diff options
31 files changed, 1453 insertions, 1429 deletions
diff --git a/lc/Builtins.lc b/lc/Builtins.lc index 4147e107..e123b4bd 100644 --- a/lc/Builtins.lc +++ b/lc/Builtins.lc | |||
@@ -220,13 +220,13 @@ data CullMode | |||
220 | | CullBack | 220 | | CullBack |
221 | | CullNone | 221 | | CullNone |
222 | 222 | ||
223 | data PointSize | 223 | data PointSize a |
224 | = PointSize Float | 224 | = PointSize Float |
225 | | ProgramPointSize | 225 | | ProgramPointSize (a -> Float) |
226 | 226 | ||
227 | data PolygonMode | 227 | data PolygonMode a |
228 | = PolygonFill | 228 | = PolygonFill |
229 | | PolygonPoint PointSize | 229 | | PolygonPoint (PointSize a) |
230 | | PolygonLine Float | 230 | | PolygonLine Float |
231 | 231 | ||
232 | data PolygonOffset | 232 | data PolygonOffset |
@@ -256,10 +256,10 @@ primTexture :: () -> Vec 2 Float -> Vec 4 Float | |||
256 | Uniform :: String -> t | 256 | Uniform :: String -> t |
257 | Attribute :: String -> t | 257 | Attribute :: String -> t |
258 | 258 | ||
259 | data RasterContext :: PrimitiveType -> Type where | 259 | data RasterContext a :: PrimitiveType -> Type where |
260 | TriangleCtx :: CullMode -> PolygonMode -> PolygonOffset -> ProvokingVertex -> RasterContext Triangle | 260 | TriangleCtx :: CullMode -> PolygonMode a -> PolygonOffset -> ProvokingVertex -> RasterContext a Triangle |
261 | PointCtx :: PointSize -> Float -> PointSpriteCoordOrigin -> RasterContext Point | 261 | PointCtx :: PointSize a -> Float -> PointSpriteCoordOrigin -> RasterContext a Point |
262 | LineCtx :: Float -> ProvokingVertex -> RasterContext Line | 262 | LineCtx :: Float -> ProvokingVertex -> RasterContext a Line |
263 | 263 | ||
264 | type family FTRepr' a where | 264 | type family FTRepr' a where |
265 | -- TODO | 265 | -- TODO |
@@ -344,9 +344,10 @@ type family RemSemantics a where | |||
344 | RemSemantics (Depth Float, Color a, Color b, Color c) = (a, b, c) | 344 | RemSemantics (Depth Float, Color a, Color b, Color c) = (a, b, c) |
345 | RemSemantics (Depth Float, Color a, Color b, Color c, Color d) = (a, b, c, d) | 345 | RemSemantics (Depth Float, Color a, Color b, Color c, Color d) = (a, b, c, d) |
346 | 346 | ||
347 | ------------------- | ||
348 | |||
347 | data Vector (n :: Nat) t | 349 | data Vector (n :: Nat) t |
348 | 350 | ||
349 | -- Render Operations | ||
350 | data Fragment (l :: Nat) t | 351 | data Fragment (l :: Nat) t |
351 | = Fragment (Vec 3 Float) (Vector l t) | 352 | = Fragment (Vec 3 Float) (Vector l t) |
352 | 353 | ||
@@ -369,14 +370,15 @@ type family InterpolatedType a where | |||
369 | InterpolatedType (Interpolated a, Interpolated b, Interpolated c) = (a, b, c) | 370 | InterpolatedType (Interpolated a, Interpolated b, Interpolated c) = (a, b, c) |
370 | 371 | ||
371 | rasterize | 372 | rasterize |
372 | :: (b ~ InterpolatedType interpolation, a ~ JoinTupleType (Vec 4 Float) b) | 373 | :: ( b ~ InterpolatedType interpolation |
373 | => (a -> Float) -- point size | 374 | , a ~ JoinTupleType (Vec 4 Float) b ) |
374 | -> interpolation -- tuple of Smooth & Flat | 375 | => interpolation -- tuple of Smooth & Flat |
375 | -> RasterContext x | 376 | -> RasterContext a x |
376 | -> Primitive a x -> FragmentStream 1 b | 377 | -> Primitive a x |
377 | 378 | -> FragmentStream 1 b | |
378 | rasterizePrimitives ctx is = concatMapStream (rasterize (\_ -> 1) is ctx) | 379 | |
379 | rasterizePrimitivesWithPointSize ctx ps is = concatMapStream (rasterize ps is ctx) | 380 | rasterizePrimitives ctx is = concatMapStream (rasterize is ctx) |
381 | --rasterizePrimitivesWithPointSize ctx ps is = concatMapStream (rasterize ps is ctx) | ||
380 | 382 | ||
381 | checkFragment :: (a -> Bool) -> Fragment n a -> Bool | 383 | checkFragment :: (a -> Bool) -> Fragment n a -> Bool |
382 | 384 | ||
diff --git a/src/LambdaCube/Compiler/CoreToIR.hs b/src/LambdaCube/Compiler/CoreToIR.hs index 866baf9b..4be0ee8b 100644 --- a/src/LambdaCube/Compiler/CoreToIR.hs +++ b/src/LambdaCube/Compiler/CoreToIR.hs | |||
@@ -225,7 +225,8 @@ getCommands e = case e of | |||
225 | rt <- newFrameBufferTarget (tyOf a) | 225 | rt <- newFrameBufferTarget (tyOf a) |
226 | (subCmds,cmds) <- getCommands a | 226 | (subCmds,cmds) <- getCommands a |
227 | return (subCmds,IR.SetRenderTarget rt : cmds) | 227 | return (subCmds,IR.SetRenderTarget rt : cmds) |
