
56 f0 = vec4 63 f0 = vec4 ((1.0) - ((vo1).x)
57 ((1.0) - ((vo1).x),(1.0) - ((vo1).y),(1.0) - ((vo1).z),1.0); 64 ,(1.0) - ((vo1).y)
65 ,(1.0) - ((vo1).z)
66 ,1.0);
58 } 67 }
59 """ 68 """
60 } 69 }
@@ -71,7 +80,8 @@ Pipeline
71 , vertexShader = 80 , vertexShader =
72 """ 81 """
73 #version 330 core 82 #version 330 core
74 vec4 texture2D(sampler2D s,vec2 uv) { 83 vec4 texture2D(sampler2D s
84 ,vec2 uv) {
75 return texture(s,uv); 85 return texture(s,uv);
76 } 86 }
77 uniform mat4 viewProj; 87 uniform mat4 viewProj;
@@ -80,18 +90,27 @@ Pipeline
80 in vec4 vi2; 90 in vec4 vi2;
81 smooth out vec4 vo1; 91 smooth out vec4 vo1;
82 vec4 snoc(vec3 z0,float z1) { 92 vec4 snoc(vec3 z0,float z1) {
83 return vec4 ((z0).x,(z0).y,(z0).z,z1); 93 return vec4 ((z0).x
94 ,(z0).y
95 ,(z0).z
96 ,z1);
84 } 97 }
85 void main() { 98 void main() {
86 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 99 gl_Position =
87 vo1 = vec4 ((vi2).x,(vi2).y,(vi2).z,0.5); 100 (viewProj) * ((worldMat) * (snoc
101 (vi1,1.0)));
102 vo1 = vec4 ((vi2).x
103 ,(vi2).y
104 ,(vi2).z
105 ,0.5);
88 } 106 }
89 """ 107 """
90 , geometryShader = Nothing 108 , geometryShader = Nothing
91 , fragmentShader = 109 , fragmentShader =
92 """ 110 """
93 #version 330 core 111 #version 330 core
94 vec4 texture2D(sampler2D s,vec2 uv) { 112 vec4 texture2D(sampler2D s
113 ,vec2 uv) {
95 return texture(s,uv); 114 return texture(s,uv);
96 } 115 }
97 smooth in vec4 vo1; 116 smooth in vec4 vo1;
@@ -121,7 +140,8 @@ Pipeline
121 , vertexShader = 140 , vertexShader =
122 """ 141 """
123 #version 330 core 142 #version 330 core
124 vec4 texture2D(sampler2D s,vec2 uv) { 143 vec4 texture2D(sampler2D s
144 ,vec2 uv) {
125 return texture(s,uv); 145 return texture(s,uv);
126 } 146 }
127 uniform mat4 viewProj; 147 uniform mat4 viewProj;
@@ -134,10 +154,15 @@ Pipeline
134 smooth out vec2 vo1; 154 smooth out vec2 vo1;
135 smooth out vec4 vo2; 155 smooth out vec4 vo2;
136 vec4 snoc(vec3 z0,float z1) { 156 vec4 snoc(vec3 z0,float z1) {
137 return vec4 ((z0).x,(z0).y,(z0).z,z1); 157 return vec4 ((z0).x
158 ,(z0).y
159 ,(z0).z
160 ,z1);
138 } 161 }
139 void main() { 162 void main() {
140 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 163 gl_Position =
164 (viewProj) * ((worldMat) * (snoc
165 (vi1,1.0)));
141 vo1 = vi4; 166 vo1 = vi4;
142 vo2 = vec4 (1.0,1.0,1.0,1.0); 167 vo2 = vec4 (1.0,1.0,1.0,1.0);
143 } 168 }
@@ -146,7 +171,8 @@ Pipeline
146 , fragmentShader = 171 , fragmentShader =
147 """ 172 """
148 #version 330 core 173 #version 330 core
149 vec4 texture2D(sampler2D s,vec2 uv) { 174 vec4 texture2D(sampler2D s
175 ,vec2 uv) {
150 return texture(s,uv); 176 return texture(s,uv);
151 } 177 }
152 uniform sampler2D LightMap; 178 uniform sampler2D LightMap;
@@ -154,7 +180,8 @@ Pipeline
154 smooth in vec4 vo2; 180 smooth in vec4 vo2;
155 out vec4 f0; 181 out vec4 f0;
156 void main() { 182 void main() {
157 f0 = (vo2) * (texture2D (LightMap,vo1)); 183 f0 = (vo2) * (texture2D
184 (LightMap,vo1));
158 } 185 }
159 """ 186 """
160 } 187 }
@@ -179,7 +206,8 @@ Pipeline
179 , vertexShader = 206 , vertexShader =
180 """ 207 """
181 #version 330 core 208 #version 330 core
182 vec4 texture2D(sampler2D s,vec2 uv) { 209 vec4 texture2D(sampler2D s
210 ,vec2 uv) {
183 return texture(s,uv); 211 return texture(s,uv);
184 } 212 }
185 uniform mat4 viewProj; 213 uniform mat4 viewProj;
@@ -192,10 +220,15 @@ Pipeline
192 smooth out vec2 vo1; 220 smooth out vec2 vo1;
193 smooth out vec4 vo2; 221 smooth out vec4 vo2;
194 vec4 snoc(vec3 z0,float z1) { 222 vec4 snoc(vec3 z0,float z1) {
195 return vec4 ((z0).x,(z0).y,(z0).z,z1); 223 return vec4 ((z0).x
224 ,(z0).y
225 ,(z0).z
226 ,z1);
196 } 227 }
197 void main() { 228 void main() {
198 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 229 gl_Position =
230 (viewProj) * ((worldMat) * (snoc
231 (vi1,1.0)));
199 vo1 = vi3; 232 vo1 = vi3;
200 vo2 = vec4 (1.0,1.0,1.0,1.0); 233 vo2 = vec4 (1.0,1.0,1.0,1.0);
201 } 234 }
@@ -204,7 +237,8 @@ Pipeline
204 , fragmentShader = 237 , fragmentShader =
205 """ 238 """
206 #version 330 core 239 #version 330 core
207 vec4 texture2D(sampler2D s,vec2 uv) { 240 vec4 texture2D(sampler2D s
241 ,vec2 uv) {
208 return texture(s,uv); 242 return texture(s,uv);
209 } 243 }
210 uniform sampler2D Tex_3562558025; 244 uniform sampler2D Tex_3562558025;
@@ -212,7 +246,8 @@ Pipeline
212 smooth in vec4 vo2; 246 smooth in vec4 vo2;
213 out vec4 f0; 247 out vec4 f0;
214 void main() { 248 void main() {
215 f0 = (vo2) * (texture2D (Tex_3562558025,vo1)); 249 f0 = (vo2) * (texture2D
250 (Tex_3562558025,vo1));
216 } 251 }
217 """ 252 """
218 } 253 }
@@ -237,7 +272,8 @@ Pipeline
237 , vertexShader = 272 , vertexShader =
238 """ 273 """
239 #version 330 core 274 #version 330 core
240 vec4 texture2D(sampler2D s,vec2 uv) { 275 vec4 texture2D(sampler2D s
276 ,vec2 uv) {
241 return texture(s,uv); 277 return texture(s,uv);
242 } 278 }
243 uniform float time; 279 uniform float time;
@@ -251,11 +287,17 @@ Pipeline
251 smooth out vec2 vo1; 287 smooth out vec2 vo1;
252 smooth out vec4 vo2; 288 smooth out vec4 vo2;
253 vec4 snoc(vec3 z0,float z1) { 289 vec4 snoc(vec3 z0,float z1) {
254 return vec4 ((z0).x,(z0).y,(z0).z,z1); 290 return vec4 ((z0).x
291 ,(z0).y
292 ,(z0).z
293 ,z1);
255 } 294 }
256 void main() { 295 void main() {
257 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 296 gl_Position =
258 vo1 = (((vi3) + ((vec2 (0.0,1.0)) * (time))) + ((sin (vec2 297 (viewProj) * ((worldMat) * (snoc
298 (vi1,1.0)));
299 vo1 = (((vi3) + ((vec2 (0.0
300 ,1.0)) * (time))) + ((sin (vec2
259 ((6.283185307179586) * (((((vi1).x) + ((vi1).z)) * (9.765625e-4)) + ((0.0) + ((time) * (1.6)))) 301 ((6.283185307179586) * (((((vi1).x) + ((vi1).z)) * (9.765625e-4)) + ((0.0) + ((time) * (1.6))))
260 ,(6.283185307179586) * ((((vi1).y) * (9.765625e-4)) + ((0.0) + ((time) * (1.6))))))) * (0.25))) * (vec2 302 ,(6.283185307179586) * ((((vi1).y) * (9.765625e-4)) + ((0.0) + ((time) * (1.6))))))) * (0.25))) * (vec2
261 (4.0,4.0)); 303 (4.0,4.0));
@@ -266,7 +308,8 @@ Pipeline
266 , fragmentShader = 308 , fragmentShader =
267 """ 309 """
268 #version 330 core 310 #version 330 core
269 vec4 texture2D(sampler2D s,vec2 uv) { 311 vec4 texture2D(sampler2D s
312 ,vec2 uv) {
270 return texture(s,uv); 313 return texture(s,uv);
271 } 314 }
272 uniform sampler2D Tex_47037129; 315 uniform sampler2D Tex_47037129;
@@ -274,7 +317,8 @@ Pipeline
274 smooth in vec4 vo2; 317 smooth in vec4 vo2;
275 out vec4 f0; 318 out vec4 f0;
276 void main() { 319 void main() {
277 f0 = (vo2) * (texture2D (Tex_47037129,vo1)); 320 f0 = (vo2) * (texture2D
321 (Tex_47037129,vo1));
278 } 322 }
279 """ 323 """
280 } 324 }
@@ -299,7 +343,8 @@ Pipeline
299 , vertexShader = 343 , vertexShader =
300 """ 344 """
301 #version 330 core 345 #version 330 core
302 vec4 texture2D(sampler2D s,vec2 uv) { 346 vec4 texture2D(sampler2D s
347 ,vec2 uv) {
303 return texture(s,uv); 348 return texture(s,uv);
304 } 349 }
305 uniform mat4 viewProj; 350 uniform mat4 viewProj;
@@ -312,10 +357,15 @@ Pipeline
312 smooth out vec2 vo1; 357 smooth out vec2 vo1;
313 smooth out vec4 vo2; 358 smooth out vec4 vo2;
314 vec4 snoc(vec3 z0,float z1) { 359 vec4 snoc(vec3 z0,float z1) {
315 return vec4 ((z0).x,(z0).y,(z0).z,z1); 360 return vec4 ((z0).x
361 ,(z0).y
362 ,(z0).z
363 ,z1);
316 } 364 }
317 void main() { 365 void main() {
318 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 366 gl_Position =
367 (viewProj) * ((worldMat) * (snoc
368 (vi1,1.0)));
319 vo1 = vi3; 369 vo1 = vi3;
320 vo2 = vec4 (1.0,1.0,1.0,1.0); 370 vo2 = vec4 (1.0,1.0,1.0,1.0);
321 } 371 }
@@ -324,7 +374,8 @@ Pipeline
324 , fragmentShader = 374 , fragmentShader =
325 """ 375 """
326 #version 330 core 376 #version 330 core
327 vec4 texture2D(sampler2D s,vec2 uv) { 377 vec4 texture2D(sampler2D s
378 ,vec2 uv) {
328 return texture(s,uv); 379 return texture(s,uv);
329 } 380 }
330 uniform sampler2D Tex_1910997598; 381 uniform sampler2D Tex_1910997598;
@@ -332,7 +383,8 @@ Pipeline
332 smooth in vec4 vo2; 383 smooth in vec4 vo2;
333 out vec4 f0; 384 out vec4 f0;
334 void main() { 385 void main() {
335 f0 = (vo2) * (texture2D (Tex_1910997598,vo1)); 386 f0 = (vo2) * (texture2D
387 (Tex_1910997598,vo1));
336 } 388 }
337 """ 389 """
338 } 390 }
@@ -357,7 +409,8 @@ Pipeline
357 , vertexShader = 409 , vertexShader =
358 """ 410 """
359 #version 330 core 411 #version 330 core
360 vec4 texture2D(sampler2D s,vec2 uv) { 412 vec4 texture2D(sampler2D s
413 ,vec2 uv) {
361 return texture(s,uv); 414 return texture(s,uv);
362 } 415 }
363 uniform mat4 viewProj; 416 uniform mat4 viewProj;
@@ -370,10 +423,15 @@ Pipeline
370 smooth out vec2 vo1; 423 smooth out vec2 vo1;
371 smooth out vec4 vo2; 424 smooth out vec4 vo2;
372 vec4 snoc(vec3 z0,float z1) { 425 vec4 snoc(vec3 z0,float z1) {
373 return vec4 ((z0).x,(z0).y,(z0).z,z1); 426 return vec4 ((z0).x
427 ,(z0).y
428 ,(z0).z
429 ,z1);
374 } 430 }
375 void main() { 431 void main() {
376 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 432 gl_Position =
433 (viewProj) * ((worldMat) * (snoc
434 (vi1,1.0)));
377 vo1 = vi3; 435 vo1 = vi3;
378 vo2 = vec4 (1.0,1.0,1.0,1.0); 436 vo2 = vec4 (1.0,1.0,1.0,1.0);
379 } 437 }
@@ -382,7 +440,8 @@ Pipeline
382 , fragmentShader = 440 , fragmentShader =
383 """ 441 """
384 #version 330 core 442 #version 330 core
385 vec4 texture2D(sampler2D s,vec2 uv) { 443 vec4 texture2D(sampler2D s
444 ,vec2 uv) {
386 return texture(s,uv); 445 return texture(s,uv);
387 } 446 }
388 uniform sampler2D Tex_4077187607; 447 uniform sampler2D Tex_4077187607;
@@ -390,7 +449,8 @@ Pipeline
390 smooth in vec4 vo2; 449 smooth in vec4 vo2;
391 out vec4 f0; 450 out vec4 f0;
392 void main() { 451 void main() {
393 f0 = (vo2) * (texture2D (Tex_4077187607,vo1)); 452 f0 = (vo2) * (texture2D
453 (Tex_4077187607,vo1));
394 } 454 }
395 """ 455 """
396 } 456 }
@@ -416,7 +476,8 @@ Pipeline
416 , vertexShader = 476 , vertexShader =
417 """ 477 """
418 #version 330 core 478 #version 330 core
419 vec4 texture2D(sampler2D s,vec2 uv) { 479 vec4 texture2D(sampler2D s
480 ,vec2 uv) {
420 return texture(s,uv); 481 return texture(s,uv);
421 } 482 }
422 uniform float time; 483 uniform float time;
@@ -430,11 +491,17 @@ Pipeline
430 smooth out vec2 vo1; 491 smooth out vec2 vo1;
431 smooth out vec4 vo2; 492 smooth out vec4 vo2;
432 vec4 snoc(vec3 z0,float z1) { 493 vec4 snoc(vec3 z0,float z1) {
433 return vec4 ((z0).x,(z0).y,(z0).z,z1); 494 return vec4 ((z0).x
495 ,(z0).y
496 ,(z0).z
497 ,z1);
434 } 498 }
435 void main() { 499 void main() {
436 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 500 gl_Position =
437 vo1 = (((vi3) + ((vec2 (0.0,1.0)) * (time))) + ((sin (vec2 501 (viewProj) * ((worldMat) * (snoc
502 (vi1,1.0)));
503 vo1 = (((vi3) + ((vec2 (0.0
504 ,1.0)) * (time))) + ((sin (vec2
438 ((6.283185307179586) * (((((vi1).x) + ((vi1).z)) * (9.765625e-4)) + ((0.0) + ((time) * (5.6)))) 505 ((6.283185307179586) * (((((vi1).x) + ((vi1).z)) * (9.765625e-4)) + ((0.0) + ((time) * (5.6))))
439 ,(6.283185307179586) * ((((vi1).y) * (9.765625e-4)) + ((0.0) + ((time) * (5.6))))))) * (0.25))) * (vec2 506 ,(6.283185307179586) * ((((vi1).y) * (9.765625e-4)) + ((0.0) + ((time) * (5.6))))))) * (0.25))) * (vec2
440 (1.5,1.5)); 507 (1.5,1.5));
@@ -445,7 +512,8 @@ Pipeline
445 , fragmentShader = 512 , fragmentShader =
446 """ 513 """
447 #version 330 core 514 #version 330 core
448 vec4 texture2D(sampler2D s,vec2 uv) { 515 vec4 texture2D(sampler2D s
516 ,vec2 uv) {
449 return texture(s,uv); 517 return texture(s,uv);
450 } 518 }
451 uniform sampler2D Tex_3416962274; 519 uniform sampler2D Tex_3416962274;
@@ -453,7 +521,8 @@ Pipeline
453 smooth in vec4 vo2; 521 smooth in vec4 vo2;
454 out vec4 f0; 522 out vec4 f0;
455 void main() { 523 void main() {
456 f0 = (vo2) * (texture2D (Tex_3416962274,vo1)); 524 f0 = (vo2) * (texture2D
525 (Tex_3416962274,vo1));
457 } 526 }
458 """ 527 """
459 } 528 }
@@ -478,7 +547,8 @@ Pipeline
478 , vertexShader = 547 , vertexShader =
479 """ 548 """
480 #version 330 core 549 #version 330 core
481 vec4 texture2D(sampler2D s,vec2 uv) { 550 vec4 texture2D(sampler2D s
551 ,vec2 uv) {
482 return texture(s,uv); 552 return texture(s,uv);
483 } 553 }
484 uniform float identityLight; 554 uniform float identityLight;
@@ -492,19 +562,28 @@ Pipeline
492 smooth out vec2 vo1; 562 smooth out vec2 vo1;
493 smooth out vec4 vo2; 563 smooth out vec4 vo2;
494 vec4 snoc(vec3 z0,float z1) { 564 vec4 snoc(vec3 z0,float z1) {
495 return vec4 ((z0).x,(z0).y,(z0).z,z1); 565 return vec4 ((z0).x
566 ,(z0).y
567 ,(z0).z
568 ,z1);
496 } 569 }
497 void main() { 570 void main() {
498 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 571 gl_Position =
572 (viewProj) * ((worldMat) * (snoc
573 (vi1,1.0)));
499 vo1 = vi4; 574 vo1 = vi4;
500 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 575 vo2 = vec4 (identityLight
576 ,identityLight
577 ,identityLight
578 ,1.0);
501 } 579 }
502 """ 580 """
503 , geometryShader = Nothing 581 , geometryShader = Nothing
504 , fragmentShader = 582 , fragmentShader =
505 """ 583 """
506 #version 330 core 584 #version 330 core
507 vec4 texture2D(sampler2D s,vec2 uv) { 585 vec4 texture2D(sampler2D s
586 ,vec2 uv) {
508 return texture(s,uv); 587 return texture(s,uv);
509 } 588 }
510 uniform sampler2D LightMap; 589 uniform sampler2D LightMap;
@@ -512,7 +591,8 @@ Pipeline
512 smooth in vec4 vo2; 591 smooth in vec4 vo2;
513 out vec4 f0; 592 out vec4 f0;
514 void main() { 593 void main() {
515 f0 = (vo2) * (texture2D (LightMap,vo1)); 594 f0 = (vo2) * (texture2D
595 (LightMap,vo1));
516 } 596 }
517 """ 597 """
518 } 598 }
@@ -538,7 +618,8 @@ Pipeline
538 , vertexShader = 618 , vertexShader =
539 """ 619 """
540 #version 330 core 620 #version 330 core
541 vec4 texture2D(sampler2D s,vec2 uv) { 621 vec4 texture2D(sampler2D s
622 ,vec2 uv) {
542 return texture(s,uv); 623 return texture(s,uv);
543 } 624 }
544 uniform float identityLight; 625 uniform float identityLight;
@@ -552,19 +633,28 @@ Pipeline
552 smooth out vec2 vo1; 633 smooth out vec2 vo1;
553 smooth out vec4 vo2; 634 smooth out vec4 vo2;
