diff options
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 | |||
30 | import qualified LambdaCube.Linear as IR | 30 | import qualified LambdaCube.Linear as IR |
31 | 31 | ||
32 | import LambdaCube.Compiler.Pretty | 32 | import LambdaCube.Compiler.Pretty |
33 | import Text.PrettyPrint.Compact (nest) | ||
34 | import LambdaCube.Compiler.Infer hiding (Con, Lam, Pi, TType, Var, ELit, Func) | 33 | import LambdaCube.Compiler.Infer hiding (Con, Lam, Pi, TType, Var, ELit, Func) |
35 | import qualified LambdaCube.Compiler.Infer as I | 34 | import qualified LambdaCube.Compiler.Infer as I |
36 | import LambdaCube.Compiler.Parser (up, Up (..), upDB) | 35 | import 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 | ||
18 | import Data.String | ||
17 | import Data.Set (Set) | 19 | import Data.Set (Set) |
18 | import qualified Data.Set as Set | 20 | import qualified Data.Set as Set |
19 | import Data.Map (Map) | 21 | import Data.Map (Map) |
@@ -21,11 +23,15 @@ import qualified Data.Map as Map | |||
21 | import Control.Monad.Except | 23 | import Control.Monad.Except |
22 | import Debug.Trace | 24 | import Debug.Trace |
23 | 25 | ||
24 | import Text.PrettyPrint.Compact | 26 | import Text.PrettyPrint.Leijen |
25 | 27 | ||
26 | -------------------------------------------------------------------------------- | 28 | -------------------------------------------------------------------------------- |
27 | 29 | ||
28 | --instance IsString Doc where fromString = text | 30 | instance IsString Doc where fromString = text |
31 | |||
32 | instance Monoid Doc where | ||
33 | mempty = empty | ||
34 | mappend = (<>) | ||
29 | 35 | ||
30 | class PShow a where | 36 | class 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; |