228 | A3 "Accumulate" actx (getFragmentShader . removeDepthHandler -> (frag, getFragFilter -> (ffilter, Prim2 "concatMapStream" (EtaPrim4 "rasterize" rp is rctx) (getVertexShader -> (vert, input))))) fbuf -> do | 228 | A3 "Accumulate" actx (getFragmentShader . removeDepthHandler -> (frag, getFragFilter -> (ffilter, Prim2 "concatMapStream" (EtaPrim3 "rasterize" {-rp-} is rctx) (getVertexShader -> (vert, input))))) fbuf -> do |
229 | let rp = compRC' rctx | ||
229 | (smpBindingsV,vertCmds) <- getRenderTextureCommands vert | 230 | (smpBindingsV,vertCmds) <- getRenderTextureCommands vert |
230 | (smpBindingsR,rastCmds) <- maybe (return mempty) getRenderTextureCommands ffilter | 231 | (smpBindingsR,rastCmds) <- maybe (return mempty) getRenderTextureCommands ffilter |
231 | (smpBindingsP,raspCmds) <- getRenderTextureCommands rp | 232 | (smpBindingsP,raspCmds) <- getRenderTextureCommands rp |
@@ -439,6 +440,11 @@ compRC x = case x of | |||
439 | A4 "TriangleCtx" a b c d -> IR.TriangleCtx (compCM a) (compPM b) (compPO c) (compPV d) | 440 | A4 "TriangleCtx" a b c d -> IR.TriangleCtx (compCM a) (compPM b) (compPO c) (compPV d) |
440 | x -> error $ "compRC " ++ ppShow x | 441 | x -> error $ "compRC " ++ ppShow x |
441 | 442 | ||
443 | compRC' x = case x of | ||
444 | A3 "PointCtx" a _ _ -> compPS' a | ||
445 | A4 "TriangleCtx" _ b _ _ -> compPM' b | ||
446 | x -> defaultPointSizeFun $ case tyOf x of A2 "RasterContext" t _ -> t | ||
447 | |||
442 | compPSCO x = case x of | 448 | compPSCO x = case x of |
443 | A0 "LowerLeft" -> IR.LowerLeft | 449 | A0 "LowerLeft" -> IR.LowerLeft |
444 | A0 "UpperLeft" -> IR.UpperLeft | 450 | A0 "UpperLeft" -> IR.UpperLeft |
@@ -456,11 +462,19 @@ compPM x = case x of | |||
456 | A1 "PolygonPoint" a -> IR.PolygonPoint $ compPS a | 462 | A1 "PolygonPoint" a -> IR.PolygonPoint $ compPS a |
457 | x -> error $ "compPM " ++ ppShow x | 463 | x -> error $ "compPM " ++ ppShow x |
458 | 464 | ||
465 | compPM' x = case x of | ||
466 | A1 "PolygonPoint" a -> compPS' a | ||
467 | x -> defaultPointSizeFun $ case tyOf x of A1 "PolygonMode" t -> t | ||
468 | |||
459 | compPS x = case x of | 469 | compPS x = case x of |
460 | A1 "PointSize" (EFloat a) -> IR.PointSize $ realToFrac a | 470 | A1 "PointSize" (EFloat a) -> IR.PointSize $ realToFrac a |
461 | A0 "ProgramPointSize" -> IR.ProgramPointSize | 471 | A1 "ProgramPointSize" _ -> IR.ProgramPointSize |
462 | x -> error $ "compPS " ++ ppShow x | 472 | x -> error $ "compPS " ++ ppShow x |
463 | 473 | ||
474 | compPS' x = case x of | ||
475 | A1 "ProgramPointSize" x -> x | ||
476 | x -> defaultPointSizeFun $ case tyOf x of A1 "PointSize" t -> t | ||
477 | |||
464 | compPO x = case x of | 478 | compPO x = case x of |
465 | A2 "Offset" (EFloat a) (EFloat b) -> IR.Offset (realToFrac a) (realToFrac b) | 479 | A2 "Offset" (EFloat a) (EFloat b) -> IR.Offset (realToFrac a) (realToFrac b) |
466 | A0 "NoOffset" -> IR.NoOffset | 480 | A0 "NoOffset" -> IR.NoOffset |
@@ -565,6 +579,8 @@ shaderHeader = \case | |||
565 | tell ["precision highp float;"] | 579 | tell ["precision highp float;"] |
566 | tell ["precision highp int;"] | 580 | tell ["precision highp int;"] |
567 | 581 | ||
582 | defaultPointSizeFun t = ELam (PVar t "dps") $ EFloat 1 | ||
583 | |||
568 | genVertexGLSL :: Backend -> Exp -> Exp -> Exp -> (([String],[(String,String,String)]),String) | 584 | genVertexGLSL :: Backend -> Exp -> Exp -> Exp -> (([String],[(String,String,String)]),String) |
569 | genVertexGLSL backend rp@(etaRed -> ELam is s) ints e@(etaRed -> ELam i o) = second unlines $ runWriter $ do | 585 | genVertexGLSL backend rp@(etaRed -> ELam is s) ints e@(etaRed -> ELam i o) = second unlines $ runWriter $ do |
570 | shaderHeader backend | 586 | shaderHeader backend |
diff --git a/testdata/Builtins.out b/testdata/Builtins.out index 1c8140c4..6e1e55b6 100644 --- a/testdata/Builtins.out +++ b/testdata/Builtins.out | |||
@@ -744,17 +744,25 @@ testdata/Builtins.lc 218:6-221:15 Type | |||
744 | testdata/Builtins.lc 219:7-219:16 CullMode | 744 | testdata/Builtins.lc 219:7-219:16 CullMode |
745 | testdata/Builtins.lc 220:7-220:15 CullMode | 745 | testdata/Builtins.lc 220:7-220:15 CullMode |
746 | testdata/Builtins.lc 221:7-221:15 CullMode | 746 | testdata/Builtins.lc 221:7-221:15 CullMode |
747 | testdata/Builtins.lc 223:6-223:15 Type | 747 | testdata/Builtins.lc 223:6-223:15 Type | Type->Type |
748 | testdata/Builtins.lc 223:6-224:22 Type | ||
748 | testdata/Builtins.lc 223:6-225:23 Type | 749 | testdata/Builtins.lc 223:6-225:23 Type |
749 | testdata/Builtins.lc 224:7-224:16 Float->PointSize | PointSize | Type | 750 | testdata/Builtins.lc 223:6-225:36 Type |
751 | testdata/Builtins.lc 224:7-224:16 PointSize V2 | Type | {a} -> Float -> PointSize a | ||