554 vec4 snoc(vec3 z0,float z1) { 635 vec4 snoc(vec3 z0,float z1) {
555 return vec4 ((z0).x,(z0).y,(z0).z,z1); 636 return vec4 ((z0).x
637 ,(z0).y
638 ,(z0).z
639 ,z1);
556 } 640 }
557 void main() { 641 void main() {
558 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 642 gl_Position =
643 (viewProj) * ((worldMat) * (snoc
644 (vi1,1.0)));
559 vo1 = vi3; 645 vo1 = vi3;
560 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 646 vo2 = vec4 (identityLight
647 ,identityLight
648 ,identityLight
649 ,1.0);
561 } 650 }
562 """ 651 """
563 , geometryShader = Nothing 652 , geometryShader = Nothing
564 , fragmentShader = 653 , fragmentShader =
565 """ 654 """
566 #version 330 core 655 #version 330 core
567 vec4 texture2D(sampler2D s,vec2 uv) { 656 vec4 texture2D(sampler2D s
657 ,vec2 uv) {
568 return texture(s,uv); 658 return texture(s,uv);
569 } 659 }
570 uniform sampler2D Tex_4288602201; 660 uniform sampler2D Tex_4288602201;
@@ -572,7 +662,8 @@ Pipeline
572 smooth in vec4 vo2; 662 smooth in vec4 vo2;
573 out vec4 f0; 663 out vec4 f0;
574 void main() { 664 void main() {
575 f0 = (vo2) * (texture2D (Tex_4288602201,vo1)); 665 f0 = (vo2) * (texture2D
666 (Tex_4288602201,vo1));
576 } 667 }
577 """ 668 """
578 } 669 }
@@ -598,7 +689,8 @@ Pipeline
598 , vertexShader = 689 , vertexShader =
599 """ 690 """
600 #version 330 core 691 #version 330 core
601 vec4 texture2D(sampler2D s,vec2 uv) { 692 vec4 texture2D(sampler2D s
693 ,vec2 uv) {
602 return texture(s,uv); 694 return texture(s,uv);
603 } 695 }
604 uniform float identityLight; 696 uniform float identityLight;
@@ -612,19 +704,28 @@ Pipeline
612 smooth out vec2 vo1; 704 smooth out vec2 vo1;
613 smooth out vec4 vo2; 705 smooth out vec4 vo2;
614 vec4 snoc(vec3 z0,float z1) { 706 vec4 snoc(vec3 z0,float z1) {
615 return vec4 ((z0).x,(z0).y,(z0).z,z1); 707 return vec4 ((z0).x
708 ,(z0).y
709 ,(z0).z
710 ,z1);
616 } 711 }
617 void main() { 712 void main() {
618 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 713 gl_Position =
714 (viewProj) * ((worldMat) * (snoc
715 (vi1,1.0)));
619 vo1 = vi3; 716 vo1 = vi3;
620 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 717 vo2 = vec4 (identityLight
718 ,identityLight
719 ,identityLight
720 ,1.0);
621 } 721 }
622 """ 722 """
623 , geometryShader = Nothing 723 , geometryShader = Nothing
624 , fragmentShader = 724 , fragmentShader =
625 """ 725 """
626 #version 330 core 726 #version 330 core
627 vec4 texture2D(sampler2D s,vec2 uv) { 727 vec4 texture2D(sampler2D s
728 ,vec2 uv) {
628 return texture(s,uv); 729 return texture(s,uv);
629 } 730 }
630 uniform sampler2D Tex_3202786139; 731 uniform sampler2D Tex_3202786139;
@@ -632,7 +733,8 @@ Pipeline
632 smooth in vec4 vo2; 733 smooth in vec4 vo2;
633 out vec4 f0; 734 out vec4 f0;
634 void main() { 735 void main() {
635 f0 = (vo2) * (texture2D (Tex_3202786139,vo1)); 736 f0 = (vo2) * (texture2D
737 (Tex_3202786139,vo1));
636 } 738 }
637 """ 739 """
638 } 740 }
@@ -658,7 +760,8 @@ Pipeline
658 , vertexShader = 760 , vertexShader =
659 """ 761 """
660 #version 330 core 762 #version 330 core
661 vec4 texture2D(sampler2D s,vec2 uv) { 763 vec4 texture2D(sampler2D s
764 ,vec2 uv) {
662 return texture(s,uv); 765 return texture(s,uv);
663 } 766 }
664 uniform float identityLight; 767 uniform float identityLight;
@@ -672,19 +775,28 @@ Pipeline
672 smooth out vec2 vo1; 775 smooth out vec2 vo1;
673 smooth out vec4 vo2; 776 smooth out vec4 vo2;
674 vec4 snoc(vec3 z0,float z1) { 777 vec4 snoc(vec3 z0,float z1) {
675 return vec4 ((z0).x,(z0).y,(z0).z,z1); 778 return vec4 ((z0).x
779 ,(z0).y
780 ,(z0).z
781 ,z1);
676 } 782 }
677 void main() { 783 void main() {
678 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 784 gl_Position =
785 (viewProj) * ((worldMat) * (snoc
786 (vi1,1.0)));
679 vo1 = vi3; 787 vo1 = vi3;
680 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 788 vo2 = vec4 (identityLight
789 ,identityLight
790 ,identityLight
791 ,1.0);
681 } 792 }
682 """ 793 """
683 , geometryShader = Nothing 794 , geometryShader = Nothing
684 , fragmentShader = 795 , fragmentShader =
685 """ 796 """
686 #version 330 core 797 #version 330 core
687 vec4 texture2D(sampler2D s,vec2 uv) { 798 vec4 texture2D(sampler2D s
799 ,vec2 uv) {
688 return texture(s,uv); 800 return texture(s,uv);
689 } 801 }
690 uniform sampler2D Tex_4255130505; 802 uniform sampler2D Tex_4255130505;
@@ -692,7 +804,8 @@ Pipeline
692 smooth in vec4 vo2; 804 smooth in vec4 vo2;
693 out vec4 f0; 805 out vec4 f0;
694 void main() { 806 void main() {
695 f0 = (vo2) * (texture2D (Tex_4255130505,vo1)); 807 f0 = (vo2) * (texture2D
808 (Tex_4255130505,vo1));
696 } 809 }
697 """ 810 """
698 } 811 }
@@ -717,7 +830,8 @@ Pipeline
717 , vertexShader = 830 , vertexShader =
718 """ 831 """
719 #version 330 core 832 #version 330 core
720 vec4 texture2D(sampler2D s,vec2 uv) { 833 vec4 texture2D(sampler2D s
834 ,vec2 uv) {
721 return texture(s,uv); 835 return texture(s,uv);
722 } 836 }
723 uniform float identityLight; 837 uniform float identityLight;
@@ -731,19 +845,28 @@ Pipeline
731 smooth out vec2 vo1; 845 smooth out vec2 vo1;
732 smooth out vec4 vo2; 846 smooth out vec4 vo2;
733 vec4 snoc(vec3 z0,float z1) { 847 vec4 snoc(vec3 z0,float z1) {
734 return vec4 ((z0).x,(z0).y,(z0).z,z1); 848 return vec4 ((z0).x
849 ,(z0).y
850 ,(z0).z
851 ,z1);
735 } 852 }
736 void main() { 853 void main() {
737 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 854 gl_Position =
855 (viewProj) * ((worldMat) * (snoc
856 (vi1,1.0)));
738 vo1 = vi3; 857 vo1 = vi3;
739 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 858 vo2 = vec4 (identityLight
859 ,identityLight
860 ,identityLight
861 ,1.0);
740 } 862 }
741 """ 863 """
742 , geometryShader = Nothing 864 , geometryShader = Nothing
743 , fragmentShader = 865 , fragmentShader =
744 """ 866 """
745 #version 330 core 867 #version 330 core
746 vec4 texture2D(sampler2D s,vec2 uv) { 868 vec4 texture2D(sampler2D s
869 ,vec2 uv) {
747 return texture(s,uv); 870 return texture(s,uv);
748 } 871 }
749 uniform sampler2D Tex_564811775; 872 uniform sampler2D Tex_564811775;
@@ -751,7 +874,8 @@ Pipeline
751 smooth in vec4 vo2; 874 smooth in vec4 vo2;
752 out vec4 f0; 875 out vec4 f0;
753 void main() { 876 void main() {
754 f0 = (vo2) * (texture2D (Tex_564811775,vo1)); 877 f0 = (vo2) * (texture2D
878 (Tex_564811775,vo1));
755 } 879 }
756 """ 880 """
757 } 881 }
@@ -777,7 +901,8 @@ Pipeline
777 , vertexShader = 901 , vertexShader =
778 """ 902 """
779 #version 330 core 903 #version 330 core
780 vec4 texture2D(sampler2D s,vec2 uv) { 904 vec4 texture2D(sampler2D s
905 ,vec2 uv) {
781 return texture(s,uv); 906 return texture(s,uv);
782 } 907 }
783 uniform float identityLight; 908 uniform float identityLight;
@@ -791,19 +916,28 @@ Pipeline
791 smooth out vec2 vo1; 916 smooth out vec2 vo1;
792 smooth out vec4 vo2; 917 smooth out vec4 vo2;
793 vec4 snoc(vec3 z0,float z1) { 918 vec4 snoc(vec3 z0,float z1) {
794 return vec4 ((z0).x,(z0).y,(z0).z,z1); 919 return vec4 ((z0).x
920 ,(z0).y
921 ,(z0).z
922 ,z1);
795 } 923 }
796 void main() { 924 void main() {
797 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 925 gl_Position =
926 (viewProj) * ((worldMat) * (snoc
927 (vi1,1.0)));
798 vo1 = vi3; 928 vo1 = vi3;
799 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 929 vo2 = vec4 (identityLight
930 ,identityLight
931 ,identityLight
932 ,1.0);
800 } 933 }
801 """ 934 """
802 , geometryShader = Nothing 935 , geometryShader = Nothing
803 , fragmentShader = 936 , fragmentShader =
804 """ 937 """
805 #version 330 core 938 #version 330 core
806 vec4 texture2D(sampler2D s,vec2 uv) { 939 vec4 texture2D(sampler2D s
940 ,vec2 uv) {
807 return texture(s,uv); 941 return texture(s,uv);
808 } 942 }
809 uniform sampler2D Tex_2073154888; 943 uniform sampler2D Tex_2073154888;
@@ -811,7 +945,8 @@ Pipeline
811 smooth in vec4 vo2; 945 smooth in vec4 vo2;
812 out vec4 f0; 946 out vec4 f0;
813 void main() { 947 void main() {
814 f0 = (vo2) * (texture2D (Tex_2073154888,vo1)); 948 f0 = (vo2) * (texture2D
949 (Tex_2073154888,vo1));
815 } 950 }
816 """ 951 """
817 } 952 }
@@ -837,7 +972,8 @@ Pipeline
837 , vertexShader = 972 , vertexShader =
838 """ 973 """
839 #version 330 core 974 #version 330 core
840 vec4 texture2D(sampler2D s,vec2 uv) { 975 vec4 texture2D(sampler2D s
976 ,vec2 uv) {
841 return texture(s,uv); 977 return texture(s,uv);
842 } 978 }
843 uniform float identityLight; 979 uniform float identityLight;
@@ -851,19 +987,28 @@ Pipeline
851 smooth out vec2 vo1; 987 smooth out vec2 vo1;
852 smooth out vec4 vo2; 988 smooth out vec4 vo2;
853 vec4 snoc(vec3 z0,float z1) { 989 vec4 snoc(vec3 z0,float z1) {
854 return vec4 ((z0).x,(z0).y,(z0).z,z1); 990 return vec4 ((z0).x
991 ,(z0).y
992 ,(z0).z
993 ,z1);
855 } 994 }
856 void main() { 995 void main() {
857 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 996 gl_Position =
997 (viewProj) * ((worldMat) * (snoc
998 (vi1,1.0)));
858 vo1 = vi3; 999 vo1 = vi3;
859 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 1000 vo2 = vec4 (identityLight
1001 ,identityLight
1002 ,identityLight
1003 ,1.0);
860 } 1004 }
861 """ 1005 """
862 , geometryShader = Nothing 1006 , geometryShader = Nothing
863 , fragmentShader = 1007 , fragmentShader =
864 """ 1008 """
865 #version 330 core 1009 #version 330 core
866 vec4 texture2D(sampler2D s,vec2 uv) { 1010 vec4 texture2D(sampler2D s
1011 ,vec2 uv) {
867 return texture(s,uv); 1012 return texture(s,uv);
868 } 1013 }
869 uniform sampler2D Tex_2099456856; 1014 uniform sampler2D Tex_2099456856;
@@ -871,7 +1016,8 @@ Pipeline
871 smooth in vec4 vo2; 1016 smooth in vec4 vo2;
872 out vec4 f0; 1017 out vec4 f0;
873 void main() { 1018 void main() {
874 f0 = (vo2) * (texture2D (Tex_2099456856,vo1)); 1019 f0 = (vo2) * (texture2D
1020 (Tex_2099456856,vo1));
875 } 1021 }
876 """ 1022 """
877 } 1023 }
@@ -897,7 +1043,8 @@ Pipeline
897 , vertexShader = 1043 , vertexShader =
898 """ 1044 """
899 #version 330 core 1045 #version 330 core
900 vec4 texture2D(sampler2D s,vec2 uv) { 1046 vec4 texture2D(sampler2D s
1047 ,vec2 uv) {
901 return texture(s,uv); 1048 return texture(s,uv);
902 } 1049 }
903 uniform float identityLight; 1050 uniform float identityLight;
@@ -911,19 +1058,28 @@ Pipeline
911 smooth out vec2 vo1; 1058 smooth out vec2 vo1;
912 smooth out vec4 vo2; 1059 smooth out vec4 vo2;
913 vec4 snoc(vec3 z0,float z1) { 1060 vec4 snoc(vec3 z0,float z1) {
914 return vec4 ((z0).x,(z0).y,(z0).z,z1); 1061 return vec4 ((z0).x
1062 ,(z0).y
1063 ,(z0).z
1064 ,z1);
915 } 1065 }
916 void main() { 1066 void main() {
917 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 1067 gl_Position =
1068 (viewProj) * ((worldMat) * (snoc
1069 (vi1,1.0)));
918 vo1 = vi3; 1070 vo1 = vi3;
919 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 1071 vo2 = vec4 (identityLight
1072 ,identityLight
1073 ,identityLight
1074 ,1.0);
920 } 1075 }
921 """ 1076 """
922 , geometryShader = Nothing 1077 , geometryShader = Nothing
923 , fragmentShader = 1078 , fragmentShader =
924 """ 1079 """
925 #version 330 core 1080 #version 330 core
926 vec4 texture2D(sampler2D s,vec2 uv) { 1081 vec4 texture2D(sampler2D s
1082 ,vec2 uv) {
927 return texture(s,uv); 1083 return texture(s,uv);
928 } 1084 }
929 uniform sampler2D Tex_1581337759; 1085 uniform sampler2D Tex_1581337759;
@@ -931,7 +1087,8 @@ Pipeline
931 smooth in vec4 vo2; 1087 smooth in vec4 vo2;
932 out vec4 f0; 1088 out vec4 f0;
933 void main() { 1089 void main() {
934 f0 = (vo2) * (texture2D (Tex_1581337759,vo1)); 1090 f0 = (vo2) * (texture2D
1091 (Tex_1581337759,vo1));
935 } 1092 }
936 """ 1093 """
937 } 1094 }
@@ -957,7 +1114,8 @@ Pipeline
957 , vertexShader = 1114 , vertexShader =
958 """ 1115 """
959 #version 330 core 1116 #version 330 core
960 vec4 texture2D(sampler2D s,vec2 uv) { 1117 vec4 texture2D(sampler2D s
1118 ,vec2 uv) {
961 return texture(s,uv); 1119 return texture(s,uv);
962 } 1120 }
963 uniform float identityLight; 1121 uniform float identityLight;
@@ -971,19 +1129,28 @@ Pipeline
971 smooth out vec2 vo1; 1129 smooth out vec2 vo1;
972 smooth out vec4 vo2; 1130 smooth out vec4 vo2;
973 vec4 snoc(vec3 z0,float z1) { 1131 vec4 snoc(vec3 z0,float z1) {
974 return vec4 ((z0).x,(z0).y,(z0).z,z1); 1132 return vec4 ((z0).x
1133 ,(z0).y
1134 ,(z0).z
1135 ,z1);
975 } 1136 }
976 void main() { 1137 void main() {
977 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 1138 gl_Position =
1139 (viewProj) * ((worldMat) * (snoc
1140 (vi1,1.0)));
978 vo1 = vi3; 1141 vo1 = vi3;
979 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 1142 vo2 = vec4 (identityLight
1143 ,identityLight
1144 ,identityLight
1145 ,1.0);
980 } 1146 }
981 """ 1147 """
982 , geometryShader = Nothing 1148 , geometryShader = Nothing
983 , fragmentShader = 1149 , fragmentShader =
984 """ 1150 """
985 #version 330 core 1151 #version 330 core
986 vec4 texture2D(sampler2D s,vec2 uv) { 1152 vec4 texture2D(sampler2D s
1153 ,vec2 uv) {
987 return texture(s,uv); 1154 return texture(s,uv);
988 } 1155 }
989 uniform sampler2D Tex_1062467595; 1156 uniform sampler2D Tex_1062467595;
@@ -991,7 +1158,8 @@ Pipeline
991 smooth in vec4 vo2; 1158 smooth in vec4 vo2;
992 out vec4 f0; 1159 out vec4 f0;
993 void main() { 1160 void main() {
994 f0 = (vo2) * (texture2D (Tex_1062467595,vo1)); 1161 f0 = (vo2) * (texture2D
1162 (Tex_1062467595,vo1));
995 } 1163 }
996 """ 1164 """
997 } 1165 }
@@ -1017,7 +1185,8 @@ Pipeline
1017 , vertexShader = 1185 , vertexShader =
1018 """ 1186 """
1019 #version 330 core 1187 #version 330 core
1020 vec4 texture2D(sampler2D s,vec2 uv) { 1188 vec4 texture2D(sampler2D s
1189 ,vec2 uv) {
1021 return texture(s,uv); 1190 return texture(s,uv);
1022 } 1191 }
1023 uniform float identityLight; 1192 uniform float identityLight;
@@ -1031,19 +1200,28 @@ Pipeline
1031 smooth out vec2 vo1; 1200 smooth out vec2 vo1;
1032 smooth out vec4 vo2; 1201 smooth out vec4 vo2;
1033 vec4 snoc(vec3 z0,float z1) { 1202 vec4 snoc(vec3 z0,float z1) {
1034 return vec4 ((z0).x,(z0).y,(z0).z,z1); 1203 return vec4 ((z0).x
1204 ,(z0).y