750 | testdata/Builtins.lc 224:17-224:22 Type | 752 | testdata/Builtins.lc 224:17-224:22 Type |
751 | testdata/Builtins.lc 225:7-225:23 PointSize | 753 | testdata/Builtins.lc 225:7-225:23 PointSize V3 | Type | {a} -> a->Float -> PointSize a |
752 | testdata/Builtins.lc 227:6-227:17 Type | 754 | testdata/Builtins.lc 225:25-225:26 Type |
755 | testdata/Builtins.lc 225:30-225:35 Type | ||
756 | testdata/Builtins.lc 227:6-227:17 Type | Type->Type | ||
757 | testdata/Builtins.lc 227:6-229:33 Type | ||
753 | testdata/Builtins.lc 227:6-230:18 Type | 758 | testdata/Builtins.lc 227:6-230:18 Type |
754 | testdata/Builtins.lc 228:7-228:18 PolygonMode | 759 | testdata/Builtins.lc 227:6-230:24 Type |
755 | testdata/Builtins.lc 229:7-229:19 PointSize->PolygonMode | PolygonMode | Type | 760 | testdata/Builtins.lc 228:7-228:18 PolygonMode V1 | {a} -> PolygonMode a |
756 | testdata/Builtins.lc 229:20-229:29 Type | 761 | testdata/Builtins.lc 229:7-229:19 PolygonMode V3 | Type | {a} -> PointSize a -> PolygonMode a |
757 | testdata/Builtins.lc 230:7-230:18 Float->PolygonMode | PolygonMode | Type | 762 | testdata/Builtins.lc 229:20-229:33 Type |
763 | testdata/Builtins.lc 229:21-229:30 Type->Type | ||
764 | testdata/Builtins.lc 229:31-229:32 Type | ||
765 | testdata/Builtins.lc 230:7-230:18 PolygonMode V4 | Type | {a} -> Float -> PolygonMode a | ||
758 | testdata/Builtins.lc 230:19-230:24 Type | 766 | testdata/Builtins.lc 230:19-230:24 Type |
759 | testdata/Builtins.lc 232:6-232:19 Type | 767 | testdata/Builtins.lc 232:6-232:19 Type |
760 | testdata/Builtins.lc 232:6-234:13 Type | 768 | testdata/Builtins.lc 232:6-234:13 Type |
@@ -798,40 +806,54 @@ testdata/Builtins.lc 257:1-257:10 {a} -> String->a | |||
798 | testdata/Builtins.lc 257:14-257:20 Type | 806 | testdata/Builtins.lc 257:14-257:20 Type |
799 | testdata/Builtins.lc 257:14-257:25 Type | 807 | testdata/Builtins.lc 257:14-257:25 Type |
800 | testdata/Builtins.lc 257:24-257:25 Type | V2 | 808 | testdata/Builtins.lc 257:24-257:25 Type | V2 |
801 | testdata/Builtins.lc 259:6-259:19 PrimitiveType->Type | Type | 809 | testdata/Builtins.lc 259:6-259:19 Type | Type -> PrimitiveType->Type |
802 | testdata/Builtins.lc 259:6-262:107 Type | 810 | testdata/Builtins.lc 259:6-262:111 Type |
803 | testdata/Builtins.lc 259:23-259:36 Type | 811 | testdata/Builtins.lc 259:25-259:38 Type |
804 | testdata/Builtins.lc 259:40-259:44 Type | 812 | testdata/Builtins.lc 259:25-259:46 Type |
805 | testdata/Builtins.lc 260:3-260:14 CullMode -> PolygonMode -> PolygonOffset -> ProvokingVertex -> RasterContext 'Triangle | RasterContext 'Triangle | 813 | testdata/Builtins.lc 259:42-259:46 Type |
806 | testdata/Builtins.lc 260:3-260:111 Type | 814 | testdata/Builtins.lc 260:3-260:14 RasterContext V5 'Triangle | {a} -> CullMode -> PolygonMode a -> PolygonOffset -> ProvokingVertex -> RasterContext a 'Triangle |
815 | testdata/Builtins.lc 260:3-260:115 Type | ||
807 | testdata/Builtins.lc 260:26-260:34 Type | 816 | testdata/Builtins.lc 260:26-260:34 Type |
808 | testdata/Builtins.lc 260:38-260:49 Type | 817 | testdata/Builtins.lc 260:26-260:115 Type |
809 | testdata/Builtins.lc 260:38-260:111 Type | 818 | testdata/Builtins.lc 260:38-260:49 Type->Type |
810 | testdata/Builtins.lc 260:53-260:66 Type | 819 | testdata/Builtins.lc 260:38-260:51 Type |
811 | testdata/Builtins.lc 260:53-260:111 Type | 820 | testdata/Builtins.lc 260:38-260:115 Type |
812 | testdata/Builtins.lc 260:70-260:85 Type | 821 | testdata/Builtins.lc 260:50-260:51 Type |
813 | testdata/Builtins.lc 260:70-260:111 Type | 822 | testdata/Builtins.lc 260:55-260:68 Type |
814 | testdata/Builtins.lc 260:89-260:102 PrimitiveType->Type | 823 | testdata/Builtins.lc 260:55-260:115 Type |
815 | testdata/Builtins.lc 260:89-260:111 Type | 824 | testdata/Builtins.lc 260:72-260:87 Type |
816 | testdata/Builtins.lc 260:103-260:111 PrimitiveType | 825 | testdata/Builtins.lc 260:72-260:115 Type |
817 | testdata/Builtins.lc 261:3-261:11 PointSize -> Float -> PointSpriteCoordOrigin -> RasterContext 'Point | RasterContext 'Point | 826 | testdata/Builtins.lc 260:91-260:104 Type -> PrimitiveType->Type |
818 | testdata/Builtins.lc 261:3-261:108 Type | 827 | testdata/Builtins.lc 260:91-260:106 PrimitiveType->Type |
819 | testdata/Builtins.lc 261:26-261:35 Type | 828 | testdata/Builtins.lc 260:91-260:115 Type |
820 | testdata/Builtins.lc 261:39-261:44 Type | 829 | testdata/Builtins.lc 260:105-260:106 Type |