1205 ,(z0).z
1206 ,z1);
1035 } 1207 }
1036 void main() { 1208 void main() {
1037 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 1209 gl_Position =
1210 (viewProj) * ((worldMat) * (snoc
1211 (vi1,1.0)));
1038 vo1 = vi3; 1212 vo1 = vi3;
1039 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 1213 vo2 = vec4 (identityLight
1214 ,identityLight
1215 ,identityLight
1216 ,1.0);
1040 } 1217 }
1041 """ 1218 """
1042 , geometryShader = Nothing 1219 , geometryShader = Nothing
1043 , fragmentShader = 1220 , fragmentShader =
1044 """ 1221 """
1045 #version 330 core 1222 #version 330 core
1046 vec4 texture2D(sampler2D s,vec2 uv) { 1223 vec4 texture2D(sampler2D s
1224 ,vec2 uv) {
1047 return texture(s,uv); 1225 return texture(s,uv);
1048 } 1226 }
1049 uniform sampler2D Tex_2024854890; 1227 uniform sampler2D Tex_2024854890;
@@ -1051,7 +1229,8 @@ Pipeline
1051 smooth in vec4 vo2; 1229 smooth in vec4 vo2;
1052 out vec4 f0; 1230 out vec4 f0;
1053 void main() { 1231 void main() {
1054 f0 = (vo2) * (texture2D (Tex_2024854890,vo1)); 1232 f0 = (vo2) * (texture2D
1233 (Tex_2024854890,vo1));
1055 } 1234 }
1056 """ 1235 """
1057 } 1236 }
@@ -1077,7 +1256,8 @@ Pipeline
1077 , vertexShader = 1256 , vertexShader =
1078 """ 1257 """
1079 #version 330 core 1258 #version 330 core
1080 vec4 texture2D(sampler2D s,vec2 uv) { 1259 vec4 texture2D(sampler2D s
1260 ,vec2 uv) {
1081 return texture(s,uv); 1261 return texture(s,uv);
1082 } 1262 }
1083 uniform float identityLight; 1263 uniform float identityLight;
@@ -1091,19 +1271,28 @@ Pipeline
1091 smooth out vec2 vo1; 1271 smooth out vec2 vo1;
1092 smooth out vec4 vo2; 1272 smooth out vec4 vo2;
1093 vec4 snoc(vec3 z0,float z1) { 1273 vec4 snoc(vec3 z0,float z1) {
1094 return vec4 ((z0).x,(z0).y,(z0).z,z1); 1274 return vec4 ((z0).x
1275 ,(z0).y
1276 ,(z0).z
1277 ,z1);
1095 } 1278 }
1096 void main() { 1279 void main() {
1097 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 1280 gl_Position =
1281 (viewProj) * ((worldMat) * (snoc
1282 (vi1,1.0)));
1098 vo1 = vi3; 1283 vo1 = vi3;
1099 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 1284 vo2 = vec4 (identityLight
1285 ,identityLight
1286 ,identityLight
1287 ,1.0);
1100 } 1288 }
1101 """ 1289 """
1102 , geometryShader = Nothing 1290 , geometryShader = Nothing
1103 , fragmentShader = 1291 , fragmentShader =
1104 """ 1292 """
1105 #version 330 core 1293 #version 330 core
1106 vec4 texture2D(sampler2D s,vec2 uv) { 1294 vec4 texture2D(sampler2D s
1295 ,vec2 uv) {
1107 return texture(s,uv); 1296 return texture(s,uv);
1108 } 1297 }
1109 uniform sampler2D Tex_1284708166; 1298 uniform sampler2D Tex_1284708166;
@@ -1111,7 +1300,8 @@ Pipeline
1111 smooth in vec4 vo2; 1300 smooth in vec4 vo2;
1112 out vec4 f0; 1301 out vec4 f0;
1113 void main() { 1302 void main() {
1114 f0 = (vo2) * (texture2D (Tex_1284708166,vo1)); 1303 f0 = (vo2) * (texture2D
1304 (Tex_1284708166,vo1));
1115 } 1305 }
1116 """ 1306 """
1117 } 1307 }
@@ -1137,7 +1327,8 @@ Pipeline
1137 , vertexShader = 1327 , vertexShader =
1138 """ 1328 """
1139 #version 330 core 1329 #version 330 core
1140 vec4 texture2D(sampler2D s,vec2 uv) { 1330 vec4 texture2D(sampler2D s
1331 ,vec2 uv) {
1141 return texture(s,uv); 1332 return texture(s,uv);
1142 } 1333 }
1143 uniform float identityLight; 1334 uniform float identityLight;
@@ -1151,19 +1342,28 @@ Pipeline
1151 smooth out vec2 vo1; 1342 smooth out vec2 vo1;
1152 smooth out vec4 vo2; 1343 smooth out vec4 vo2;
1153 vec4 snoc(vec3 z0,float z1) { 1344 vec4 snoc(vec3 z0,float z1) {
1154 return vec4 ((z0).x,(z0).y,(z0).z,z1); 1345 return vec4 ((z0).x
1346 ,(z0).y
1347 ,(z0).z
1348 ,z1);
1155 } 1349 }
1156 void main() { 1350 void main() {
1157 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 1351 gl_Position =
1352 (viewProj) * ((worldMat) * (snoc
1353 (vi1,1.0)));
1158 vo1 = vi3; 1354 vo1 = vi3;
1159 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 1355 vo2 = vec4 (identityLight
1356 ,identityLight
1357 ,identityLight
1358 ,1.0);
1160 } 1359 }
1161 """ 1360 """
1162 , geometryShader = Nothing 1361 , geometryShader = Nothing
1163 , fragmentShader = 1362 , fragmentShader =
1164 """ 1363 """
1165 #version 330 core 1364 #version 330 core
1166 vec4 texture2D(sampler2D s,vec2 uv) { 1365 vec4 texture2D(sampler2D s
1366 ,vec2 uv) {
1167 return texture(s,uv); 1367 return texture(s,uv);
1168 } 1368 }
1169 uniform sampler2D Tex_2432583247; 1369 uniform sampler2D Tex_2432583247;
@@ -1171,7 +1371,8 @@ Pipeline
1171 smooth in vec4 vo2; 1371 smooth in vec4 vo2;
1172 out vec4 f0; 1372 out vec4 f0;
1173 void main() { 1373 void main() {
1174 f0 = (vo2) * (texture2D (Tex_2432583247,vo1)); 1374 f0 = (vo2) * (texture2D
1375 (Tex_2432583247,vo1));
1175 } 1376 }
1176 """ 1377 """
1177 } 1378 }
@@ -1197,7 +1398,8 @@ Pipeline
1197 , vertexShader = 1398 , vertexShader =
1198 """ 1399 """
1199 #version 330 core 1400 #version 330 core
1200 vec4 texture2D(sampler2D s,vec2 uv) { 1401 vec4 texture2D(sampler2D s
1402 ,vec2 uv) {
1201 return texture(s,uv); 1403 return texture(s,uv);
1202 } 1404 }
1203 uniform float identityLight; 1405 uniform float identityLight;
@@ -1211,19 +1413,28 @@ Pipeline
1211 smooth out vec2 vo1; 1413 smooth out vec2 vo1;
1212 smooth out vec4 vo2; 1414 smooth out vec4 vo2;
1213 vec4 snoc(vec3 z0,float z1) { 1415 vec4 snoc(vec3 z0,float z1) {
1214 return vec4 ((z0).x,(z0).y,(z0).z,z1); 1416 return vec4 ((z0).x
1417 ,(z0).y
1418 ,(z0).z
1419 ,z1);
1215 } 1420 }
1216 void main() { 1421 void main() {
1217 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 1422 gl_Position =
1423 (viewProj) * ((worldMat) * (snoc
1424 (vi1,1.0)));
1218 vo1 = vi3; 1425 vo1 = vi3;
1219 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 1426 vo2 = vec4 (identityLight
1427 ,identityLight
1428 ,identityLight
1429 ,1.0);
1220 } 1430 }
1221 """ 1431 """
1222 , geometryShader = Nothing 1432 , geometryShader = Nothing
1223 , fragmentShader = 1433 , fragmentShader =
1224 """ 1434 """
1225 #version 330 core 1435 #version 330 core
1226 vec4 texture2D(sampler2D s,vec2 uv) { 1436 vec4 texture2D(sampler2D s
1437 ,vec2 uv) {
1227 return texture(s,uv); 1438 return texture(s,uv);
1228 } 1439 }
1229 uniform sampler2D Tex_1002517541; 1440 uniform sampler2D Tex_1002517541;
@@ -1231,7 +1442,8 @@ Pipeline
1231 smooth in vec4 vo2; 1442 smooth in vec4 vo2;
1232 out vec4 f0; 1443 out vec4 f0;
1233 void main() { 1444 void main() {
1234 f0 = (vo2) * (texture2D (Tex_1002517541,vo1)); 1445 f0 = (vo2) * (texture2D
1446 (Tex_1002517541,vo1));
1235 } 1447 }
1236 """ 1448 """
1237 } 1449 }
@@ -1257,7 +1469,8 @@ Pipeline
1257 , vertexShader = 1469 , vertexShader =
1258 """ 1470 """
1259 #version 330 core 1471 #version 330 core
1260 vec4 texture2D(sampler2D s,vec2 uv) { 1472 vec4 texture2D(sampler2D s
1473 ,vec2 uv) {
1261 return texture(s,uv); 1474 return texture(s,uv);
1262 } 1475 }
1263 uniform float identityLight; 1476 uniform float identityLight;
@@ -1271,19 +1484,28 @@ Pipeline
1271 smooth out vec2 vo1; 1484 smooth out vec2 vo1;
1272 smooth out vec4 vo2; 1485 smooth out vec4 vo2;
1273 vec4 snoc(vec3 z0,float z1) { 1486 vec4 snoc(vec3 z0,float z1) {
1274 return vec4 ((z0).x,(z0).y,(z0).z,z1); 1487 return vec4 ((z0).x
1488 ,(z0).y
1489 ,(z0).z
1490 ,z1);
1275 } 1491 }
1276 void main() { 1492 void main() {
1277 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 1493 gl_Position =
1494 (viewProj) * ((worldMat) * (snoc
1495 (vi1,1.0)));
1278 vo1 = vi3; 1496 vo1 = vi3;
1279 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 1497 vo2 = vec4 (identityLight
1498 ,identityLight
1499 ,identityLight
1500 ,1.0);
1280 } 1501 }
1281 """ 1502 """
1282 , geometryShader = Nothing 1503 , geometryShader = Nothing
1283 , fragmentShader = 1504 , fragmentShader =
1284 """ 1505 """
1285 #version 330 core 1506 #version 330 core
1286 vec4 texture2D(sampler2D s,vec2 uv) { 1507 vec4 texture2D(sampler2D s
1508 ,vec2 uv) {
1287 return texture(s,uv); 1509 return texture(s,uv);
1288 } 1510 }
1289 uniform sampler2D Tex_2639119078; 1511 uniform sampler2D Tex_2639119078;
@@ -1291,7 +1513,8 @@ Pipeline
1291 smooth in vec4 vo2; 1513 smooth in vec4 vo2;
1292 out vec4 f0; 1514 out vec4 f0;
1293 void main() { 1515 void main() {
1294 f0 = (vo2) * (texture2D (Tex_2639119078,vo1)); 1516 f0 = (vo2) * (texture2D
1517 (Tex_2639119078,vo1));
1295 } 1518 }
1296 """ 1519 """
1297 } 1520 }
@@ -1317,7 +1540,8 @@ Pipeline
1317 , vertexShader = 1540 , vertexShader =
1318 """ 1541 """
1319 #version 330 core 1542 #version 330 core
1320 vec4 texture2D(sampler2D s,vec2 uv) { 1543 vec4 texture2D(sampler2D s
1544 ,vec2 uv) {
1321 return texture(s,uv); 1545 return texture(s,uv);
1322 } 1546 }
1323 uniform float identityLight; 1547 uniform float identityLight;
@@ -1331,19 +1555,28 @@ Pipeline
1331 smooth out vec2 vo1; 1555 smooth out vec2 vo1;
1332 smooth out vec4 vo2; 1556 smooth out vec4 vo2;
1333 vec4 snoc(vec3 z0,float z1) { 1557 vec4 snoc(vec3 z0,float z1) {
1334 return vec4 ((z0).x,(z0).y,(z0).z,z1); 1558 return vec4 ((z0).x
1559 ,(z0).y
1560 ,(z0).z
1561 ,z1);
1335 } 1562 }
1336 void main() { 1563 void main() {
1337 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 1564 gl_Position =
1565 (viewProj) * ((worldMat) * (snoc
1566 (vi1,1.0)));
1338 vo1 = vi3; 1567 vo1 = vi3;
1339 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 1568 vo2 = vec4 (identityLight
1569 ,identityLight
1570 ,identityLight
1571 ,1.0);
1340 } 1572 }
1341 """ 1573 """
1342 , geometryShader = Nothing 1574 , geometryShader = Nothing
1343 , fragmentShader = 1575 , fragmentShader =
1344 """ 1576 """
1345 #version 330 core 1577 #version 330 core
1346 vec4 texture2D(sampler2D s,vec2 uv) { 1578 vec4 texture2D(sampler2D s
1579 ,vec2 uv) {
1347 return texture(s,uv); 1580 return texture(s,uv);
1348 } 1581 }
1349 uniform sampler2D Tex_3479185666; 1582 uniform sampler2D Tex_3479185666;
@@ -1351,7 +1584,8 @@ Pipeline
1351 smooth in vec4 vo2; 1584 smooth in vec4 vo2;
1352 out vec4 f0; 1585 out vec4 f0;
1353 void main() { 1586 void main() {
1354 f0 = (vo2) * (texture2D (Tex_3479185666,vo1)); 1587 f0 = (vo2) * (texture2D
1588 (Tex_3479185666,vo1));
1355 } 1589 }
1356 """ 1590 """
1357 } 1591 }
@@ -1377,7 +1611,8 @@ Pipeline
1377 , vertexShader = 1611 , vertexShader =
1378 """ 1612 """
1379 #version 330 core 1613 #version 330 core
1380 vec4 texture2D(sampler2D s,vec2 uv) { 1614 vec4 texture2D(sampler2D s
1615 ,vec2 uv) {
1381 return texture(s,uv); 1616 return texture(s,uv);
1382 } 1617 }
1383 uniform float identityLight; 1618 uniform float identityLight;
@@ -1391,19 +1626,28 @@ Pipeline
1391 smooth out vec2 vo1; 1626 smooth out vec2 vo1;
1392 smooth out vec4 vo2; 1627 smooth out vec4 vo2;
1393 vec4 snoc(vec3 z0,float z1) { 1628 vec4 snoc(vec3 z0,float z1) {
1394 return vec4 ((z0).x,(z0).y,(z0).z,z1); 1629 return vec4 ((z0).x
1630 ,(z0).y
1631 ,(z0).z
1632 ,z1);
1395 } 1633 }
1396 void main() { 1634 void main() {
1397 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 1635 gl_Position =
1636 (viewProj) * ((worldMat) * (snoc
1637 (vi1,1.0)));
1398 vo1 = vi3; 1638 vo1 = vi3;
1399 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 1639 vo2 = vec4 (identityLight
1640 ,identityLight
1641 ,identityLight
1642 ,1.0);
1400 } 1643 }
1401 """ 1644 """
1402 , geometryShader = Nothing 1645 , geometryShader = Nothing
1403 , fragmentShader = 1646 , fragmentShader =
1404 """ 1647 """
1405 #version 330 core 1648 #version 330 core
1406 vec4 texture2D(sampler2D s,vec2 uv) { 1649 vec4 texture2D(sampler2D s
1650 ,vec2 uv) {
1407 return texture(s,uv); 1651 return texture(s,uv);
1408 } 1652 }
1409 uniform sampler2D Tex_3448884269; 1653 uniform sampler2D Tex_3448884269;
@@ -1411,7 +1655,8 @@ Pipeline
1411 smooth in vec4 vo2; 1655 smooth in vec4 vo2;
1412 out vec4 f0; 1656 out vec4 f0;
1413 void main() { 1657 void main() {
1414 f0 = (vo2) * (texture2D (Tex_3448884269,vo1)); 1658 f0 = (vo2) * (texture2D
1659 (Tex_3448884269,vo1));
1415 } 1660 }
1416 """ 1661 """
1417 } 1662 }
@@ -1437,7 +1682,8 @@ Pipeline
1437 , vertexShader = 1682 , vertexShader =
1438 """ 1683 """
1439 #version 330 core 1684 #version 330 core
1440 vec4 texture2D(sampler2D s,vec2 uv) { 1685 vec4 texture2D(sampler2D s
1686 ,vec2 uv) {
1441 return texture(s,uv); 1687 return texture(s,uv);
1442 } 1688 }
1443 uniform float identityLight; 1689 uniform float identityLight;
@@ -1451,19 +1697,28 @@ Pipeline
1451 smooth out vec2 vo1; 1697 smooth out vec2 vo1;
1452 smooth out vec4 vo2; 1698 smooth out vec4 vo2;
1453 vec4 snoc(vec3 z0,float z1) { 1699 vec4 snoc(vec3 z0,float z1) {
1454 return vec4 ((z0).x,(z0).y,(z0).z,z1); 1700 return vec4 ((z0).x
1701 ,(z0).y
1702 ,(z0).z
1703 ,z1);
1455 } 1704 }
1456 void main() { 1705 void main() {
1457 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 1706 gl_Position =
1707 (viewProj) * ((worldMat) * (snoc
1708 (vi1,1.0)));
1458 vo1 = vi3; 1709 vo1 = vi3;
1459 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 1710 vo2 = vec4 (identityLight
1711 ,identityLight
1712 ,identityLight
1713 ,1.0);
1460 } 1714 }
1461 """ 1715 """
1462 , geometryShader = Nothing 1716 , geometryShader = Nothing
1463 , fragmentShader = 1717 , fragmentShader =
1464 """ 1718 """
1465 #version 330 core 1719 #version 330 core
1466 vec4 texture2D(sampler2D s,vec2 uv) { 1720 vec4 texture2D(sampler2D s
1721 ,vec2 uv) {
1467 return texture(s,uv); 1722 return texture(s,uv);
1468 } 1723 }
1469 uniform sampler2D Tex_1201212243; 1724 uniform sampler2D Tex_1201212243;
@@ -1471,7 +1726,8 @@ Pipeline
1471 smooth in vec4 vo2; 1726 smooth in vec4 vo2;
1472 out vec4 f0; 1727 out vec4 f0;
1473 void main() { 1728 void main() {
1474 f0 = (vo2) * (texture2D (Tex_1201212243,vo1)); 1729 f0 = (vo2) * (texture2D
1730 (Tex_1201212243,vo1));
1475 } 1731 }
1476 """ 1732 """
1477 } 1733 }
@@ -1497,7 +1753,8 @@ Pipeline
1497 , vertexShader = 1753 , vertexShader =
1498 """ 1754 """
1499 #version 330 core 1755 #version 330 core
1500 vec4 texture2D(sampler2D s,vec2 uv) { 1756 vec4 texture2D(sampler2D s
1757 ,vec2 uv) {
1501 return texture(s,uv); 1758 return texture(s,uv);
1502 } 1759 }
1503 uniform float identityLight; 1760 uniform float identityLight;
@@ -1511,19 +1768,28 @@ Pipeline
1511 smooth out vec2 vo1; 1768 smooth out vec2 vo1;
1512 smooth out vec4 vo2; 1769 smooth out vec4 vo2;
1513 vec4 snoc(vec3 z0,float z1) { 1770 vec4 snoc(vec3 z0,float z1) {
1514 return vec4 ((z0).x,(z0).y,(z0).z,z1); 1771 return vec4 ((z0).x
1772 ,(z0).y
1773 ,(z0).z
1774 ,z1);
1515 } 1775 }
1516 void main() { 1776 void main() {
1517 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 1777 gl_Position =
1778 (viewProj) * ((worldMat) * (snoc
1779 (vi1,1.0)));
1518 vo1 = vi3; 1780 vo1 = vi3;
1519 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 1781 vo2 = vec4 (identityLight
1782 ,identityLight
1783 ,identityLight
1784 ,1.0);
1520 } 1785 }
1521 """ 1786 """
1522 , geometryShader = Nothing 1787 , geometryShader = Nothing
1523 , fragmentShader = 1788 , fragmentShader =
1524 """ 1789 """
1525 #version 330 core 1790 #version 330 core
1526 vec4 texture2D(sampler2D s,vec2 uv) { 1791 vec4 texture2D(sampler2D s
1792 ,vec2 uv) {
1527 return texture(s,uv); 1793 return texture(s,uv);
1528 } 1794 }
1529 uniform sampler2D Tex_3389727963; 1795 uniform sampler2D Tex_3389727963;
@@ -1531,7 +1797,8 @@ Pipeline
1531 smooth in vec4 vo2; 1797 smooth in vec4 vo2;
1532 out vec4 f0; 1798 out vec4 f0;
1533 void main() { 1799 void main() {
1534 f0 = (vo2) * (texture2D (Tex_3389727963,vo1)); 1800 f0 = (vo2) * (texture2D
1801 (Tex_3389727963,vo1));
1535 } 1802 }
1536 """ 1803 """
1537 } 1804 }
@@ -1557,7 +1824,8 @@ Pipeline
1557 , vertexShader = 1824 , vertexShader =
1558 """ 1825 """
1559 #version 330 core 1826 #version 330 core
1560 vec4 texture2D(sampler2D s,vec2 uv) { 1827 vec4 texture2D(sampler2D s
1828 ,vec2 uv) {
1561 return texture(s,uv); 1829 return texture(s,uv);
1562 } 1830 }
1563 uniform float identityLight; 1831 uniform float identityLight;
@@ -1571,19 +1839,28 @@ Pipeline
1571 smooth out vec2 vo1; 1839 smooth out vec2 vo1;
1572 smooth out vec4 vo2; 1840 smooth out vec4 vo2;
1573 vec4 snoc(vec3 z0,float z1) { 1841 vec4 snoc(vec3 z0,float z1) {
1574 return vec4 ((z0).x,(z0).y,(z0).z,z1); 1842 return vec4 ((z0).x
1843 ,(z0).y
1844 ,(z0).z
1845 ,z1);
1575 } 1846 }
1576 void main() { 1847 void main() {
1577 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 1848 gl_Position =
1849 (viewProj) * ((worldMat) * (snoc
1850 (vi1,1.0)));
1578 vo1 = vi3; 1851 vo1 = vi3;
1579 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 1852 vo2 = vec4 (identityLight
1853 ,identityLight
1854 ,identityLight
1855 ,1.0);
1580 } 1856 }
1581 """ 1857 """
1582 , geometryShader = Nothing 1858 , geometryShader = Nothing
1583 , fragmentShader = 1859 , fragmentShader =
1584 """ 1860 """
1585 #version 330 core 1861 #version 330 core
1586 vec4 texture2D(sampler2D s,vec2 uv) { 1862 vec4 texture2D(sampler2D s
1863 ,vec2 uv) {
1587 return texture(s,uv); 1864 return texture(s,uv);
1588 } 1865 }
1589 uniform sampler2D Tex_3836020895; 1866 uniform sampler2D Tex_3836020895;
@@ -1591,7 +1868,8 @@ Pipeline
1591 smooth in vec4 vo2; 1868 smooth in vec4 vo2;
1592 out vec4 f0; 1869 out vec4 f0;
1593 void main() { 1870 void main() {
1594 f0 = (vo2) * (texture2D (Tex_3836020895,vo1)); 1871 f0 = (vo2) * (texture2D
1872 (Tex_3836020895,vo1));
1595 } 1873 }
1596 """ 1874 """
1597 } 1875 }
@@ -1616,7 +1894,8 @@ Pipeline
1616 , vertexShader = 1894 , vertexShader =
1617 """ 1895 """
1618 #version 330 core 1896 #version 330 core
1619 vec4 texture2D(sampler2D s,vec2 uv) { 1897 vec4 texture2D(sampler2D s
1898 ,vec2 uv) {
1620 return texture(s,uv); 1899 return texture(s,uv);
1621 } 1900 }
1622 uniform float identityLight; 1901 uniform float identityLight;
@@ -1630,19 +1909,28 @@ Pipeline
1630 smooth out vec2 vo1; 1909 smooth out vec2 vo1;
1631 smooth out vec4 vo2; 1910 smooth out vec4 vo2;
1632 vec4 snoc(vec3 z0,float z1) { 1911 vec4 snoc(vec3 z0,float z1) {
1633 return vec4 ((z0).x,(z0).y,(z0).z,z1); 1912 return vec4 ((z0).x
1913 ,(z0).y
1914 ,(z0).z
1915 ,z1);
1634 } 1916 }
1635 void main() { 1917 void main() {
1636 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 1918 gl_Position =
1919 (viewProj) * ((worldMat) * (snoc
1920 (vi1,1.0)));
1637 vo1 = vi3; 1921 vo1 = vi3;
1638 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 1922 vo2 = vec4 (identityLight
1923 ,identityLight
1924 ,identityLight
1925 ,1.0);
1639 } 1926 }
1640 """ 1927 """
1641 , geometryShader = Nothing 1928 , geometryShader = Nothing
1642 , fragmentShader = 1929 , fragmentShader =
1643 """ 1930 """
1644 #version 330 core 1931 #version 330 core
1645 vec4 texture2D(sampler2D s,vec2 uv) { 1932 vec4 texture2D(sampler2D s
1933 ,vec2 uv) {
1646 return texture(s,uv); 1934 return texture(s,uv);
1647 } 1935 }
1648 uniform sampler2D Tex_209322640; 1936 uniform sampler2D Tex_209322640;
@@ -1650,7 +1938,8 @@ Pipeline
1650 smooth in vec4 vo2; 1938 smooth in vec4 vo2;
1651 out vec4 f0; 1939 out vec4 f0;
1652 void main() { 1940 void main() {
1653 f0 = (vo2) * (texture2D (Tex_209322640,vo1)); 1941 f0 = (vo2) * (texture2D
1942 (Tex_209322640,vo1));
1654 } 1943 }
1655 """ 1944 """
1656 } 1945 }
@@ -1676,7 +1965,8 @@ Pipeline
1676 , vertexShader = 1965 , vertexShader =
1677 """ 1966 """
1678 #version 330 core 1967 #version 330 core
1679 vec4 texture2D(sampler2D s,vec2 uv) { 1968 vec4 texture2D(sampler2D s
1969 ,vec2 uv) {
1680 return texture(s,uv); 1970 return texture(s,uv);
1681 } 1971 }
1682 uniform float identityLight; 1972 uniform float identityLight;
@@ -1690,19 +1980,28 @@ Pipeline
1690 smooth out vec2 vo1; 1980 smooth out vec2 vo1;
1691 smooth out vec4 vo2; 1981 smooth out vec4 vo2;
1692 vec4 snoc(vec3 z0,float z1) { 1982 vec4 snoc(vec3 z0,float z1) {
1693 return vec4 ((z0).x,(z0).y,(z0).z,z1); 1983 return vec4 ((z0).x
1984 ,(z0).y
1985 ,(z0).z
1986 ,z1);
1694 } 1987 }
1695 void main() { 1988 void main() {
1696 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 1989 gl_Position =
1990 (viewProj) * ((worldMat) * (snoc
1991 (vi1,1.0)));
1697 vo1 = vi3; 1992 vo1 = vi3;
1698 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 1993 vo2 = vec4 (identityLight
1994 ,identityLight
1995 ,identityLight
1996 ,1.0);
1699 } 1997 }
1700 """ 1998 """
1701 , geometryShader = Nothing 1999 , geometryShader = Nothing
1702 , fragmentShader = 2000 , fragmentShader =
1703 """ 2001 """
1704 #version 330 core 2002 #version 330 core
1705 vec4 texture2D(sampler2D s,vec2 uv) { 2003 vec4 texture2D(sampler2D s
2004 ,vec2 uv) {
1706 return texture(s,uv); 2005 return texture(s,uv);
1707 } 2006 }
1708 uniform sampler2D Tex_2893650486; 2007 uniform sampler2D Tex_2893650486;
@@ -1710,7 +2009,8 @@ Pipeline
1710 smooth in vec4 vo2; 2009 smooth in vec4 vo2;
1711 out vec4 f0; 2010 out vec4 f0;
1712 void main() { 2011 void main() {
1713 f0 = (vo2) * (texture2D (Tex_2893650486,vo1)); 2012 f0 = (vo2) * (texture2D
2013 (Tex_2893650486,vo1));
1714 } 2014 }
1715 """ 2015 """
1716 } 2016 }
@@ -1736,7 +2036,8 @@ Pipeline
1736 , vertexShader = 2036 , vertexShader =
1737 """ 2037 """
1738 #version 330 core 2038 #version 330 core
1739 vec4 texture2D(sampler2D s,vec2 uv) { 2039 vec4 texture2D(sampler2D s
2040 ,vec2 uv) {
1740 return texture(s,uv); 2041 return texture(s,uv);
1741 } 2042 }
1742 uniform float identityLight; 2043 uniform float identityLight;
@@ -1750,19 +2051,28 @@ Pipeline
1750 smooth out vec2 vo1; 2051 smooth out vec2 vo1;
1751 smooth out vec4 vo2; 2052 smooth out vec4 vo2;
1752 vec4 snoc(vec3 z0,float z1) { 2053 vec4 snoc(vec3 z0,float z1) {
1753 return vec4 ((z0).x,(z0).y,(z0).z,z1); 2054 return vec4 ((z0).x
2055 ,(z0).y
2056 ,(z0).z
2057 ,z1);
1754 } 2058 }
1755 void main() { 2059 void main() {
1756 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 2060 gl_Position =
2061 (viewProj) * ((worldMat) * (snoc
2062 (vi1,1.0)));
1757 vo1 = vi3; 2063 vo1 = vi3;
1758 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 2064 vo2 = vec4 (identityLight
2065 ,identityLight
2066 ,identityLight
2067 ,1.0);
1759 } 2068 }
1760 """ 2069 """
1761 , geometryShader = Nothing 2070 , geometryShader = Nothing
1762 , fragmentShader = 2071 , fragmentShader =
1763 """ 2072 """
1764 #version 330 core 2073 #version 330 core
1765 vec4 texture2D(sampler2D s,vec2 uv) { 2074 vec4 texture2D(sampler2D s
2075 ,vec2 uv) {
1766 return texture(s,uv); 2076 return texture(s,uv);
1767 } 2077 }
1768 uniform sampler2D Tex_3814342582; 2078 uniform sampler2D Tex_3814342582;
@@ -1770,7 +2080,8 @@ Pipeline
1770 smooth in vec4 vo2; 2080 smooth in vec4 vo2;
1771 out vec4 f0; 2081 out vec4 f0;
1772 void main() { 2082 void main() {
1773 f0 = (vo2) * (texture2D (Tex_3814342582,vo1)); 2083 f0 = (vo2) * (texture2D
2084 (Tex_3814342582,vo1));
1774 } 2085 }
1775 """ 2086 """
1776 } 2087 }
@@ -1796,7 +2107,8 @@ Pipeline
1796 , vertexShader = 2107 , vertexShader =
1797 """ 2108 """
1798 #version 330 core 2109 #version 330 core
1799 vec4 texture2D(sampler2D s,vec2 uv) { 2110 vec4 texture2D(sampler2D s
2111 ,vec2 uv) {
1800 return texture(s,uv); 2112 return texture(s,uv);
1801 } 2113 }
1802 uniform float identityLight; 2114 uniform float identityLight;
@@ -1810,19 +2122,28 @@ Pipeline
1810 smooth out vec2 vo1; 2122 smooth out vec2 vo1;
1811 smooth out vec4 vo2; 2123 smooth out vec4 vo2;
1812 vec4 snoc(vec3 z0,float z1) { 2124 vec4 snoc(vec3 z0,float z1) {
1813 return vec4 ((z0).x,(z0).y,(z0).z,z1); 2125 return vec4 ((z0).x
2126 ,(z0).y
2127 ,(z0).z
2128 ,z1);
1814 } 2129 }
1815 void main() { 2130 void main() {
1816 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 2131 gl_Position =
2132 (viewProj) * ((worldMat) * (snoc
2133 (vi1,1.0)));
1817 vo1 = vi3; 2134 vo1 = vi3;
1818 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 2135 vo2 = vec4 (identityLight
2136 ,identityLight
2137 ,identityLight
2138 ,1.0);
1819 } 2139 }
1820 """ 2140 """
1821 , geometryShader = Nothing 2141 , geometryShader = Nothing
1822 , fragmentShader = 2142 , fragmentShader =
1823 """ 2143 """
1824 #version 330 core 2144 #version 330 core
1825 vec4 texture2D(sampler2D s,vec2 uv) { 2145 vec4 texture2D(sampler2D s
2146 ,vec2 uv) {
1826 return texture(s,uv); 2147 return texture(s,uv);
1827 } 2148 }
1828 uniform sampler2D Tex_4189195777; 2149 uniform sampler2D Tex_4189195777;
@@ -1830,7 +2151,8 @@ Pipeline
1830 smooth in vec4 vo2; 2151 smooth in vec4 vo2;
1831 out vec4 f0; 2152 out vec4 f0;
1832 void main() { 2153 void main() {
1833 f0 = (vo2) * (texture2D (Tex_4189195777,vo1)); 2154 f0 = (vo2) * (texture2D
2155 (Tex_4189195777,vo1));
1834 } 2156 }
1835 """ 2157 """
1836 } 2158 }
@@ -1856,7 +2178,8 @@ Pipeline
1856 , vertexShader = 2178 , vertexShader =
1857 """ 2179 """
1858 #version 330 core 2180 #version 330 core
1859 vec4 texture2D(sampler2D s,vec2 uv) { 2181 vec4 texture2D(sampler2D s
2182 ,vec2 uv) {
1860 return texture(s,uv); 2183 return texture(s,uv);
1861 } 2184 }
1862 uniform float identityLight; 2185 uniform float identityLight;
@@ -1870,19 +2193,28 @@ Pipeline
1870 smooth out vec2 vo1; 2193 smooth out vec2 vo1;
1871 smooth out vec4 vo2; 2194 smooth out vec4 vo2;
1872 vec4 snoc(vec3 z0,float z1) { 2195 vec4 snoc(vec3 z0,float z1) {
1873 return vec4 ((z0).x,(z0).y,(z0).z,z1); 2196 return vec4 ((z0).x
2197 ,(z0).y
2198 ,(z0).z
2199 ,z1);
1874 } 2200 }
1875 void main() { 2201 void main() {
1876 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 2202 gl_Position =
2203 (viewProj) * ((worldMat) * (snoc
2204 (vi1,1.0)));
1877 vo1 = vi3; 2205 vo1 = vi3;
1878 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 2206 vo2 = vec4 (identityLight
2207 ,identityLight
2208 ,identityLight
2209 ,1.0);
1879 } 2210 }
1880 """ 2211 """
1881 , geometryShader = Nothing 2212 , geometryShader = Nothing
1882 , fragmentShader = 2213 , fragmentShader =
1883 """ 2214 """
1884 #version 330 core 2215 #version 330 core
1885 vec4 texture2D(sampler2D s,vec2 uv) { 2216 vec4 texture2D(sampler2D s
2217 ,vec2 uv) {
1886 return texture(s,uv); 2218 return texture(s,uv);
1887 } 2219 }
1888 uniform sampler2D Tex_2239853403; 2220 uniform sampler2D Tex_2239853403;
@@ -1890,7 +2222,8 @@ Pipeline
1890 smooth in vec4 vo2; 2222 smooth in vec4 vo2;
1891 out vec4 f0; 2223 out vec4 f0;
1892 void main() { 2224 void main() {
1893 f0 = (vo2) * (texture2D (Tex_2239853403,vo1)); 2225 f0 = (vo2) * (texture2D
2226 (Tex_2239853403,vo1));
1894 } 2227 }
1895 """ 2228 """
1896 } 2229 }
@@ -1916,7 +2249,8 @@ Pipeline
1916 , vertexShader = 2249 , vertexShader =
1917 """ 2250 """
1918 #version 330 core 2251 #version 330 core
1919 vec4 texture2D(sampler2D s,vec2 uv) { 2252 vec4 texture2D(sampler2D s
2253 ,vec2 uv) {
1920 return texture(s,uv); 2254 return texture(s,uv);
1921 } 2255 }
1922 uniform float identityLight; 2256 uniform float identityLight;
@@ -1930,19 +2264,28 @@ Pipeline
1930 smooth out vec2 vo1; 2264 smooth out vec2 vo1;
1931 smooth out vec4 vo2; 2265 smooth out vec4 vo2;
1932 vec4 snoc(vec3 z0,float z1) { 2266 vec4 snoc(vec3 z0,float z1) {
1933 return vec4 ((z0).x,(z0).y,(z0).z,z1); 2267 return vec4 ((z0).x
2268 ,(z0).y
2269 ,(z0).z
2270 ,z1);
1934 } 2271 }
1935 void main() { 2272 void main() {
1936 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 2273 gl_Position =
2274 (viewProj) * ((worldMat) * (snoc
2275 (vi1,1.0)));
1937 vo1 = vi3; 2276 vo1 = vi3;
1938 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 2277 vo2 = vec4 (identityLight
2278 ,identityLight
2279 ,identityLight
2280 ,1.0);
1939 } 2281 }
1940 """ 2282 """
1941 , geometryShader = Nothing 2283 , geometryShader = Nothing
1942 , fragmentShader = 2284 , fragmentShader =
1943 """ 2285 """
1944 #version 330 core 2286 #version 330 core
1945 vec4 texture2D(sampler2D s,vec2 uv) { 2287 vec4 texture2D(sampler2D s
2288 ,vec2 uv) {
1946 return texture(s,uv); 2289 return texture(s,uv);
1947 } 2290 }
1948 uniform sampler2D Tex_2367525081; 2291 uniform sampler2D Tex_2367525081;
@@ -1950,7 +2293,8 @@ Pipeline
1950 smooth in vec4 vo2; 2293 smooth in vec4 vo2;
1951 out vec4 f0; 2294 out vec4 f0;
1952 void main() { 2295 void main() {
1953 f0 = (vo2) * (texture2D (Tex_2367525081,vo1)); 2296 f0 = (vo2) * (texture2D