821 | testdata/Builtins.lc 261:39-261:108 Type | 830 | testdata/Builtins.lc 260:107-260:115 PrimitiveType |
822 | testdata/Builtins.lc 261:48-261:70 Type | 831 | testdata/Builtins.lc 261:3-261:11 RasterContext V5 'Point | {a} -> PointSize a -> Float -> PointSpriteCoordOrigin -> RasterContext a 'Point |
823 | testdata/Builtins.lc 261:48-261:108 Type | 832 | testdata/Builtins.lc 261:3-261:112 Type |
824 | testdata/Builtins.lc 261:89-261:102 PrimitiveType->Type | 833 | testdata/Builtins.lc 261:26-261:35 Type->Type |
825 | testdata/Builtins.lc 261:89-261:108 Type | 834 | testdata/Builtins.lc 261:26-261:37 Type |
826 | testdata/Builtins.lc 261:103-261:108 PrimitiveType | 835 | testdata/Builtins.lc 261:26-261:112 Type |
827 | testdata/Builtins.lc 262:3-262:10 Float -> ProvokingVertex -> RasterContext 'Line | RasterContext 'Line | 836 | testdata/Builtins.lc 261:36-261:37 Type |
828 | testdata/Builtins.lc 262:3-262:107 Type | 837 | testdata/Builtins.lc 261:41-261:46 Type |
838 | testdata/Builtins.lc 261:41-261:112 Type | ||
839 | testdata/Builtins.lc 261:50-261:72 Type | ||
840 | testdata/Builtins.lc 261:50-261:112 Type | ||
841 | testdata/Builtins.lc 261:91-261:104 Type -> PrimitiveType->Type | ||
842 | testdata/Builtins.lc 261:91-261:106 PrimitiveType->Type | ||
843 | testdata/Builtins.lc 261:91-261:112 Type | ||
844 | testdata/Builtins.lc 261:105-261:106 Type | ||
845 | testdata/Builtins.lc 261:107-261:112 PrimitiveType | ||
846 | testdata/Builtins.lc 262:3-262:10 RasterContext V5 'Line | {a} -> Float -> ProvokingVertex -> RasterContext a 'Line | ||
847 | testdata/Builtins.lc 262:3-262:111 Type | ||
829 | testdata/Builtins.lc 262:26-262:31 Type | 848 | testdata/Builtins.lc 262:26-262:31 Type |
849 | testdata/Builtins.lc 262:26-262:111 Type | ||
830 | testdata/Builtins.lc 262:35-262:50 Type | 850 | testdata/Builtins.lc 262:35-262:50 Type |
831 | testdata/Builtins.lc 262:35-262:107 Type | 851 | testdata/Builtins.lc 262:35-262:111 Type |
832 | testdata/Builtins.lc 262:89-262:102 PrimitiveType->Type | 852 | testdata/Builtins.lc 262:91-262:104 Type -> PrimitiveType->Type |
833 | testdata/Builtins.lc 262:89-262:107 Type | 853 | testdata/Builtins.lc 262:91-262:106 PrimitiveType->Type |
834 | testdata/Builtins.lc 262:103-262:107 PrimitiveType | 854 | testdata/Builtins.lc 262:91-262:111 Type |
855 | testdata/Builtins.lc 262:105-262:106 Type | ||
856 | testdata/Builtins.lc 262:107-262:111 PrimitiveType | ||
835 | testdata/Builtins.lc 266:5-266:12 Type->Type | 857 | testdata/Builtins.lc 266:5-266:12 Type->Type |
836 | testdata/Builtins.lc 266:14-266:15 Type | 858 | testdata/Builtins.lc 266:14-266:15 Type |
837 | testdata/Builtins.lc 266:14-266:20 Type->Type | 859 | testdata/Builtins.lc 266:14-266:20 Type->Type |
@@ -1248,640 +1270,584 @@ testdata/Builtins.lc 345:71-345:78 Type->Type | |||
1248 | testdata/Builtins.lc 345:74-345:75 Type | 1270 | testdata/Builtins.lc 345:74-345:75 Type |
1249 | testdata/Builtins.lc 345:77-345:78 Type | 1271 | testdata/Builtins.lc 345:77-345:78 Type |
1250 | testdata/Builtins.lc 345:80-345:81 Type | 1272 | testdata/Builtins.lc 345:80-345:81 Type |
1251 | testdata/Builtins.lc 347:6-347:12 Nat -> Type->Type | Type | 1273 | testdata/Builtins.lc 349:6-349:12 Nat -> Type->Type | Type |
1252 | testdata/Builtins.lc 347:19-347:22 Type | 1274 | testdata/Builtins.lc 349:19-349:22 Type |
1253 | testdata/Builtins.lc 350:6-350:14 Nat -> Type->Type | Type | 1275 | testdata/Builtins.lc 351:6-351:14 Nat -> Type->Type | Type |
1254 | testdata/Builtins.lc 350:6-351:15 Type | 1276 | testdata/Builtins.lc 351:6-352:15 Type |
1255 | testdata/Builtins.lc 350:6-351:42 Type | 1277 | testdata/Builtins.lc 351:6-352:42 Type |
1256 | testdata/Builtins.lc 350:21-350:24 Type | 1278 | testdata/Builtins.lc 351:21-351:24 Type |
1257 | testdata/Builtins.lc 351:7-351:15 Fragment V4 V3 | Type | {a:Nat} -> {b} -> VecS Float 3 -> Vector a b -> Fragment a b | 1279 | testdata/Builtins.lc 352:7-352:15 Fragment V4 V3 | Type | {a:Nat} -> {b} -> VecS Float 3 -> Vector a b -> Fragment a b |
1258 | testdata/Builtins.lc 351:16-351:29 Type | 1280 | testdata/Builtins.lc 352:16-352:29 Type |
1259 | testdata/Builtins.lc 351:17-351:20 Nat -> Type->Type | 1281 | testdata/Builtins.lc 352:17-352:20 Nat -> Type->Type |
1260 | testdata/Builtins.lc 351:17-351:22 Type->Type | 1282 | testdata/Builtins.lc 352:17-352:22 Type->Type |
1261 | testdata/Builtins.lc 351:21-351:22 V1 | 1283 | testdata/Builtins.lc 352:21-352:22 V1 |
1262 | testdata/Builtins.lc 351:23-351:28 Type | 1284 | testdata/Builtins.lc 352:23-352:28 Type |