2297 (Tex_2367525081,vo1));
1954 } 2298 }
1955 """ 2299 """
1956 } 2300 }
@@ -1976,7 +2320,8 @@ Pipeline
1976 , vertexShader = 2320 , vertexShader =
1977 """ 2321 """
1978 #version 330 core 2322 #version 330 core
1979 vec4 texture2D(sampler2D s,vec2 uv) { 2323 vec4 texture2D(sampler2D s
2324 ,vec2 uv) {
1980 return texture(s,uv); 2325 return texture(s,uv);
1981 } 2326 }
1982 uniform float identityLight; 2327 uniform float identityLight;
@@ -1990,19 +2335,28 @@ Pipeline
1990 smooth out vec2 vo1; 2335 smooth out vec2 vo1;
1991 smooth out vec4 vo2; 2336 smooth out vec4 vo2;
1992 vec4 snoc(vec3 z0,float z1) { 2337 vec4 snoc(vec3 z0,float z1) {
1993 return vec4 ((z0).x,(z0).y,(z0).z,z1); 2338 return vec4 ((z0).x
2339 ,(z0).y
2340 ,(z0).z
2341 ,z1);
1994 } 2342 }
1995 void main() { 2343 void main() {
1996 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 2344 gl_Position =
2345 (viewProj) * ((worldMat) * (snoc
2346 (vi1,1.0)));
1997 vo1 = vi3; 2347 vo1 = vi3;
1998 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 2348 vo2 = vec4 (identityLight
2349 ,identityLight
2350 ,identityLight
2351 ,1.0);
1999 } 2352 }
2000 """ 2353 """
2001 , geometryShader = Nothing 2354 , geometryShader = Nothing
2002 , fragmentShader = 2355 , fragmentShader =
2003 """ 2356 """
2004 #version 330 core 2357 #version 330 core
2005 vec4 texture2D(sampler2D s,vec2 uv) { 2358 vec4 texture2D(sampler2D s
2359 ,vec2 uv) {
2006 return texture(s,uv); 2360 return texture(s,uv);
2007 } 2361 }
2008 uniform sampler2D Tex_2523116863; 2362 uniform sampler2D Tex_2523116863;
@@ -2010,7 +2364,8 @@ Pipeline
2010 smooth in vec4 vo2; 2364 smooth in vec4 vo2;
2011 out vec4 f0; 2365 out vec4 f0;
2012 void main() { 2366 void main() {
2013 f0 = (vo2) * (texture2D (Tex_2523116863,vo1)); 2367 f0 = (vo2) * (texture2D
2368 (Tex_2523116863,vo1));
2014 } 2369 }
2015 """ 2370 """
2016 } 2371 }
@@ -2036,7 +2391,8 @@ Pipeline
2036 , vertexShader = 2391 , vertexShader =
2037 """ 2392 """
2038 #version 330 core 2393 #version 330 core
2039 vec4 texture2D(sampler2D s,vec2 uv) { 2394 vec4 texture2D(sampler2D s
2395 ,vec2 uv) {
2040 return texture(s,uv); 2396 return texture(s,uv);
2041 } 2397 }
2042 uniform float identityLight; 2398 uniform float identityLight;
@@ -2050,19 +2406,28 @@ Pipeline
2050 smooth out vec2 vo1; 2406 smooth out vec2 vo1;
2051 smooth out vec4 vo2; 2407 smooth out vec4 vo2;
2052 vec4 snoc(vec3 z0,float z1) { 2408 vec4 snoc(vec3 z0,float z1) {
2053 return vec4 ((z0).x,(z0).y,(z0).z,z1); 2409 return vec4 ((z0).x
2410 ,(z0).y
2411 ,(z0).z
2412 ,z1);
2054 } 2413 }
2055 void main() { 2414 void main() {
2056 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 2415 gl_Position =
2416 (viewProj) * ((worldMat) * (snoc
2417 (vi1,1.0)));
2057 vo1 = vi3; 2418 vo1 = vi3;
2058 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 2419 vo2 = vec4 (identityLight
2420 ,identityLight
2421 ,identityLight
2422 ,1.0);
2059 } 2423 }
2060 """ 2424 """
2061 , geometryShader = Nothing 2425 , geometryShader = Nothing
2062 , fragmentShader = 2426 , fragmentShader =
2063 """ 2427 """
2064 #version 330 core 2428 #version 330 core
2065 vec4 texture2D(sampler2D s,vec2 uv) { 2429 vec4 texture2D(sampler2D s
2430 ,vec2 uv) {
2066 return texture(s,uv); 2431 return texture(s,uv);
2067 } 2432 }
2068 uniform sampler2D Tex_2512757607; 2433 uniform sampler2D Tex_2512757607;
@@ -2070,7 +2435,8 @@ Pipeline
2070 smooth in vec4 vo2; 2435 smooth in vec4 vo2;
2071 out vec4 f0; 2436 out vec4 f0;
2072 void main() { 2437 void main() {
2073 f0 = (vo2) * (texture2D (Tex_2512757607,vo1)); 2438 f0 = (vo2) * (texture2D
2439 (Tex_2512757607,vo1));
2074 } 2440 }
2075 """ 2441 """
2076 } 2442 }
@@ -2096,7 +2462,8 @@ Pipeline
2096 , vertexShader = 2462 , vertexShader =
2097 """ 2463 """
2098 #version 330 core 2464 #version 330 core
2099 vec4 texture2D(sampler2D s,vec2 uv) { 2465 vec4 texture2D(sampler2D s
2466 ,vec2 uv) {
2100 return texture(s,uv); 2467 return texture(s,uv);
2101 } 2468 }
2102 uniform float identityLight; 2469 uniform float identityLight;
@@ -2110,19 +2477,28 @@ Pipeline
2110 smooth out vec2 vo1; 2477 smooth out vec2 vo1;
2111 smooth out vec4 vo2; 2478 smooth out vec4 vo2;
2112 vec4 snoc(vec3 z0,float z1) { 2479 vec4 snoc(vec3 z0,float z1) {
2113 return vec4 ((z0).x,(z0).y,(z0).z,z1); 2480 return vec4 ((z0).x
2481 ,(z0).y
2482 ,(z0).z
2483 ,z1);
2114 } 2484 }
2115 void main() { 2485 void main() {
2116 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 2486 gl_Position =
2487 (viewProj) * ((worldMat) * (snoc
2488 (vi1,1.0)));
2117 vo1 = vi3; 2489 vo1 = vi3;
2118 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 2490 vo2 = vec4 (identityLight
2491 ,identityLight
2492 ,identityLight
2493 ,1.0);
2119 } 2494 }
2120 """ 2495 """
2121 , geometryShader = Nothing 2496 , geometryShader = Nothing
2122 , fragmentShader = 2497 , fragmentShader =
2123 """ 2498 """
2124 #version 330 core 2499 #version 330 core
2125 vec4 texture2D(sampler2D s,vec2 uv) { 2500 vec4 texture2D(sampler2D s
2501 ,vec2 uv) {
2126 return texture(s,uv); 2502 return texture(s,uv);
2127 } 2503 }
2128 uniform sampler2D Tex_4289279309; 2504 uniform sampler2D Tex_4289279309;
@@ -2130,7 +2506,8 @@ Pipeline
2130 smooth in vec4 vo2; 2506 smooth in vec4 vo2;
2131 out vec4 f0; 2507 out vec4 f0;
2132 void main() { 2508 void main() {
2133 f0 = (vo2) * (texture2D (Tex_4289279309,vo1)); 2509 f0 = (vo2) * (texture2D
2510 (Tex_4289279309,vo1));
2134 } 2511 }
2135 """ 2512 """
2136 } 2513 }
@@ -2156,7 +2533,8 @@ Pipeline
2156 , vertexShader = 2533 , vertexShader =
2157 """ 2534 """
2158 #version 330 core 2535 #version 330 core
2159 vec4 texture2D(sampler2D s,vec2 uv) { 2536 vec4 texture2D(sampler2D s
2537 ,vec2 uv) {
2160 return texture(s,uv); 2538 return texture(s,uv);
2161 } 2539 }
2162 uniform float identityLight; 2540 uniform float identityLight;
@@ -2170,19 +2548,28 @@ Pipeline
2170 smooth out vec2 vo1; 2548 smooth out vec2 vo1;
2171 smooth out vec4 vo2; 2549 smooth out vec4 vo2;
2172 vec4 snoc(vec3 z0,float z1) { 2550 vec4 snoc(vec3 z0,float z1) {
2173 return vec4 ((z0).x,(z0).y,(z0).z,z1); 2551 return vec4 ((z0).x
2552 ,(z0).y
2553 ,(z0).z
2554 ,z1);
2174 } 2555 }
2175 void main() { 2556 void main() {
2176 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 2557 gl_Position =
2558 (viewProj) * ((worldMat) * (snoc
2559 (vi1,1.0)));
2177 vo1 = vi3; 2560 vo1 = vi3;
2178 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 2561 vo2 = vec4 (identityLight
2562 ,identityLight
2563 ,identityLight
2564 ,1.0);
2179 } 2565 }
2180 """ 2566 """
2181 , geometryShader = Nothing 2567 , geometryShader = Nothing
2182 , fragmentShader = 2568 , fragmentShader =
2183 """ 2569 """
2184 #version 330 core 2570 #version 330 core
2185 vec4 texture2D(sampler2D s,vec2 uv) { 2571 vec4 texture2D(sampler2D s
2572 ,vec2 uv) {
2186 return texture(s,uv); 2573 return texture(s,uv);
2187 } 2574 }
2188 uniform sampler2D Tex_2525124732; 2575 uniform sampler2D Tex_2525124732;
@@ -2190,7 +2577,8 @@ Pipeline
2190 smooth in vec4 vo2; 2577 smooth in vec4 vo2;
2191 out vec4 f0; 2578 out vec4 f0;
2192 void main() { 2579 void main() {
2193 f0 = (vo2) * (texture2D (Tex_2525124732,vo1)); 2580 f0 = (vo2) * (texture2D
2581 (Tex_2525124732,vo1));
2194 } 2582 }
2195 """ 2583 """
2196 } 2584 }
@@ -2216,7 +2604,8 @@ Pipeline
2216 , vertexShader = 2604 , vertexShader =
2217 """ 2605 """
2218 #version 330 core 2606 #version 330 core
2219 vec4 texture2D(sampler2D s,vec2 uv) { 2607 vec4 texture2D(sampler2D s
2608 ,vec2 uv) {
2220 return texture(s,uv); 2609 return texture(s,uv);
2221 } 2610 }
2222 uniform float identityLight; 2611 uniform float identityLight;
@@ -2230,19 +2619,28 @@ Pipeline
2230 smooth out vec2 vo1; 2619 smooth out vec2 vo1;
2231 smooth out vec4 vo2; 2620 smooth out vec4 vo2;
2232 vec4 snoc(vec3 z0,float z1) { 2621 vec4 snoc(vec3 z0,float z1) {
2233 return vec4 ((z0).x,(z0).y,(z0).z,z1); 2622 return vec4 ((z0).x
2623 ,(z0).y
2624 ,(z0).z
2625 ,z1);
2234 } 2626 }
2235 void main() { 2627 void main() {
2236 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 2628 gl_Position =
2629 (viewProj) * ((worldMat) * (snoc
2630 (vi1,1.0)));
2237 vo1 = vi3; 2631 vo1 = vi3;
2238 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 2632 vo2 = vec4 (identityLight
2633 ,identityLight
2634 ,identityLight
2635 ,1.0);
2239 } 2636 }
2240 """ 2637 """
2241 , geometryShader = Nothing 2638 , geometryShader = Nothing
2242 , fragmentShader = 2639 , fragmentShader =
2243 """ 2640 """
2244 #version 330 core 2641 #version 330 core
2245 vec4 texture2D(sampler2D s,vec2 uv) { 2642 vec4 texture2D(sampler2D s
2643 ,vec2 uv) {
2246 return texture(s,uv); 2644 return texture(s,uv);
2247 } 2645 }
2248 uniform sampler2D Tex_3071107621; 2646 uniform sampler2D Tex_3071107621;
@@ -2250,7 +2648,8 @@ Pipeline
2250 smooth in vec4 vo2; 2648 smooth in vec4 vo2;
2251 out vec4 f0; 2649 out vec4 f0;
2252 void main() { 2650 void main() {
2253 f0 = (vo2) * (texture2D (Tex_3071107621,vo1)); 2651 f0 = (vo2) * (texture2D
2652 (Tex_3071107621,vo1));
2254 } 2653 }
2255 """ 2654 """
2256 } 2655 }
@@ -2276,7 +2675,8 @@ Pipeline
2276 , vertexShader = 2675 , vertexShader =
2277 """ 2676 """
2278 #version 330 core 2677 #version 330 core
2279 vec4 texture2D(sampler2D s,vec2 uv) { 2678 vec4 texture2D(sampler2D s
2679 ,vec2 uv) {
2280 return texture(s,uv); 2680 return texture(s,uv);
2281 } 2681 }
2282 uniform float identityLight; 2682 uniform float identityLight;
@@ -2290,19 +2690,28 @@ Pipeline
2290 smooth out vec2 vo1; 2690 smooth out vec2 vo1;
2291 smooth out vec4 vo2; 2691 smooth out vec4 vo2;
2292 vec4 snoc(vec3 z0,float z1) { 2692 vec4 snoc(vec3 z0,float z1) {
2293 return vec4 ((z0).x,(z0).y,(z0).z,z1); 2693 return vec4 ((z0).x
2694 ,(z0).y
2695 ,(z0).z
2696 ,z1);
2294 } 2697 }
2295 void main() { 2698 void main() {
2296 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 2699 gl_Position =
2700 (viewProj) * ((worldMat) * (snoc
2701 (vi1,1.0)));
2297 vo1 = vi3; 2702 vo1 = vi3;
2298 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 2703 vo2 = vec4 (identityLight
2704 ,identityLight
2705 ,identityLight
2706 ,1.0);
2299 } 2707 }
2300 """ 2708 """
2301 , geometryShader = Nothing 2709 , geometryShader = Nothing
2302 , fragmentShader = 2710 , fragmentShader =
2303 """ 2711 """
2304 #version 330 core 2712 #version 330 core
2305 vec4 texture2D(sampler2D s,vec2 uv) { 2713 vec4 texture2D(sampler2D s
2714 ,vec2 uv) {
2306 return texture(s,uv); 2715 return texture(s,uv);
2307 } 2716 }
2308 uniform sampler2D Tex_3921745736; 2717 uniform sampler2D Tex_3921745736;
@@ -2310,7 +2719,8 @@ Pipeline
2310 smooth in vec4 vo2; 2719 smooth in vec4 vo2;
2311 out vec4 f0; 2720 out vec4 f0;
2312 void main() { 2721 void main() {
2313 f0 = (vo2) * (texture2D (Tex_3921745736,vo1)); 2722 f0 = (vo2) * (texture2D
2723 (Tex_3921745736,vo1));
2314 } 2724 }
2315 """ 2725 """
2316 } 2726 }
@@ -2336,7 +2746,8 @@ Pipeline
2336 , vertexShader = 2746 , vertexShader =
2337 """ 2747 """
2338 #version 330 core 2748 #version 330 core
2339 vec4 texture2D(sampler2D s,vec2 uv) { 2749 vec4 texture2D(sampler2D s
2750 ,vec2 uv) {
2340 return texture(s,uv); 2751 return texture(s,uv);
2341 } 2752 }
2342 uniform float identityLight; 2753 uniform float identityLight;
@@ -2350,19 +2761,28 @@ Pipeline
2350 smooth out vec2 vo1; 2761 smooth out vec2 vo1;
2351 smooth out vec4 vo2; 2762 smooth out vec4 vo2;
2352 vec4 snoc(vec3 z0,float z1) { 2763 vec4 snoc(vec3 z0,float z1) {
2353 return vec4 ((z0).x,(z0).y,(z0).z,z1); 2764 return vec4 ((z0).x
2765 ,(z0).y
2766 ,(z0).z
2767 ,z1);
2354 } 2768 }
2355 void main() { 2769 void main() {
2356 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 2770 gl_Position =
2771 (viewProj) * ((worldMat) * (snoc
2772 (vi1,1.0)));
2357 vo1 = vi3; 2773 vo1 = vi3;
2358 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 2774 vo2 = vec4 (identityLight
2775 ,identityLight
2776 ,identityLight
2777 ,1.0);
2359 } 2778 }
2360 """ 2779 """
2361 , geometryShader = Nothing 2780 , geometryShader = Nothing
2362 , fragmentShader = 2781 , fragmentShader =
2363 """ 2782 """
2364 #version 330 core 2783 #version 330 core
2365 vec4 texture2D(sampler2D s,vec2 uv) { 2784 vec4 texture2D(sampler2D s
2785 ,vec2 uv) {
2366 return texture(s,uv); 2786 return texture(s,uv);
2367 } 2787 }
2368 uniform sampler2D Tex_3647563961; 2788 uniform sampler2D Tex_3647563961;
@@ -2370,7 +2790,8 @@ Pipeline
2370 smooth in vec4 vo2; 2790 smooth in vec4 vo2;
2371 out vec4 f0; 2791 out vec4 f0;
2372 void main() { 2792 void main() {
2373 f0 = (vo2) * (texture2D (Tex_3647563961,vo1)); 2793 f0 = (vo2) * (texture2D
2794 (Tex_3647563961,vo1));
2374 } 2795 }
2375 """ 2796 """
2376 } 2797 }
@@ -2396,7 +2817,8 @@ Pipeline
2396 , vertexShader = 2817 , vertexShader =
2397 """ 2818 """
2398 #version 330 core 2819 #version 330 core
2399 vec4 texture2D(sampler2D s,vec2 uv) { 2820 vec4 texture2D(sampler2D s
2821 ,vec2 uv) {
2400 return texture(s,uv); 2822 return texture(s,uv);
2401 } 2823 }
2402 uniform float identityLight; 2824 uniform float identityLight;
@@ -2410,19 +2832,28 @@ Pipeline
2410 smooth out vec2 vo1; 2832 smooth out vec2 vo1;
2411 smooth out vec4 vo2; 2833 smooth out vec4 vo2;
2412 vec4 snoc(vec3 z0,float z1) { 2834 vec4 snoc(vec3 z0,float z1) {
2413 return vec4 ((z0).x,(z0).y,(z0).z,z1); 2835 return vec4 ((z0).x
2836 ,(z0).y
2837 ,(z0).z
2838 ,z1);
2414 } 2839 }
2415 void main() { 2840 void main() {
2416 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 2841 gl_Position =
2842 (viewProj) * ((worldMat) * (snoc
2843 (vi1,1.0)));
2417 vo1 = vi3; 2844 vo1 = vi3;
2418 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 2845 vo2 = vec4 (identityLight
2846 ,identityLight
2847 ,identityLight
2848 ,1.0);
2419 } 2849 }
2420 """ 2850 """
2421 , geometryShader = Nothing 2851 , geometryShader = Nothing
2422 , fragmentShader = 2852 , fragmentShader =
2423 """ 2853 """
2424 #version 330 core 2854 #version 330 core
2425 vec4 texture2D(sampler2D s,vec2 uv) { 2855 vec4 texture2D(sampler2D s
2856 ,vec2 uv) {
2426 return texture(s,uv); 2857 return texture(s,uv);
2427 } 2858 }
2428 uniform sampler2D Tex_3593923076; 2859 uniform sampler2D Tex_3593923076;
@@ -2430,7 +2861,8 @@ Pipeline
2430 smooth in vec4 vo2; 2861 smooth in vec4 vo2;
2431 out vec4 f0; 2862 out vec4 f0;
2432 void main() { 2863 void main() {
2433 f0 = (vo2) * (texture2D (Tex_3593923076,vo1)); 2864 f0 = (vo2) * (texture2D
2865 (Tex_3593923076,vo1));
2434 } 2866 }
2435 """ 2867 """
2436 } 2868 }
@@ -2456,7 +2888,8 @@ Pipeline
2456 , vertexShader = 2888 , vertexShader =
2457 """ 2889 """
2458 #version 330 core 2890 #version 330 core
2459 vec4 texture2D(sampler2D s,vec2 uv) { 2891 vec4 texture2D(sampler2D s
2892 ,vec2 uv) {
2460 return texture(s,uv); 2893 return texture(s,uv);
2461 } 2894 }
2462 uniform float identityLight; 2895 uniform float identityLight;
@@ -2470,19 +2903,28 @@ Pipeline
2470 smooth out vec2 vo1; 2903 smooth out vec2 vo1;
2471 smooth out vec4 vo2; 2904 smooth out vec4 vo2;
2472 vec4 snoc(vec3 z0,float z1) { 2905 vec4 snoc(vec3 z0,float z1) {
2473 return vec4 ((z0).x,(z0).y,(z0).z,z1); 2906 return vec4 ((z0).x
2907 ,(z0).y
2908 ,(z0).z
2909 ,z1);
2474 } 2910 }
2475 void main() { 2911 void main() {
2476 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 2912 gl_Position =
2913 (viewProj) * ((worldMat) * (snoc
2914 (vi1,1.0)));
2477 vo1 = vi3; 2915 vo1 = vi3;
2478 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 2916 vo2 = vec4 (identityLight
2917 ,identityLight
2918 ,identityLight
2919 ,1.0);
2479 } 2920 }
2480 """ 2921 """
2481 , geometryShader = Nothing 2922 , geometryShader = Nothing
2482 , fragmentShader = 2923 , fragmentShader =
2483 """ 2924 """
2484 #version 330 core 2925 #version 330 core
2485 vec4 texture2D(sampler2D s,vec2 uv) { 2926 vec4 texture2D(sampler2D s
2927 ,vec2 uv) {
2486 return texture(s,uv); 2928 return texture(s,uv);
2487 } 2929 }
2488 uniform sampler2D Tex_1435187472; 2930 uniform sampler2D Tex_1435187472;
@@ -2490,7 +2932,8 @@ Pipeline
2490 smooth in vec4 vo2; 2932 smooth in vec4 vo2;
2491 out vec4 f0; 2933 out vec4 f0;
2492 void main() { 2934 void main() {
2493 f0 = (vo2) * (texture2D (Tex_1435187472,vo1)); 2935 f0 = (vo2) * (texture2D
2936 (Tex_1435187472,vo1));
2494 } 2937 }
2495 """ 2938 """
2496 } 2939 }
@@ -2516,7 +2959,8 @@ Pipeline
2516 , vertexShader = 2959 , vertexShader =
2517 """ 2960 """
2518 #version 330 core 2961 #version 330 core
2519 vec4 texture2D(sampler2D s,vec2 uv) { 2962 vec4 texture2D(sampler2D s
2963 ,vec2 uv) {
2520 return texture(s,uv); 2964 return texture(s,uv);
2521 } 2965 }
2522 uniform float identityLight; 2966 uniform float identityLight;
@@ -2530,19 +2974,28 @@ Pipeline
2530 smooth out vec2 vo1; 2974 smooth out vec2 vo1;
2531 smooth out vec4 vo2; 2975 smooth out vec4 vo2;
2532 vec4 snoc(vec3 z0,float z1) { 2976 vec4 snoc(vec3 z0,float z1) {
2533 return vec4 ((z0).x,(z0).y,(z0).z,z1); 2977 return vec4 ((z0).x
2978 ,(z0).y
2979 ,(z0).z
2980 ,z1);
2534 } 2981 }
2535 void main() { 2982 void main() {
2536 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 2983 gl_Position =
2984 (viewProj) * ((worldMat) * (snoc
2985 (vi1,1.0)));
2537 vo1 = vi3; 2986 vo1 = vi3;
2538 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 2987 vo2 = vec4 (identityLight
2988 ,identityLight
2989 ,identityLight
2990 ,1.0);
2539 } 2991 }
2540 """ 2992 """
2541 , geometryShader = Nothing 2993 , geometryShader = Nothing
2542 , fragmentShader = 2994 , fragmentShader =
2543 """ 2995 """
2544 #version 330 core 2996 #version 330 core
2545 vec4 texture2D(sampler2D s,vec2 uv) { 2997 vec4 texture2D(sampler2D s
2998 ,vec2 uv) {
2546 return texture(s,uv); 2999 return texture(s,uv);
2547 } 3000 }
2548 uniform sampler2D Tex_1318715778; 3001 uniform sampler2D Tex_1318715778;
@@ -2550,7 +3003,8 @@ Pipeline
2550 smooth in vec4 vo2; 3003 smooth in vec4 vo2;
2551 out vec4 f0; 3004 out vec4 f0;
2552 void main() { 3005 void main() {
2553 f0 = (vo2) * (texture2D (Tex_1318715778,vo1)); 3006 f0 = (vo2) * (texture2D
3007 (Tex_1318715778,vo1));
2554 } 3008 }
2555 """ 3009 """
2556 } 3010 }
@@ -2575,7 +3029,8 @@ Pipeline
2575 , vertexShader = 3029 , vertexShader =
2576 """ 3030 """
2577 #version 330 core 3031 #version 330 core
2578 vec4 texture2D(sampler2D s,vec2 uv) { 3032 vec4 texture2D(sampler2D s
3033 ,vec2 uv) {
2579 return texture(s,uv); 3034 return texture(s,uv);
2580 } 3035 }
2581 uniform float identityLight; 3036 uniform float identityLight;
@@ -2589,19 +3044,28 @@ Pipeline
2589 smooth out vec2 vo1; 3044 smooth out vec2 vo1;
2590 smooth out vec4 vo2; 3045 smooth out vec4 vo2;
2591 vec4 snoc(vec3 z0,float z1) { 3046 vec4 snoc(vec3 z0,float z1) {
2592 return vec4 ((z0).x,(z0).y,(z0).z,z1); 3047 return vec4 ((z0).x
3048 ,(z0).y
3049 ,(z0).z
3050 ,z1);
2593 } 3051 }
2594 void main() { 3052 void main() {
2595 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 3053 gl_Position =
3054 (viewProj) * ((worldMat) * (snoc
3055 (vi1,1.0)));
2596 vo1 = vi3; 3056 vo1 = vi3;
2597 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 3057 vo2 = vec4 (identityLight
3058 ,identityLight
3059 ,identityLight
3060 ,1.0);
2598 } 3061 }
2599 """ 3062 """
2600 , geometryShader = Nothing 3063 , geometryShader = Nothing
2601 , fragmentShader = 3064 , fragmentShader =
2602 """ 3065 """
2603 #version 330 core 3066 #version 330 core
2604 vec4 texture2D(sampler2D s,vec2 uv) { 3067 vec4 texture2D(sampler2D s
3068 ,vec2 uv) {
2605 return texture(s,uv); 3069 return texture(s,uv);
2606 } 3070 }
2607 uniform sampler2D Tex_442868841; 3071 uniform sampler2D Tex_442868841;
@@ -2609,7 +3073,8 @@ Pipeline
2609 smooth in vec4 vo2; 3073 smooth in vec4 vo2;
2610 out vec4 f0; 3074 out vec4 f0;
2611 void main() { 3075 void main() {
2612 f0 = (vo2) * (texture2D (Tex_442868841,vo1)); 3076 f0 = (vo2) * (texture2D
3077 (Tex_442868841,vo1));
2613 } 3078 }
2614 """ 3079 """
2615 } 3080 }
@@ -2635,7 +3100,8 @@ Pipeline
2635 , vertexShader = 3100 , vertexShader =
2636 """ 3101 """
2637 #version 330 core 3102 #version 330 core
2638 vec4 texture2D(sampler2D s,vec2 uv) { 3103 vec4 texture2D(sampler2D s
3104 ,vec2 uv) {
2639 return texture(s,uv); 3105 return texture(s,uv);
2640 } 3106 }
2641 uniform float identityLight; 3107 uniform float identityLight;
@@ -2649,19 +3115,28 @@ Pipeline
2649 smooth out vec2 vo1; 3115 smooth out vec2 vo1;
2650 smooth out vec4 vo2; 3116 smooth out vec4 vo2;
2651 vec4 snoc(vec3 z0,float z1) { 3117 vec4 snoc(vec3 z0,float z1) {
2652 return vec4 ((z0).x,(z0).y,(z0).z,z1); 3118 return vec4 ((z0).x
3119 ,(z0).y
3120 ,(z0).z
3121 ,z1);
2653 } 3122 }
2654 void main() { 3123 void main() {
2655 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 3124 gl_Position =
3125 (viewProj) * ((worldMat) * (snoc
3126 (vi1,1.0)));
2656 vo1 = vi3; 3127 vo1 = vi3;
2657 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 3128 vo2 = vec4 (identityLight
3129 ,identityLight
3130 ,identityLight
3131 ,1.0);
2658 } 3132 }
2659 """ 3133 """
2660 , geometryShader = Nothing 3134 , geometryShader = Nothing
2661 , fragmentShader = 3135 , fragmentShader =
2662 """ 3136 """
2663 #version 330 core 3137 #version 330 core
2664 vec4 texture2D(sampler2D s,vec2 uv) { 3138 vec4 texture2D(sampler2D s
3139 ,vec2 uv) {
2665 return texture(s,uv); 3140 return texture(s,uv);
2666 } 3141 }
2667 uniform sampler2D Tex_2289735512; 3142 uniform sampler2D Tex_2289735512;
@@ -2669,7 +3144,8 @@ Pipeline
2669 smooth in vec4 vo2; 3144 smooth in vec4 vo2;
2670 out vec4 f0; 3145 out vec4 f0;
2671 void main() { 3146 void main() {
2672 f0 = (vo2) * (texture2D (Tex_2289735512,vo1)); 3147 f0 = (vo2) * (texture2D
3148 (Tex_2289735512,vo1));
2673 } 3149 }
2674 """ 3150 """
2675 } 3151 }
@@ -2695,7 +3171,8 @@ Pipeline
2695 , vertexShader = 3171 , vertexShader =
2696 """ 3172 """
2697 #version 330 core 3173 #version 330 core
2698 vec4 texture2D(sampler2D s,vec2 uv) { 3174 vec4 texture2D(sampler2D s
3175 ,vec2 uv) {
2699 return texture(s,uv); 3176 return texture(s,uv);
2700 } 3177 }
2701 uniform float identityLight; 3178 uniform float identityLight;
@@ -2709,19 +3186,28 @@ Pipeline
2709 smooth out vec2 vo1; 3186 smooth out vec2 vo1;
2710 smooth out vec4 vo2; 3187 smooth out vec4 vo2;
2711 vec4 snoc(vec3 z0,float z1) { 3188 vec4 snoc(vec3 z0,float z1) {
2712 return vec4 ((z0).x,(z0).y,(z0).z,z1); 3189 return vec4 ((z0).x
3190 ,(z0).y
3191 ,(z0).z
3192 ,z1);
2713 } 3193 }
2714 void main() { 3194 void main() {
2715 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 3195 gl_Position =
3196 (viewProj) * ((worldMat) * (snoc
3197 (vi1,1.0)));
2716 vo1 = vi3; 3198 vo1 = vi3;
2717 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 3199 vo2 = vec4 (identityLight
3200 ,identityLight
3201 ,identityLight
3202 ,1.0);
2718 } 3203 }
2719 """ 3204 """
2720 , geometryShader = Nothing 3205 , geometryShader = Nothing
2721 , fragmentShader = 3206 , fragmentShader =
2722 """ 3207 """
2723 #version 330 core 3208 #version 330 core
2724 vec4 texture2D(sampler2D s,vec2 uv) { 3209 vec4 texture2D(sampler2D s
3210 ,vec2 uv) {
2725 return texture(s,uv); 3211 return texture(s,uv);
2726 } 3212 }
2727 uniform sampler2D Tex_3939430064; 3213 uniform sampler2D Tex_3939430064;
@@ -2729,7 +3215,8 @@ Pipeline
2729 smooth in vec4 vo2; 3215 smooth in vec4 vo2;
2730 out vec4 f0; 3216 out vec4 f0;
2731 void main() { 3217 void main() {
2732 f0 = (vo2) * (texture2D (Tex_3939430064,vo1)); 3218 f0 = (vo2) * (texture2D
3219 (Tex_3939430064,vo1));
2733 } 3220 }
2734 """ 3221 """
2735 } 3222 }
@@ -2755,7 +3242,8 @@ Pipeline
2755 , vertexShader = 3242 , vertexShader =
2756 """ 3243 """
2757 #version 330 core 3244 #version 330 core
2758 vec4 texture2D(sampler2D s,vec2 uv) { 3245 vec4 texture2D(sampler2D s
3246 ,vec2 uv) {
2759 return texture(s,uv); 3247 return texture(s,uv);
2760 } 3248 }
2761 uniform float identityLight; 3249 uniform float identityLight;
@@ -2769,19 +3257,28 @@ Pipeline
2769 smooth out vec2 vo1; 3257 smooth out vec2 vo1;
2770 smooth out vec4 vo2; 3258 smooth out vec4 vo2;
2771 vec4 snoc(vec3 z0,float z1) { 3259 vec4 snoc(vec3 z0,float z1) {
2772 return vec4 ((z0).x,(z0).y,(z0).z,z1); 3260 return vec4 ((z0).x
3261 ,(z0).y
3262 ,(z0).z
3263 ,z1);
2773 } 3264 }
2774 void main() { 3265 void main() {
2775 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 3266 gl_Position =
3267 (viewProj) * ((worldMat) * (snoc
3268 (vi1,1.0)));
2776 vo1 = vi3; 3269 vo1 = vi3;
2777 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 3270 vo2 = vec4 (identityLight
3271 ,identityLight
3272 ,identityLight
3273 ,1.0);
2778 } 3274 }
2779 """ 3275 """
2780 , geometryShader = Nothing 3276 , geometryShader = Nothing
2781 , fragmentShader = 3277 , fragmentShader =
2782 """ 3278 """
2783 #version 330 core 3279 #version 330 core
2784 vec4 texture2D(sampler2D s,vec2 uv) { 3280 vec4 texture2D(sampler2D s
3281 ,vec2 uv) {
2785 return texture(s,uv); 3282 return texture(s,uv);
2786 } 3283 }
2787 uniform sampler2D Tex_3012001075; 3284 uniform sampler2D Tex_3012001075;
@@ -2789,7 +3286,8 @@ Pipeline
2789 smooth in vec4 vo2; 3286 smooth in vec4 vo2;
2790 out vec4 f0; 3287 out vec4 f0;
2791 void main() { 3288 void main() {
2792 f0 = (vo2) * (texture2D (Tex_3012001075,vo1)); 3289 f0 = (vo2) * (texture2D
3290 (Tex_3012001075,vo1));
2793 } 3291 }
2794 """ 3292 """
2795 } 3293 }
@@ -2815,7 +3313,8 @@ Pipeline
2815 , vertexShader = 3313 , vertexShader =
2816 """ 3314 """
2817 #version 330 core 3315 #version 330 core
2818 vec4 texture2D(sampler2D s,vec2 uv) { 3316 vec4 texture2D(sampler2D s
3317 ,vec2 uv) {
2819 return texture(s,uv); 3318 return texture(s,uv);
2820 } 3319 }
2821 uniform float identityLight; 3320 uniform float identityLight;
@@ -2829,19 +3328,28 @@ Pipeline
2829 smooth out vec2 vo1; 3328 smooth out vec2 vo1;
2830 smooth out vec4 vo2; 3329 smooth out vec4 vo2;
2831 vec4 snoc(vec3 z0,float z1) { 3330 vec4 snoc(vec3 z0,float z1) {
2832 return vec4 ((z0).x,(z0).y,(z0).z,z1); 3331 return vec4 ((z0).x
3332 ,(z0).y
3333 ,(z0).z
3334 ,z1);
2833 } 3335 }
2834 void main() { 3336 void main() {
2835 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 3337 gl_Position =
3338 (viewProj) * ((worldMat) * (snoc
3339 (vi1,1.0)));
2836 vo1 = vi3; 3340 vo1 = vi3;
2837 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 3341 vo2 = vec4 (identityLight
3342 ,identityLight
3343 ,identityLight
3344 ,1.0);
2838 } 3345 }
2839 """ 3346 """
2840 , geometryShader = Nothing 3347 , geometryShader = Nothing
2841 , fragmentShader = 3348 , fragmentShader =
2842 """ 3349 """
2843 #version 330 core 3350 #version 330 core
2844 vec4 texture2D(sampler2D s,vec2 uv) { 3351 vec4 texture2D(sampler2D s
3352 ,vec2 uv) {
2845 return texture(s,uv); 3353 return texture(s,uv);
2846 } 3354 }
2847 uniform sampler2D Tex_3768122504; 3355 uniform sampler2D Tex_3768122504;
@@ -2849,7 +3357,8 @@ Pipeline
2849 smooth in vec4 vo2; 3357 smooth in vec4 vo2;
2850 out vec4 f0; 3358 out vec4 f0;
2851 void main() { 3359 void main() {
2852 f0 = (vo2) * (texture2D (Tex_3768122504,vo1)); 3360 f0 = (vo2) * (texture2D
3361 (Tex_3768122504,vo1));
2853 } 3362 }
2854 """ 3363 """
2855 } 3364 }
@@ -2875,7 +3384,8 @@ Pipeline
2875 , vertexShader = 3384 , vertexShader =
2876 """ 3385 """
2877 #version 330 core 3386 #version 330 core
2878 vec4 texture2D(sampler2D s,vec2 uv) { 3387 vec4 texture2D(sampler2D s
3388 ,vec2 uv) {
2879 return texture(s,uv); 3389 return texture(s,uv);
2880 } 3390 }
2881 uniform float identityLight; 3391 uniform float identityLight;
@@ -2889,19 +3399,28 @@ Pipeline
2889 smooth out vec2 vo1; 3399 smooth out vec2 vo1;
2890 smooth out vec4 vo2; 3400 smooth out vec4 vo2;
2891 vec4 snoc(vec3 z0,float z1) { 3401 vec4 snoc(vec3 z0,float z1) {
2892 return vec4 ((z0).x,(z0).y,(z0).z,z1); 3402 return vec4 ((z0).x
3403 ,(z0).y
3404 ,(z0).z
3405 ,z1);
2893 } 3406 }
2894 void main() { 3407 void main() {
2895 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 3408 gl_Position =
3409 (viewProj) * ((worldMat) * (snoc
3410 (vi1,1.0)));
2896 vo1 = vi3; 3411 vo1 = vi3;
2897 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 3412 vo2 = vec4 (identityLight
3413 ,identityLight