1263 | testdata/Builtins.lc 351:30-351:42 Type | 1285 | testdata/Builtins.lc 352:30-352:42 Type |
1264 | testdata/Builtins.lc 351:31-351:37 Nat -> Type->Type | 1286 | testdata/Builtins.lc 352:31-352:37 Nat -> Type->Type |
1265 | testdata/Builtins.lc 351:31-351:39 Type->Type | 1287 | testdata/Builtins.lc 352:31-352:39 Type->Type |
1266 | testdata/Builtins.lc 351:38-351:39 Nat | 1288 | testdata/Builtins.lc 352:38-352:39 Nat |
1267 | testdata/Builtins.lc 351:40-351:41 Type | 1289 | testdata/Builtins.lc 352:40-352:41 Type |
1268 | testdata/Builtins.lc 353:6-353:20 Nat -> Type->Type | 1290 | testdata/Builtins.lc 354:6-354:20 Nat -> Type->Type |
1269 | testdata/Builtins.lc 353:27-353:33 Type->Type | 1291 | testdata/Builtins.lc 354:27-354:33 Type->Type |
1270 | testdata/Builtins.lc 353:27-353:48 Type | 1292 | testdata/Builtins.lc 354:27-354:48 Type |
1271 | testdata/Builtins.lc 353:34-353:48 Type | 1293 | testdata/Builtins.lc 354:34-354:48 Type |
1272 | testdata/Builtins.lc 353:35-353:43 Nat -> Type->Type | 1294 | testdata/Builtins.lc 354:35-354:43 Nat -> Type->Type |
1273 | testdata/Builtins.lc 353:35-353:45 Type->Type | 1295 | testdata/Builtins.lc 354:35-354:45 Type->Type |
1274 | testdata/Builtins.lc 353:44-353:45 V3 | 1296 | testdata/Builtins.lc 354:44-354:45 V3 |
1275 | testdata/Builtins.lc 353:46-353:47 V1 | 1297 | testdata/Builtins.lc 354:46-354:47 V1 |
1276 | testdata/Builtins.lc 355:1-355:15 {a} -> {b:Nat} -> a->Float -> Fragment b a -> Fragment b a | 1298 | testdata/Builtins.lc 356:1-356:15 {a} -> {b:Nat} -> a->Float -> Fragment b a -> Fragment b a |
1277 | testdata/Builtins.lc 355:19-355:63 Type | 1299 | testdata/Builtins.lc 356:19-356:63 Type |
1278 | testdata/Builtins.lc 355:20-355:21 V3 | 1300 | testdata/Builtins.lc 356:20-356:21 V3 |
1279 | testdata/Builtins.lc 355:25-355:30 Type | 1301 | testdata/Builtins.lc 356:25-356:30 Type |
1280 | testdata/Builtins.lc 355:35-355:43 Nat -> Type->Type | 1302 | testdata/Builtins.lc 356:35-356:43 Nat -> Type->Type |
1281 | testdata/Builtins.lc 355:35-355:45 Type->Type | 1303 | testdata/Builtins.lc 356:35-356:45 Type->Type |
1282 | testdata/Builtins.lc 355:35-355:47 Type | 1304 | testdata/Builtins.lc 356:35-356:47 Type |
1283 | testdata/Builtins.lc 355:35-355:63 Type | 1305 | testdata/Builtins.lc 356:35-356:63 Type |
1284 | testdata/Builtins.lc 355:44-355:45 V2 | 1306 | testdata/Builtins.lc 356:44-356:45 V2 |
1285 | testdata/Builtins.lc 355:46-355:47 Type | 1307 | testdata/Builtins.lc 356:46-356:47 Type |
1286 | testdata/Builtins.lc 355:51-355:59 Nat -> Type->Type | 1308 | testdata/Builtins.lc 356:51-356:59 Nat -> Type->Type |
1287 | testdata/Builtins.lc 355:51-355:61 Type->Type | 1309 | testdata/Builtins.lc 356:51-356:61 Type->Type |
1288 | testdata/Builtins.lc 355:51-355:63 Type | 1310 | testdata/Builtins.lc 356:51-356:63 Type |
1289 | testdata/Builtins.lc 355:60-355:61 Nat | 1311 | testdata/Builtins.lc 356:60-356:61 Nat |
1290 | testdata/Builtins.lc 355:62-355:63 Type | 1312 | testdata/Builtins.lc 356:62-356:63 Type |
1291 | testdata/Builtins.lc 357:20-357:76 Type | 1313 | testdata/Builtins.lc 358:20-358:76 Type |
1292 | testdata/Builtins.lc 357:21-357:22 V3 | 1314 | testdata/Builtins.lc 358:21-358:22 V3 |
1293 | testdata/Builtins.lc 357:26-357:31 Type | 1315 | testdata/Builtins.lc 358:26-358:31 Type |
1294 | testdata/Builtins.lc 357:36-357:50 Nat -> Type->Type | 1316 | testdata/Builtins.lc 358:36-358:50 Nat -> Type->Type |
1295 | testdata/Builtins.lc 357:36-357:52 Type->Type | 1317 | testdata/Builtins.lc 358:36-358:52 Type->Type |
1296 | testdata/Builtins.lc 357:36-357:54 Type | 1318 | testdata/Builtins.lc 358:36-358:54 Type |
1297 | testdata/Builtins.lc 357:36-357:76 Type | 1319 | testdata/Builtins.lc 358:36-358:76 Type |
1298 | testdata/Builtins.lc 357:51-357:52 V2 | 1320 | testdata/Builtins.lc 358:51-358:52 V2 |
1299 | testdata/Builtins.lc 357:53-357:54 Type | 1321 | testdata/Builtins.lc 358:53-358:54 Type |
1300 | testdata/Builtins.lc 357:58-357:72 Nat -> Type->Type | 1322 | testdata/Builtins.lc 358:58-358:72 Nat -> Type->Type |
1301 | testdata/Builtins.lc 357:58-357:74 Type->Type | 1323 | testdata/Builtins.lc 358:58-358:74 Type->Type |
1302 | testdata/Builtins.lc 357:58-357:76 Type | 1324 | testdata/Builtins.lc 358:58-358:76 Type |
1303 | testdata/Builtins.lc 357:73-357:74 Nat | 1325 | testdata/Builtins.lc 358:73-358:74 Nat |
1304 | testdata/Builtins.lc 357:75-357:76 Type | 1326 | testdata/Builtins.lc 358:75-358:76 Type |
1305 | testdata/Builtins.lc 358:1-358:16 {a} -> {b:Nat} -> a->Float -> Stream (Fragment b a) -> Stream (Fragment b a) | 1327 | testdata/Builtins.lc 359:1-359:16 {a} -> {b:Nat} -> a->Float -> Stream (Fragment b a) -> Stream (Fragment b a) |
1306 | testdata/Builtins.lc 358:21-358:30 {a} -> {b} -> a->b -> Stream a -> Stream b | 1328 | testdata/Builtins.lc 359:21-359:30 {a} -> {b} -> a->b -> Stream a -> Stream b |
1307 | testdata/Builtins.lc 358:21-358:49 Stream (Fragment V0 V3) -> Stream (Fragment V1 V4) | V1->Float -> Stream (Fragment V1 V2) -> Stream (Fragment V2 V3) | 1329 | testdata/Builtins.lc 359:21-359:49 Stream (Fragment V0 V3) -> Stream (Fragment V1 V4) | V1->Float -> Stream (Fragment V1 V2) -> Stream (Fragment V2 V3) |
1308 | testdata/Builtins.lc 358:31-358:49 Fragment V0 V5 -> Fragment V1 V6 | 1330 | testdata/Builtins.lc 359:31-359:49 Fragment V0 V5 -> Fragment V1 V6 |
1309 | testdata/Builtins.lc 358:32-358:46 {a} -> {b:Nat} -> a->Float -> Fragment b a -> Fragment b a | 1331 | testdata/Builtins.lc 359:32-359:46 {a} -> {b:Nat} -> a->Float -> Fragment b a -> Fragment b a |
1310 | testdata/Builtins.lc 358:47-358:48 V6->Float | 1332 | testdata/Builtins.lc 359:47-359:48 V6->Float |
1311 | testdata/Builtins.lc 360:6-360:18 Type | Type->Type | 1333 | testdata/Builtins.lc 361:6-361:18 Type | Type->Type |
1312 | testdata/Builtins.lc 360:6-363:7 Type | 1334 | testdata/Builtins.lc 361:6-364:7 Type |
1313 | testdata/Builtins.lc 361:3-361:9 Interpolated V2 | Type | {a} -> {b : Floating a} -> Interpolated a | 1335 | testdata/Builtins.lc 362:3-362:9 Interpolated V2 | Type | {a} -> {b : Floating a} -> Interpolated a |
1314 | testdata/Builtins.lc 361:11-361:24 Interpolated V3 | Type | {a} -> {b : Floating a} -> Interpolated a | 1336 | testdata/Builtins.lc 362:11-362:24 Interpolated V3 | Type | {a} -> {b : Floating a} -> Interpolated a |
1315 | testdata/Builtins.lc 362:26-362:38 Type | 1337 | testdata/Builtins.lc 363:26-363:38 Type |
1316 | testdata/Builtins.lc 362:26-362:56 Type | 1338 | testdata/Builtins.lc 363:26-363:56 Type |
1317 | testdata/Builtins.lc 362:27-362:35 Type->Type | 1339 | testdata/Builtins.lc 363:27-363:35 Type->Type |
1318 | testdata/Builtins.lc 362:36-362:37 Type | 1340 | testdata/Builtins.lc 363:36-363:37 Type |
1319 | testdata/Builtins.lc 362:42-362:54 Type->Type | ||
1320 | testdata/Builtins.lc 362:42-362:56 Type | ||
1321 | testdata/Builtins.lc 362:55-362:56 Type | ||
1322 | testdata/Builtins.lc 363:3-363:7 Interpolated V3 | {a} -> Interpolated a | ||
1323 | testdata/Builtins.lc 363:42-363:54 Type->Type | 1341 | testdata/Builtins.lc 363:42-363:54 Type->Type |
1324 | testdata/Builtins.lc 363:42-363:56 Type | 1342 | testdata/Builtins.lc 363:42-363:56 Type |
1325 | testdata/Builtins.lc 363:55-363:56 Type | 1343 | testdata/Builtins.lc 363:55-363:56 Type |
1326 | testdata/Builtins.lc 366:5-366:21 Type->Type | 1344 | testdata/Builtins.lc 364:3-364:7 Interpolated V3 | {a} -> Interpolated a |
1327 | testdata/Builtins.lc 366:27-366:29 Type | 1345 | testdata/Builtins.lc 364:42-364:54 Type->Type |
1328 | testdata/Builtins.lc 366:27-369:82 Type | Type->Type | 1346 | testdata/Builtins.lc 364:42-364:56 Type |
1329 | testdata/Builtins.lc 367:36-367:37 Type | 1347 | testdata/Builtins.lc 364:55-364:56 Type |
1330 | testdata/Builtins.lc 367:36-367:42 Type->Type | 1348 | testdata/Builtins.lc 367:5-367:21 Type->Type |
1331 | testdata/Builtins.lc 367:36-369:82 Type | 1349 | testdata/Builtins.lc 367:27-367:29 Type |
1332 | testdata/Builtins.lc 367:41-367:42 Type | Type->Type | 1350 | testdata/Builtins.lc 367:27-370:82 Type | Type->Type |
1333 | testdata/Builtins.lc 368:23-368:53 Type | 1351 | testdata/Builtins.lc 368:36-368:37 Type |
1334 | testdata/Builtins.lc 368:23-368:63 Type->Type | 1352 | testdata/Builtins.lc 368:36-368:42 Type->Type |
1335 | testdata/Builtins.lc 368:23-369:82 Type | 1353 | testdata/Builtins.lc 368:36-370:82 Type |
1336 | testdata/Builtins.lc 368:57-368:63 Type | Type -> Type->Type | Type->Type | 1354 | testdata/Builtins.lc 368:41-368:42 Type | Type->Type |
1337 | testdata/Builtins.lc 368:58-368:59 Type | 1355 | testdata/Builtins.lc 369:23-369:53 Type |
1338 | testdata/Builtins.lc 368:61-368:62 Type | 1356 | testdata/Builtins.lc 369:23-369:63 Type->Type |
1339 | testdata/Builtins.lc 369:23-369:69 Type | 1357 | testdata/Builtins.lc 369:23-370:82 Type |
1340 | testdata/Builtins.lc 369:23-369:82 Type->Type | 1358 | testdata/Builtins.lc 369:57-369:63 Type | Type -> Type->Type | Type->Type |
1341 | testdata/Builtins.lc 369:73-369:82 Type | Type -> Type -> Type->Type | Type -> Type->Type | Type->Type | 1359 | testdata/Builtins.lc 369:58-369:59 Type |