3414 ,identityLight
3415 ,1.0);
2898 } 3416 }
2899 """ 3417 """
2900 , geometryShader = Nothing 3418 , geometryShader = Nothing
2901 , fragmentShader = 3419 , fragmentShader =
2902 """ 3420 """
2903 #version 330 core 3421 #version 330 core
2904 vec4 texture2D(sampler2D s,vec2 uv) { 3422 vec4 texture2D(sampler2D s
3423 ,vec2 uv) {
2905 return texture(s,uv); 3424 return texture(s,uv);
2906 } 3425 }
2907 uniform sampler2D Tex_2634868983; 3426 uniform sampler2D Tex_2634868983;
@@ -2909,7 +3428,8 @@ Pipeline
2909 smooth in vec4 vo2; 3428 smooth in vec4 vo2;
2910 out vec4 f0; 3429 out vec4 f0;
2911 void main() { 3430 void main() {
2912 f0 = (vo2) * (texture2D (Tex_2634868983,vo1)); 3431 f0 = (vo2) * (texture2D
3432 (Tex_2634868983,vo1));
2913 } 3433 }
2914 """ 3434 """
2915 } 3435 }
@@ -2935,7 +3455,8 @@ Pipeline
2935 , vertexShader = 3455 , vertexShader =
2936 """ 3456 """
2937 #version 330 core 3457 #version 330 core
2938 vec4 texture2D(sampler2D s,vec2 uv) { 3458 vec4 texture2D(sampler2D s
3459 ,vec2 uv) {
2939 return texture(s,uv); 3460 return texture(s,uv);
2940 } 3461 }
2941 uniform float identityLight; 3462 uniform float identityLight;
@@ -2949,19 +3470,28 @@ Pipeline
2949 smooth out vec2 vo1; 3470 smooth out vec2 vo1;
2950 smooth out vec4 vo2; 3471 smooth out vec4 vo2;
2951 vec4 snoc(vec3 z0,float z1) { 3472 vec4 snoc(vec3 z0,float z1) {
2952 return vec4 ((z0).x,(z0).y,(z0).z,z1); 3473 return vec4 ((z0).x
3474 ,(z0).y
3475 ,(z0).z
3476 ,z1);
2953 } 3477 }
2954 void main() { 3478 void main() {
2955 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 3479 gl_Position =
3480 (viewProj) * ((worldMat) * (snoc
3481 (vi1,1.0)));
2956 vo1 = vi3; 3482 vo1 = vi3;
2957 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 3483 vo2 = vec4 (identityLight
3484 ,identityLight
3485 ,identityLight
3486 ,1.0);
2958 } 3487 }
2959 """ 3488 """
2960 , geometryShader = Nothing 3489 , geometryShader = Nothing
2961 , fragmentShader = 3490 , fragmentShader =
2962 """ 3491 """
2963 #version 330 core 3492 #version 330 core
2964 vec4 texture2D(sampler2D s,vec2 uv) { 3493 vec4 texture2D(sampler2D s
3494 ,vec2 uv) {
2965 return texture(s,uv); 3495 return texture(s,uv);
2966 } 3496 }
2967 uniform sampler2D Tex_3269743316; 3497 uniform sampler2D Tex_3269743316;
@@ -2969,7 +3499,8 @@ Pipeline
2969 smooth in vec4 vo2; 3499 smooth in vec4 vo2;
2970 out vec4 f0; 3500 out vec4 f0;
2971 void main() { 3501 void main() {
2972 f0 = (vo2) * (texture2D (Tex_3269743316,vo1)); 3502 f0 = (vo2) * (texture2D
3503 (Tex_3269743316,vo1));
2973 } 3504 }
2974 """ 3505 """
2975 } 3506 }
@@ -2995,7 +3526,8 @@ Pipeline
2995 , vertexShader = 3526 , vertexShader =
2996 """ 3527 """
2997 #version 330 core 3528 #version 330 core
2998 vec4 texture2D(sampler2D s,vec2 uv) { 3529 vec4 texture2D(sampler2D s
3530 ,vec2 uv) {
2999 return texture(s,uv); 3531 return texture(s,uv);
3000 } 3532 }
3001 uniform float identityLight; 3533 uniform float identityLight;
@@ -3009,19 +3541,28 @@ Pipeline
3009 smooth out vec2 vo1; 3541 smooth out vec2 vo1;
3010 smooth out vec4 vo2; 3542 smooth out vec4 vo2;
3011 vec4 snoc(vec3 z0,float z1) { 3543 vec4 snoc(vec3 z0,float z1) {
3012 return vec4 ((z0).x,(z0).y,(z0).z,z1); 3544 return vec4 ((z0).x
3545 ,(z0).y
3546 ,(z0).z
3547 ,z1);
3013 } 3548 }
3014 void main() { 3549 void main() {
3015 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 3550 gl_Position =
3551 (viewProj) * ((worldMat) * (snoc
3552 (vi1,1.0)));
3016 vo1 = vi3; 3553 vo1 = vi3;
3017 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 3554 vo2 = vec4 (identityLight
3555 ,identityLight
3556 ,identityLight
3557 ,1.0);
3018 } 3558 }
3019 """ 3559 """
3020 , geometryShader = Nothing 3560 , geometryShader = Nothing
3021 , fragmentShader = 3561 , fragmentShader =
3022 """ 3562 """
3023 #version 330 core 3563 #version 330 core
3024 vec4 texture2D(sampler2D s,vec2 uv) { 3564 vec4 texture2D(sampler2D s
3565 ,vec2 uv) {
3025 return texture(s,uv); 3566 return texture(s,uv);
3026 } 3567 }
3027 uniform sampler2D Tex_3617993418; 3568 uniform sampler2D Tex_3617993418;
@@ -3029,7 +3570,8 @@ Pipeline
3029 smooth in vec4 vo2; 3570 smooth in vec4 vo2;
3030 out vec4 f0; 3571 out vec4 f0;
3031 void main() { 3572 void main() {
3032 f0 = (vo2) * (texture2D (Tex_3617993418,vo1)); 3573 f0 = (vo2) * (texture2D
3574 (Tex_3617993418,vo1));
3033 } 3575 }
3034 """ 3576 """
3035 } 3577 }
@@ -3055,7 +3597,8 @@ Pipeline
3055 , vertexShader = 3597 , vertexShader =
3056 """ 3598 """
3057 #version 330 core 3599 #version 330 core
3058 vec4 texture2D(sampler2D s,vec2 uv) { 3600 vec4 texture2D(sampler2D s
3601 ,vec2 uv) {
3059 return texture(s,uv); 3602 return texture(s,uv);
3060 } 3603 }
3061 uniform float identityLight; 3604 uniform float identityLight;
@@ -3069,19 +3612,28 @@ Pipeline
3069 smooth out vec2 vo1; 3612 smooth out vec2 vo1;
3070 smooth out vec4 vo2; 3613 smooth out vec4 vo2;
3071 vec4 snoc(vec3 z0,float z1) { 3614 vec4 snoc(vec3 z0,float z1) {
3072 return vec4 ((z0).x,(z0).y,(z0).z,z1); 3615 return vec4 ((z0).x
3616 ,(z0).y
3617 ,(z0).z
3618 ,z1);
3073 } 3619 }
3074 void main() { 3620 void main() {
3075 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 3621 gl_Position =
3622 (viewProj) * ((worldMat) * (snoc
3623 (vi1,1.0)));
3076 vo1 = vi3; 3624 vo1 = vi3;
3077 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 3625 vo2 = vec4 (identityLight
3626 ,identityLight
3627 ,identityLight
3628 ,1.0);
3078 } 3629 }
3079 """ 3630 """
3080 , geometryShader = Nothing 3631 , geometryShader = Nothing
3081 , fragmentShader = 3632 , fragmentShader =
3082 """ 3633 """
3083 #version 330 core 3634 #version 330 core
3084 vec4 texture2D(sampler2D s,vec2 uv) { 3635 vec4 texture2D(sampler2D s
3636 ,vec2 uv) {
3085 return texture(s,uv); 3637 return texture(s,uv);
3086 } 3638 }
3087 uniform sampler2D Tex_1243894392; 3639 uniform sampler2D Tex_1243894392;
@@ -3089,7 +3641,8 @@ Pipeline
3089 smooth in vec4 vo2; 3641 smooth in vec4 vo2;
3090 out vec4 f0; 3642 out vec4 f0;
3091 void main() { 3643 void main() {
3092 f0 = (vo2) * (texture2D (Tex_1243894392,vo1)); 3644 f0 = (vo2) * (texture2D
3645 (Tex_1243894392,vo1));
3093 } 3646 }
3094 """ 3647 """
3095 } 3648 }
@@ -3115,7 +3668,8 @@ Pipeline
3115 , vertexShader = 3668 , vertexShader =
3116 """ 3669 """
3117 #version 330 core 3670 #version 330 core
3118 vec4 texture2D(sampler2D s,vec2 uv) { 3671 vec4 texture2D(sampler2D s
3672 ,vec2 uv) {
3119 return texture(s,uv); 3673 return texture(s,uv);
3120 } 3674 }
3121 uniform float identityLight; 3675 uniform float identityLight;
@@ -3129,19 +3683,28 @@ Pipeline
3129 smooth out vec2 vo1; 3683 smooth out vec2 vo1;
3130 smooth out vec4 vo2; 3684 smooth out vec4 vo2;
3131 vec4 snoc(vec3 z0,float z1) { 3685 vec4 snoc(vec3 z0,float z1) {
3132 return vec4 ((z0).x,(z0).y,(z0).z,z1); 3686 return vec4 ((z0).x
3687 ,(z0).y
3688 ,(z0).z
3689 ,z1);
3133 } 3690 }
3134 void main() { 3691 void main() {
3135 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 3692 gl_Position =
3693 (viewProj) * ((worldMat) * (snoc
3694 (vi1,1.0)));
3136 vo1 = vi3; 3695 vo1 = vi3;
3137 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 3696 vo2 = vec4 (identityLight
3697 ,identityLight
3698 ,identityLight
3699 ,1.0);
3138 } 3700 }
3139 """ 3701 """
3140 , geometryShader = Nothing 3702 , geometryShader = Nothing
3141 , fragmentShader = 3703 , fragmentShader =
3142 """ 3704 """
3143 #version 330 core 3705 #version 330 core
3144 vec4 texture2D(sampler2D s,vec2 uv) { 3706 vec4 texture2D(sampler2D s
3707 ,vec2 uv) {
3145 return texture(s,uv); 3708 return texture(s,uv);
3146 } 3709 }
3147 uniform sampler2D Tex_2966885788; 3710 uniform sampler2D Tex_2966885788;
@@ -3149,7 +3712,8 @@ Pipeline
3149 smooth in vec4 vo2; 3712 smooth in vec4 vo2;
3150 out vec4 f0; 3713 out vec4 f0;
3151 void main() { 3714 void main() {
3152 f0 = (vo2) * (texture2D (Tex_2966885788,vo1)); 3715 f0 = (vo2) * (texture2D
3716 (Tex_2966885788,vo1));
3153 } 3717 }
3154 """ 3718 """
3155 } 3719 }
@@ -3175,7 +3739,8 @@ Pipeline
3175 , vertexShader = 3739 , vertexShader =
3176 """ 3740 """
3177 #version 330 core 3741 #version 330 core
3178 vec4 texture2D(sampler2D s,vec2 uv) { 3742 vec4 texture2D(sampler2D s
3743 ,vec2 uv) {
3179 return texture(s,uv); 3744 return texture(s,uv);
3180 } 3745 }
3181 uniform float identityLight; 3746 uniform float identityLight;
@@ -3189,19 +3754,28 @@ Pipeline
3189 smooth out vec2 vo1; 3754 smooth out vec2 vo1;
3190 smooth out vec4 vo2; 3755 smooth out vec4 vo2;
3191 vec4 snoc(vec3 z0,float z1) { 3756 vec4 snoc(vec3 z0,float z1) {
3192 return vec4 ((z0).x,(z0).y,(z0).z,z1); 3757 return vec4 ((z0).x
3758 ,(z0).y
3759 ,(z0).z
3760 ,z1);
3193 } 3761 }
3194 void main() { 3762 void main() {
3195 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 3763 gl_Position =
3764 (viewProj) * ((worldMat) * (snoc
3765 (vi1,1.0)));
3196 vo1 = vi3; 3766 vo1 = vi3;
3197 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 3767 vo2 = vec4 (identityLight
3768 ,identityLight
3769 ,identityLight
3770 ,1.0);
3198 } 3771 }
3199 """ 3772 """
3200 , geometryShader = Nothing 3773 , geometryShader = Nothing
3201 , fragmentShader = 3774 , fragmentShader =
3202 """ 3775 """
3203 #version 330 core 3776 #version 330 core
3204 vec4 texture2D(sampler2D s,vec2 uv) { 3777 vec4 texture2D(sampler2D s
3778 ,vec2 uv) {
3205 return texture(s,uv); 3779 return texture(s,uv);
3206 } 3780 }
3207 uniform sampler2D Tex_1250438154; 3781 uniform sampler2D Tex_1250438154;
@@ -3209,7 +3783,8 @@ Pipeline
3209 smooth in vec4 vo2; 3783 smooth in vec4 vo2;
3210 out vec4 f0; 3784 out vec4 f0;
3211 void main() { 3785 void main() {
3212 f0 = (vo2) * (texture2D (Tex_1250438154,vo1)); 3786 f0 = (vo2) * (texture2D
3787 (Tex_1250438154,vo1));
3213 } 3788 }
3214 """ 3789 """
3215 } 3790 }
@@ -3235,7 +3810,8 @@ Pipeline
3235 , vertexShader = 3810 , vertexShader =
3236 """ 3811 """
3237 #version 330 core 3812 #version 330 core
3238 vec4 texture2D(sampler2D s,vec2 uv) { 3813 vec4 texture2D(sampler2D s
3814 ,vec2 uv) {
3239 return texture(s,uv); 3815 return texture(s,uv);
3240 } 3816 }
3241 uniform float identityLight; 3817 uniform float identityLight;
@@ -3249,19 +3825,28 @@ Pipeline
3249 smooth out vec2 vo1; 3825 smooth out vec2 vo1;
3250 smooth out vec4 vo2; 3826 smooth out vec4 vo2;
3251 vec4 snoc(vec3 z0,float z1) { 3827 vec4 snoc(vec3 z0,float z1) {
3252 return vec4 ((z0).x,(z0).y,(z0).z,z1); 3828 return vec4 ((z0).x
3829 ,(z0).y
3830 ,(z0).z
3831 ,z1);
3253 } 3832 }
3254 void main() { 3833 void main() {
3255 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 3834 gl_Position =
3835 (viewProj) * ((worldMat) * (snoc
3836 (vi1,1.0)));
3256 vo1 = vi3; 3837 vo1 = vi3;
3257 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 3838 vo2 = vec4 (identityLight
3839 ,identityLight
3840 ,identityLight
3841 ,1.0);
3258 } 3842 }
3259 """ 3843 """
3260 , geometryShader = Nothing 3844 , geometryShader = Nothing
3261 , fragmentShader = 3845 , fragmentShader =
3262 """ 3846 """
3263 #version 330 core 3847 #version 330 core
3264 vec4 texture2D(sampler2D s,vec2 uv) { 3848 vec4 texture2D(sampler2D s
3849 ,vec2 uv) {
3265 return texture(s,uv); 3850 return texture(s,uv);
3266 } 3851 }
3267 uniform sampler2D Tex_2490648334; 3852 uniform sampler2D Tex_2490648334;
@@ -3269,7 +3854,8 @@ Pipeline
3269 smooth in vec4 vo2; 3854 smooth in vec4 vo2;
3270 out vec4 f0; 3855 out vec4 f0;
3271 void main() { 3856 void main() {
3272 f0 = (vo2) * (texture2D (Tex_2490648334,vo1)); 3857 f0 = (vo2) * (texture2D
3858 (Tex_2490648334,vo1));
3273 } 3859 }
3274 """ 3860 """
3275 } 3861 }
@@ -3295,7 +3881,8 @@ Pipeline
3295 , vertexShader = 3881 , vertexShader =
3296 """ 3882 """
3297 #version 330 core 3883 #version 330 core
3298 vec4 texture2D(sampler2D s,vec2 uv) { 3884 vec4 texture2D(sampler2D s
3885 ,vec2 uv) {
3299 return texture(s,uv); 3886 return texture(s,uv);
3300 } 3887 }
3301 uniform float identityLight; 3888 uniform float identityLight;
@@ -3309,19 +3896,28 @@ Pipeline
3309 smooth out vec2 vo1; 3896 smooth out vec2 vo1;
3310 smooth out vec4 vo2; 3897 smooth out vec4 vo2;
3311 vec4 snoc(vec3 z0,float z1) { 3898 vec4 snoc(vec3 z0,float z1) {
3312 return vec4 ((z0).x,(z0).y,(z0).z,z1); 3899 return vec4 ((z0).x
3900 ,(z0).y
3901 ,(z0).z
3902 ,z1);
3313 } 3903 }
3314 void main() { 3904 void main() {
3315 gl_Position = (viewProj) * ((worldMat) * (snoc (vi1,1.0))); 3905 gl_Position =
3906 (viewProj) * ((worldMat) * (snoc
3907 (vi1,1.0)));
3316 vo1 = vi3; 3908 vo1 = vi3;
3317 vo2 = vec4 (identityLight,identityLight,identityLight,1.0); 3909 vo2 = vec4 (identityLight
3910 ,identityLight
3911 ,identityLight
3912 ,1.0);
3318 } 3913 }
3319 """ 3914 """
3320 , geometryShader = Nothing 3915 , geometryShader = Nothing
3321 , fragmentShader = 3916 , fragmentShader =
3322 """ 3917 """
3323 #version 330 core 3918 #version 330 core
3324 vec4 texture2D(sampler2D s,vec2 uv) { 3919 vec4 texture2D(sampler2D s
3920 ,vec2 uv) {
3325 return texture(s,uv); 3921 return texture(s,uv);
3326 } 3922 }
3327 uniform sampler2D Tex_3694494180; 3923 uniform sampler2D Tex_3694494180;
@@ -3329,7 +3925,8 @@ Pipeline
3329 smooth in vec4 vo2; 3925 smooth in vec4 vo2;
3330 out vec4 f0; 3926 out vec4 f0;
3331 void main() { 3927 void main() {
3332 f0 = (vo2) * (texture2D (Tex_3694494180,vo1)); 3928 f0 = (vo2) * (texture2D
3929 (Tex_3694494180,vo1));
3333 } 3930 }
3334 """ 3931 """
3335 } 3932 }
diff --git a/testdata/point01.out b/testdata/point01.out
index dbc912fa..e040f640 100644
--- a/testdata/point01.out
+++ b/testdata/point01.out
@@ -26,7 +26,8 @@ Pipeline
26 , vertexShader = 26 , vertexShader =
27 """ 27 """
28 #version 330 core 28 #version 330 core
29 vec4 texture2D(sampler2D s,vec2 uv) { 29 vec4 texture2D(sampler2D s
30 ,vec2 uv) {
30 return texture(s,uv); 31 return texture(s,uv);
31 } 32 }
32 uniform mat4 MVP; 33 uniform mat4 MVP;
@@ -34,13 +35,20 @@ Pipeline
34 in vec4 vi2; 35 in vec4 vi2;
35 smooth out vec4 vo1; 36 smooth out vec4 vo1;
36 vec4 scale(float z0,vec4 z1) { 37 vec4 scale(float z0,vec4 z1) {
37 return (z1) * (vec4 (z0,z0,z0,1.0)); 38 return (z1) * (vec4 (z0
39 ,z0
40 ,z0
41 ,1.0));
38 } 42 }
39 vec4 v3FToV4F(vec3 z0) { 43 vec4 v3FToV4F(vec3 z0) {
40 return vec4 ((z0).x,(z0).y,(z0).z,1.0); 44 return vec4 ((z0).x
45 ,(z0).y
46 ,(z0).z
47 ,1.0);
41 } 48 }
42 void main() { 49 void main() {
43 gl_Position = scale (0.5,(MVP) * (v3FToV4F (vi1))); 50 gl_Position = scale (0.5
51 ,(MVP) * (v3FToV4F (vi1)));
44 vo1 = vi2; 52 vo1 = vi2;
45 gl_PointSize = 30.0; 53 gl_PointSize = 30.0;
46 } 54 }
@@ -49,7 +57,8 @@ Pipeline
49 , fragmentShader = 57 , fragmentShader =
50 """ 58 """
51 #version 330 core 59 #version 330 core
52 vec4 texture2D(sampler2D s,vec2 uv) { 60 vec4 texture2D(sampler2D s
61 ,vec2 uv) {
53 return texture(s,uv); 62 return texture(s,uv);
54 } 63 }
55 smooth in vec4 vo1; 64 smooth in vec4 vo1;
diff --git a/testdata/recursivetexture02.out b/testdata/recursivetexture02.out
index f6dd7f86..3c7c92cf 100644
--- a/testdata/recursivetexture02.out
+++ b/testdata/recursivetexture02.out
@@ -287,7 +287,8 @@ Pipeline
287 , vertexShader = 287 , vertexShader =
288 """ 288 """
289 #version 330 core 289 #version 330 core
290 vec4 texture2D(sampler2D s,vec2 uv) { 290 vec4 texture2D(sampler2D s
291 ,vec2 uv) {
291 return texture(s,uv); 292 return texture(s,uv);
292 } 293 }
293 uniform mat4 MVP; 294 uniform mat4 MVP;
@@ -295,10 +296,14 @@ Pipeline
295 in vec2 vi2; 296 in vec2 vi2;
296 smooth out vec2 vo1; 297 smooth out vec2 vo1;
297 vec4 scale(float z0,vec4 z1) { 298 vec4 scale(float z0,vec4 z1) {
298 return (z1) * (vec4 (z0,z0,z0,1.0)); 299 return (z1) * (vec4 (z0
300 ,z0
301 ,z0
302 ,1.0));
299 } 303 }
300 void main() { 304 void main() {
301 gl_Position = scale (0.5,(MVP) * (vi1)); 305 gl_Position = scale (0.5
306 ,(MVP) * (vi1));
302 vo1 = vi2; 307 vo1 = vi2;
303 } 308 }
304 """ 309 """
@@ -306,7 +311,8 @@ Pipeline
306 , fragmentShader = 311 , fragmentShader =
307 """ 312 """
308 #version 330 core 313 #version 330 core
309 vec4 texture2D(sampler2D s,vec2 uv) { 314 vec4 texture2D(sampler2D s
315 ,vec2 uv) {
310 return texture(s,uv); 316 return texture(s,uv);
311 } 317 }
312 smooth in vec2 vo1; 318 smooth in vec2 vo1;
@@ -328,7 +334,8 @@ Pipeline
328 , vertexShader = 334 , vertexShader =
329 """ 335 """
330 #version 330 core 336 #version 330 core
331 vec4 texture2D(sampler2D s,vec2 uv) { 337 vec4 texture2D(sampler2D s
338 ,vec2 uv) {
332 return texture(s,uv); 339 return texture(s,uv);
333 } 340 }
334 uniform mat4 MVP; 341 uniform mat4 MVP;
@@ -336,10 +343,14 @@ Pipeline
336 in vec2 vi2; 343 in vec2 vi2;
337 smooth out vec2 vo1; 344 smooth out vec2 vo1;
338 vec4 scale(float z0,vec4 z1) { 345 vec4 scale(float z0,vec4 z1) {
339 return (z1) * (vec4 (z0,z0,z0,1.0)); 346 return (z1) * (vec4 (z0
347 ,z0
348 ,z0
349 ,1.0));
340 } 350 }
341 void main() { 351 void main() {
342 gl_Position = scale (1.0,(MVP) * (vi1)); 352 gl_Position = scale (1.0
353 ,(MVP) * (vi1));
343 vo1 = vi2; 354 vo1 = vi2;
344 } 355 }
345 """ 356 """
@@ -347,14 +358,19 @@ Pipeline
347 , fragmentShader = 358 , fragmentShader =
348 """ 359 """
349 #version 330 core 360 #version 330 core
350 vec4 texture2D(sampler2D s,vec2 uv) { 361 vec4 texture2D(sampler2D s
362 ,vec2 uv) {
351 return texture(s,uv); 363 return texture(s,uv);
352 } 364 }
353 uniform sampler2D s0; 365 uniform sampler2D s0;
354 smooth in vec2 vo1; 366 smooth in vec2 vo1;
355 out vec4 f0; 367 out vec4 f0;
356 void main() { 368 void main() {
357 f0 = (texture2D (s0,vo1)) * (vec4 (0.7,0.7,0.7,1.0)); 369 f0 = (texture2D (s0
370 ,vo1)) * (vec4 (0.7
371 ,0.7
372 ,0.7
373 ,1.0));
358 } 374 }
359 """ 375 """
360 } 376 }
diff --git a/testdata/reduce01.out b/testdata/reduce01.out
index e7281935..f200dd5f 100644
--- a/testdata/reduce01.out
+++ b/testdata/reduce01.out
@@ -22,7 +22,8 @@ Pipeline
22 , vertexShader = 22 , vertexShader =
23 """ 23 """
24 #version 330 core 24 #version 330 core
25 vec4 texture2D(sampler2D s,vec2 uv) { 25 vec4 texture2D(sampler2D s
26 ,vec2 uv) {
26 return texture(s,uv); 27 return texture(s,uv);
27 } 28 }
28 in vec4 vi1; 29 in vec4 vi1;
@@ -36,7 +37,8 @@ Pipeline
36 , fragmentShader = 37 , fragmentShader =
37 """ 38 """
38 #version 330 core 39 #version 330 core
39 vec4 texture2D(sampler2D s,vec2 uv) { 40 vec4 texture2D(sampler2D s
41 ,vec2 uv) {
40 return texture(s,uv); 42 return texture(s,uv);
41 } 43 }
42 smooth in vec4 vo1; 44 smooth in vec4 vo1;
diff --git a/testdata/reduce05.out b/testdata/reduce05.out
index 67c56c7b..c73ff315 100644
--- a/testdata/reduce05.out
+++ b/testdata/reduce05.out
@@ -22,7 +22,8 @@ Pipeline
22 , vertexShader = 22 , vertexShader =
23 """ 23 """
24 #version 330 core 24 #version 330 core
25 vec4 texture2D(sampler2D s,vec2 uv) { 25 vec4 texture2D(sampler2D s
26 ,vec2 uv) {
26 return texture(s,uv); 27 return texture(s,uv);
27 } 28 }
28 in vec4 vi1; 29 in vec4 vi1;
@@ -36,7 +37,8 @@ Pipeline
36 , fragmentShader = 37 , fragmentShader =
37 """ 38 """
38 #version 330 core 39 #version 330 core
39 vec4 texture2D(sampler2D s,vec2 uv) { 40 vec4 texture2D(sampler2D s
41 ,vec2 uv) {
40 return texture(s,uv); 42 return texture(s,uv);
41 } 43 }
42 smooth in vec4 vo1; 44 smooth in vec4 vo1;
@@ -56,7 +58,8 @@ Pipeline
56 , vertexShader = 58 , vertexShader =
57 """ 59 """
58 #version 330 core 60 #version 330 core
59 vec4 texture2D(sampler2D s,vec2 uv) { 61 vec4 texture2D(sampler2D s
62 ,vec2 uv) {
60 return texture(s,uv); 63 return texture(s,uv);
61 } 64 }
62 in vec4 vi1; 65 in vec4 vi1;
@@ -70,7 +73,8 @@ Pipeline
70 , fragmentShader = 73 , fragmentShader =
71 """ 74 """
72 #version 330 core 75 #version 330 core
73 vec4 texture2D(sampler2D s,vec2 uv) { 76 vec4 texture2D(sampler2D s
77 ,vec2 uv) {
74 return texture(s,uv); 78 return texture(s,uv);
75 } 79 }
76 smooth in vec4 vo1; 80 smooth in vec4 vo1;
diff --git a/testdata/simple02.out b/testdata/simple02.out
index 6fd34982..a240ce43 100644
--- a/testdata/simple02.out
+++ b/testdata/simple02.out
@@ -24,7 +24,8 @@ Pipeline
24 , vertexShader = 24 , vertexShader =
25 """ 25 """
26 #version 330 core 26 #version 330 core
27 vec4 texture2D(sampler2D s,vec2 uv) { 27 vec4 texture2D(sampler2D s
28 ,vec2 uv) {
28 return texture(s,uv); 29 return texture(s,uv);
29 } 30 }
30 uniform mat4 MVP; 31 uniform mat4 MVP;
@@ -39,13 +40,17 @@ Pipeline
39 , fragmentShader = 40 , fragmentShader =
40 """ 41 """
41 #version 330 core 42 #version 330 core
42 vec4 texture2D(sampler2D s,vec2 uv) { 43 vec4 texture2D(sampler2D s
44 ,vec2 uv) {
43 return texture(s,uv); 45 return texture(s,uv);
44 } 46 }
45 smooth in vec4 vo1; 47 smooth in vec4 vo1;
46 out vec4 f0; 48 out vec4 f0;
47 void main() { 49 void main() {
48 f0 = (vo1) * (vec4 (1.0,0.4,0.0,0.2)); 50 f0 = (vo1) * (vec4 (1.0
51 ,0.4
52 ,0.0
53 ,0.2));
49 } 54 }
50 """ 55 """
51 } 56 }
diff --git a/testdata/simple03.out b/testdata/simple03.out
index 14749d10..3d761495 100644
--- a/testdata/simple03.out
+++ b/testdata/simple03.out
@@ -26,7 +26,8 @@ Pipeline
26 , vertexShader = 26 , vertexShader =
27 """ 27 """
28 #version 330 core 28 #version 330 core
29 vec4 texture2D(sampler2D s,vec2 uv) { 29 vec4 texture2D(sampler2D s
30 ,vec2 uv) {
30 return texture(s,uv); 31 return texture(s,uv);
31 } 32 }
32 uniform mat4 viewProj; 33 uniform mat4 viewProj;
@@ -34,10 +35,14 @@ Pipeline
34 in vec3 vi2; 35 in vec3 vi2;
35 smooth out vec4 vo1; 36 smooth out vec4 vo1;
36 vec4 v3FToV4F(vec3 z0) { 37 vec4 v3FToV4F(vec3 z0) {
37 return vec4 ((z0).x,(z0).y,(z0).z,1.0); 38 return vec4 ((z0).x
39 ,(z0).y
40 ,(z0).z
41 ,1.0);
38 } 42 }
39 void main() { 43 void main() {
40 gl_Position = (viewProj) * (v3FToV4F (vi1)); 44 gl_Position =
45 (viewProj) * (v3FToV4F (vi1));
41 vo1 = v3FToV4F (vi2); 46 vo1 = v3FToV4F (vi2);
42 } 47 }
43 """ 48 """
@@ -45,7 +50,8 @@ Pipeline
45 , fragmentShader = 50 , fragmentShader =
46 """ 51 """
47 #version 330 core 52 #version 330 core
48 vec4 texture2D(sampler2D s,vec2 uv) { 53 vec4 texture2D(sampler2D s
54 ,vec2 uv) {
49 return texture(s,uv); 55 return texture(s,uv);
50 } 56 }
51 smooth in vec4 vo1; 57 smooth in vec4 vo1;
@@ -67,7 +73,8 @@ Pipeline
67 , vertexShader = 73 , vertexShader =
68 """ 74 """
69 #version 330 core 75 #version 330 core
70 vec4 texture2D(sampler2D s,vec2 uv) { 76 vec4 texture2D(sampler2D s
77 ,vec2 uv) {
71 return texture(s,uv); 78 return texture(s,uv);
72 } 79 }
73 uniform mat4 viewProj; 80 uniform mat4 viewProj;
@@ -75,10 +82,14 @@ Pipeline
75 in vec3 vi2; 82 in vec3 vi2;
76 smooth out vec4 vo1; 83 smooth out vec4 vo1;
77 vec4 v3FToV4F(vec3 z0) { 84 vec4 v3FToV4F(vec3 z0) {
78 return vec4 ((z0).x,(z0).y,(z0).z,1.0); 85 return vec4 ((z0).x
86 ,(z0).y
87 ,(z0).z
88 ,1.0);
79 } 89 }
80 void main() { 90 void main() {
81 gl_Position = (viewProj) * (v3FToV4F (vi1)); 91 gl_Position =
92 (viewProj) * (v3FToV4F (vi1));
82 vo1 = v3FToV4F (vi2); 93 vo1 = v3FToV4F (vi2);
83 } 94 }
84 """ 95 """
@@ -86,7 +97,8 @@ Pipeline
86 , fragmentShader = 97 , fragmentShader =
87 """ 98 """
88 #version 330 core 99 #version 330 core
89 vec4 texture2D(sampler2D s,vec2 uv) { 100 vec4 texture2D(sampler2D s
101 ,vec2 uv) {
90 return texture(s,uv); 102 return texture(s,uv);
91 } 103 }
92 smooth in vec4 vo1; 104 smooth in vec4 vo1;
diff --git a/testdata/texture01.out b/testdata/texture01.out
index b89e3f09..64a503cc 100644
--- a/testdata/texture01.out
+++ b/testdata/texture01.out
@@ -27,7 +27,8 @@ Pipeline
27 , vertexShader = 27 , vertexShader =
28 """ 28 """
29 #version 330 core 29 #version 330 core
30 vec4 texture2D(sampler2D s,vec2 uv) { 30 vec4 texture2D(sampler2D s
31 ,vec2 uv) {
31 return texture(s,uv); 32 return texture(s,uv);
32 } 33 }
33 uniform mat4 MVP; 34 uniform mat4 MVP;
@@ -35,10 +36,14 @@ Pipeline
35 in vec2 vi2; 36 in vec2 vi2;
36 smooth out vec2 vo1; 37 smooth out vec2 vo1;
37 vec4 scale(float z0,vec4 z1) { 38 vec4 scale(float z0,vec4 z1) {
38 return (z1) * (vec4 (z0,z0,z0,1.0)); 39 return (z1) * (vec4 (z0
40 ,z0
41 ,z0
42 ,1.0));
39 } 43 }
40 void main() { 44 void main() {
41 gl_Position = scale (0.5,(MVP) * (vi1)); 45 gl_Position = scale (0.5
46 ,(MVP) * (vi1));
42 vo1 = vi2; 47 vo1 = vi2;
43 } 48 }
44 """ 49 """
@@ -46,7 +51,8 @@ Pipeline
46 , fragmentShader = 51 , fragmentShader =
47 """ 52 """
48 #version 330 core 53 #version 330 core
49 vec4 texture2D(sampler2D s,vec2 uv) { 54 vec4 texture2D(sampler2D s
55 ,vec2 uv) {
50 return texture(s,uv); 56 return texture(s,uv);
51 } 57 }
52 uniform sampler2D diffuse; 58 uniform sampler2D diffuse;
diff --git a/testdata/texture02.out b/testdata/texture02.out
index 57204f5e..529d3041 100644
--- a/testdata/texture02.out
+++ b/testdata/texture02.out
@@ -79,7 +79,8 @@ Pipeline
79 , vertexShader = 79 , vertexShader =
80 """ 80 """
81 #version 330 core 81 #version 330 core
82 vec4 texture2D(sampler2D s,vec2 uv) { 82 vec4 texture2D(sampler2D s
83 ,vec2 uv) {
83 return texture(s,uv); 84 return texture(s,uv);
84 } 85 }
85 uniform mat4 MVP; 86 uniform mat4 MVP;
@@ -87,10 +88,14 @@ Pipeline
87 in vec2 vi2; 88 in vec2 vi2;
88 smooth out vec2 vo1; 89 smooth out vec2 vo1;
89 vec4 scale(float z0,vec4 z1) { 90 vec4 scale(float z0,vec4 z1) {
90 return (z1) * (vec4 (z0,z0,z0,1.0)); 91 return (z1) * (vec4 (z0
92 ,z0
93 ,z0
94 ,1.0));
91 } 95 }
92 void main() { 96 void main() {
93 gl_Position = scale (0.5,(MVP) * (vi1)); 97 gl_Position = scale (0.5
98 ,(MVP) * (vi1));
94 vo1 = vi2; 99 vo1 = vi2;
95 } 100 }
96 """ 101 """
@@ -98,7 +103,8 @@ Pipeline
98 , fragmentShader = 103 , fragmentShader =
99 """ 104 """
100 #version 330 core 105 #version 330 core
101 vec4 texture2D(sampler2D s,vec2 uv) { 106 vec4 texture2D(sampler2D s
107 ,vec2 uv) {
102 return texture(s,uv); 108 return texture(s,uv);
103 } 109 }
104 uniform sampler2D s0; 110 uniform sampler2D s0;
diff --git a/testdata/uniformparam01.out b/testdata/uniformparam01.out
index 6507e43b..aa24faee 100644
--- a/testdata/uniformparam01.out
+++ b/testdata/uniformparam01.out
@@ -22,7 +22,8 @@ Pipeline
22 , vertexShader = 22 , vertexShader =
23 """ 23 """
24 #version 330 core 24 #version 330 core
25 vec4 texture2D(sampler2D s,vec2 uv) { 25 vec4 texture2D(sampler2D s
26 ,vec2 uv) {
26 return texture(s,uv); 27 return texture(s,uv);
27 } 28 }
28 uniform mat4 MVP; 29 uniform mat4 MVP;
@@ -37,7 +38,8 @@ Pipeline
37 , fragmentShader = 38 , fragmentShader =
38 """ 39 """
39 #version 330 core 40 #version 330 core
40 vec4 texture2D(sampler2D s,vec2 uv) { 41 vec4 texture2D(sampler2D s
42 ,vec2 uv) {
41 return texture(s,uv); 43 return texture(s,uv);
42 } 44 }
43 flat in vec4 vo1; 45 flat in vec4 vo1;
diff --git a/testdata/uniformparam02.out b/testdata/uniformparam02.out
index 8f65dfa2..e9a9a32a 100644
--- a/testdata/uniformparam02.out
+++ b/testdata/uniformparam02.out
@@ -22,7 +22,8 @@ Pipeline
22 , vertexShader = 22 , vertexShader =
23 """ 23 """
24 #version 330 core 24 #version 330 core
25 vec4 texture2D(sampler2D s,vec2 uv) { 25 vec4 texture2D(sampler2D s
26 ,vec2 uv) {
26 return texture(s,uv); 27 return texture(s,uv);
27 } 28 }
28 in vec4 vi1; 29 in vec4 vi1;
@@ -36,7 +37,8 @@ Pipeline
36 , fragmentShader = 37 , fragmentShader =
37 """ 38 """
38 #version 330 core 39 #version 330 core
39 vec4 texture2D(sampler2D s,vec2 uv) { 40 vec4 texture2D(sampler2D s
41 ,vec2 uv) {
40 return texture(s,uv); 42 return texture(s,uv);
41 } 43 }
42 flat in vec4 vo1; 44 flat in vec4 vo1;
diff --git a/testdata/uniformparam03.out b/testdata/uniformparam03.out
index 6507e43b..aa24faee 100644
--- a/testdata/uniformparam03.out
+++ b/testdata/uniformparam03.out
@@ -22,7 +22,8 @@ Pipeline
22 , vertexShader = 22 , vertexShader =
23 """ 23 """
24 #version 330 core 24 #version 330 core
25 vec4 texture2D(sampler2D s,vec2 uv) { 25 vec4 texture2D(sampler2D s
26 ,vec2 uv) {
26 return texture(s,uv); 27 return texture(s,uv);
27 } 28 }
28 uniform mat4 MVP; 29 uniform mat4 MVP;
@@ -37,7 +38,8 @@ Pipeline
37 , fragmentShader = 38 , fragmentShader =
38 """ 39 """
39 #version 330 core 40 #version 330 core
40 vec4 texture2D(sampler2D s,vec2 uv) { 41 vec4 texture2D(sampler2D s
42 ,vec2 uv) {
41 return texture(s,uv); 43 return texture(s,uv);
42 } 44 }
43 flat in vec4 vo1; 45 flat in vec4 vo1;