1342 | testdata/Builtins.lc 369:74-369:75 Type | 1360 | testdata/Builtins.lc 369:61-369:62 Type |
1343 | testdata/Builtins.lc 369:74-369:78 Type->Type | 1361 | testdata/Builtins.lc 370:23-370:69 Type |
1344 | testdata/Builtins.lc 369:77-369:78 Type | 1362 | testdata/Builtins.lc 370:23-370:82 Type->Type |
1345 | testdata/Builtins.lc 369:80-369:81 Type | 1363 | testdata/Builtins.lc 370:73-370:82 Type | Type -> Type -> Type->Type | Type -> Type->Type | Type->Type |
1346 | testdata/Builtins.lc 371:1-371:10 {a} -> {b} -> {c} -> {d:PrimitiveType} -> {e : a ~ InterpolatedType b} -> {f : c ~ JoinTupleType (VecS Float 4) a} -> c->Float -> b -> RasterContext d -> Primitive c d -> Stream (Fragment 1 a) | 1364 | testdata/Builtins.lc 370:74-370:75 Type |
1347 | testdata/Builtins.lc 372:8-376:43 Type | 1365 | testdata/Builtins.lc 370:74-370:78 Type->Type |
1348 | testdata/Builtins.lc 372:9-372:10 V7 | 1366 | testdata/Builtins.lc 370:77-370:78 Type |
1349 | testdata/Builtins.lc 372:9-372:12 Type->Type | 1367 | testdata/Builtins.lc 370:80-370:81 Type |
1350 | testdata/Builtins.lc 372:9-372:43 Type | 1368 | testdata/Builtins.lc 372:1-372:10 {a} -> {b} -> {c} -> {d:PrimitiveType} -> {e : a ~ InterpolatedType b} -> {f : c ~ JoinTupleType (VecS Float 4) a} -> b -> RasterContext c d -> Primitive c d -> Stream (Fragment 1 a) |
1351 | testdata/Builtins.lc 372:11-372:12 Type -> Type->Type | 1369 | testdata/Builtins.lc 373:8-378:26 Type |
1352 | testdata/Builtins.lc 372:13-372:29 Type->Type | 1370 | testdata/Builtins.lc 373:10-373:11 V7 |
1353 | testdata/Builtins.lc 372:13-372:43 Type | 1371 | testdata/Builtins.lc 373:10-373:13 Type->Type |
1354 | testdata/Builtins.lc 372:30-372:43 V5 | 1372 | testdata/Builtins.lc 373:10-373:44 Type |
1355 | testdata/Builtins.lc 372:45-372:46 V4 | 1373 | testdata/Builtins.lc 373:12-373:13 Type -> Type->Type |
1356 | testdata/Builtins.lc 372:45-372:48 Type->Type | 1374 | testdata/Builtins.lc 373:14-373:30 Type->Type |
1357 | testdata/Builtins.lc 372:45-372:78 Type | 1375 | testdata/Builtins.lc 373:14-373:44 Type |
1358 | testdata/Builtins.lc 372:45-376:43 Type | 1376 | testdata/Builtins.lc 373:31-373:44 V5 |
1359 | testdata/Builtins.lc 372:47-372:48 Type -> Type->Type | 1377 | testdata/Builtins.lc 374:10-374:11 V4 |
1360 | testdata/Builtins.lc 372:49-372:62 Type -> Type->Type | 1378 | testdata/Builtins.lc 374:10-374:13 Type->Type |
1361 | testdata/Builtins.lc 372:49-372:76 Type->Type | 1379 | testdata/Builtins.lc 374:10-374:43 Type |
1362 | testdata/Builtins.lc 372:49-372:78 Type | 1380 | testdata/Builtins.lc 374:10-378:26 Type |
1363 | testdata/Builtins.lc 372:63-372:76 Type | 1381 | testdata/Builtins.lc 374:12-374:13 Type -> Type->Type |
1364 | testdata/Builtins.lc 372:64-372:67 Nat -> Type->Type | 1382 | testdata/Builtins.lc 374:14-374:27 Type -> Type->Type |
1365 | testdata/Builtins.lc 372:64-372:69 Type->Type | 1383 | testdata/Builtins.lc 374:14-374:41 Type->Type |
1366 | testdata/Builtins.lc 372:68-372:69 V1 | 1384 | testdata/Builtins.lc 374:14-374:43 Type |
1367 | testdata/Builtins.lc 372:70-372:75 Type | 1385 | testdata/Builtins.lc 374:28-374:41 Type |
1368 | testdata/Builtins.lc 372:77-372:78 Type | 1386 | testdata/Builtins.lc 374:29-374:32 Nat -> Type->Type |
1369 | testdata/Builtins.lc 373:8-376:43 Type | 1387 | testdata/Builtins.lc 374:29-374:34 Type->Type |
1370 | testdata/Builtins.lc 373:9-373:10 Type | 1388 | testdata/Builtins.lc 374:33-374:34 V1 |
1371 | testdata/Builtins.lc 373:14-373:19 Type | 1389 | testdata/Builtins.lc 374:35-374:40 Type |
1372 | testdata/Builtins.lc 374:8-374:21 Type | 1390 | testdata/Builtins.lc 374:42-374:43 Type |
1373 | testdata/Builtins.lc 374:8-376:43 Type | 1391 | testdata/Builtins.lc 375:8-375:21 Type |
1374 | testdata/Builtins.lc 375:8-375:21 PrimitiveType->Type | 1392 | testdata/Builtins.lc 375:8-378:26 Type |
1375 | testdata/Builtins.lc 375:8-375:23 Type | 1393 | testdata/Builtins.lc 376:8-376:21 Type -> PrimitiveType->Type |
1376 | testdata/Builtins.lc 375:8-376:43 Type | 1394 | testdata/Builtins.lc 376:8-376:23 PrimitiveType->Type |
1377 | testdata/Builtins.lc 375:22-375:23 V5 | 1395 | testdata/Builtins.lc 376:8-376:25 Type |
1378 | testdata/Builtins.lc 376:8-376:17 Type -> PrimitiveType->Type | 1396 | testdata/Builtins.lc 376:8-378:26 Type |
1379 | testdata/Builtins.lc 376:8-376:19 PrimitiveType->Type | 1397 | testdata/Builtins.lc 376:22-376:23 Type |
1380 | testdata/Builtins.lc 376:8-376:21 Type | 1398 | testdata/Builtins.lc 376:24-376:25 V4 |
1381 | testdata/Builtins.lc 376:8-376:43 Type | 1399 | testdata/Builtins.lc 377:8-377:17 Type -> PrimitiveType->Type |
1382 | testdata/Builtins.lc 376:18-376:19 Type | 1400 | testdata/Builtins.lc 377:8-377:19 PrimitiveType->Type |
1383 | testdata/Builtins.lc 376:20-376:21 PrimitiveType | 1401 | testdata/Builtins.lc 377:8-377:21 Type |
1384 | testdata/Builtins.lc 376:25-376:39 Nat -> Type->Type | 1402 | testdata/Builtins.lc 377:8-378:26 Type |
1385 | testdata/Builtins.lc 376:25-376:41 Type->Type | 1403 | testdata/Builtins.lc 377:18-377:19 Type |
1386 | testdata/Builtins.lc 376:25-376:43 Type | 1404 | testdata/Builtins.lc 377:20-377:21 PrimitiveType |
1387 | testdata/Builtins.lc 376:40-376:41 V1 | 1405 | testdata/Builtins.lc 378:8-378:22 Nat -> Type->Type |
1388 | testdata/Builtins.lc 376:42-376:43 Type | 1406 | testdata/Builtins.lc 378:8-378:24 Type->Type |
1389 | testdata/Builtins.lc 378:1-378:20 {a} -> {b:PrimitiveType} -> RasterContext b -> a -> Stream (Primitive (JoinTupleType (VecS Float 4) (InterpolatedType a)) b) -> Stream (Fragment 1 (InterpolatedType a)) | 1407 | testdata/Builtins.lc 378:8-378:26 Type |
1390 | testdata/Builtins.lc 378:30-378:45 {a} -> {b} -> (a -> Stream b) -> Stream a -> Stream b | 1408 | testdata/Builtins.lc 378:23-378:24 V1 |
1391 | testdata/Builtins.lc 378:30-378:74 Stream (Primitive (JoinTupleType (VecS Float 4) (InterpolatedType V2)) V0) -> Stream (Fragment 1 (InterpolatedType V3)) | 1409 | testdata/Builtins.lc 378:25-378:26 Type |
1392 | testdata/Builtins.lc 378:46-378:74 Primitive (JoinTupleType (VecS Float 4) (InterpolatedType V2)) V0 -> Stream (Fragment 1 (InterpolatedType V3)) | 1410 | testdata/Builtins.lc 380:1-380:20 {a} -> {b:PrimitiveType} -> RasterContext (JoinTupleType (VecS Float 4) (InterpolatedType a)) b -> a -> Stream (Primitive (JoinTupleType (VecS Float 4) (InterpolatedType a)) b) -> Stream (Fragment 1 (InterpolatedType a)) |
1393 | testdata/Builtins.lc 378:47-378:56 {a} -> {b} -> {c} -> {d:PrimitiveType} -> {e : a ~ InterpolatedType b} -> {f : c ~ JoinTupleType (VecS Float 4) a} -> c->Float -> b -> RasterContext d -> Primitive c d -> Stream (Fragment 1 a) | 1411 | testdata/Builtins.lc 380:30-380:45 {a} -> {b} -> (a -> Stream b) -> Stream a -> Stream b |
1394 | testdata/Builtins.lc 378:47-378:66 V1 -> RasterContext V1 -> Primitive (JoinTupleType (VecS Float 4) (InterpolatedType V3)) V2 -> Stream (Fragment 1 (InterpolatedType V4)) | 1412 | testdata/Builtins.lc 380:30-380:64 Stream (Primitive (JoinTupleType (VecS Float 4) (InterpolatedType V2)) V0) -> Stream (Fragment 1 (InterpolatedType V3)) |
1395 | testdata/Builtins.lc 378:47-378:69 RasterContext V0 -> Primitive (JoinTupleType (VecS Float 4) (InterpolatedType V5)) V1 -> Stream (Fragment 1 (InterpolatedType V6)) | 1413 | testdata/Builtins.lc 380:46-380:64 Primitive (JoinTupleType (VecS Float 4) (InterpolatedType V2)) V0 -> Stream (Fragment 1 (InterpolatedType V3)) |
1396 | testdata/Builtins.lc 378:57-378:66 JoinTupleType (VecS Float 4) (InterpolatedType V1) -> Float | 1414 | testdata/Builtins.lc 380:47-380:56 {a} -> {b} -> {c} -> {d:PrimitiveType} -> {e : a ~ InterpolatedType b} -> {f : c ~ JoinTupleType (VecS Float 4) a} -> b -> RasterContext c d -> Primitive c d -> Stream (Fragment 1 a) |
1397 | testdata/Builtins.lc 378:64-378:65 V1 | 1415 | testdata/Builtins.lc 380:47-380:59 RasterContext (JoinTupleType (VecS Float 4) (InterpolatedType V4)) V0 -> Primitive (JoinTupleType (VecS Float 4) (InterpolatedType V5)) V1 -> Stream (Fragment 1 (InterpolatedType V6)) |
1398 | testdata/Builtins.lc 378:67-378:69 V5 | 1416 | testdata/Builtins.lc 380:57-380:59 V5 |
1399 | testdata/Builtins.lc 378:70-378:73 V4 | 1417 | testdata/Builtins.lc 380:60-380:63 V4 |
1400 | testdata/Builtins.lc 379:1-379:33 {a} -> {b:PrimitiveType} -> RasterContext b -> (JoinTupleType (VecS Float 4) (InterpolatedType a) -> Float) -> a -> Stream (Primitive (JoinTupleType (VecS Float 4) (InterpolatedType a)) b) -> Stream (Fragment 1 (InterpolatedType a)) | 1418 | testdata/Builtins.lc 383:1-383:14 {a} -> {b:Nat} -> a->Bool -> Fragment b a -> Bool |
1401 | testdata/Builtins.lc 379:46-379:61 {a} -> {b} -> (a -> Stream b) -> Stream a -> Stream b | 1419 | testdata/Builtins.lc 383:18-383:53 Type |
1402 | testdata/Builtins.lc 379:46-379:83 Stream (Primitive (JoinTupleType (VecS Float 4) (InterpolatedType V2)) V0) -> Stream (Fragment 1 (InterpolatedType V3)) | 1420 | testdata/Builtins.lc 383:19-383:20 V3 |
1403 | testdata/Builtins.lc 379:62-379:83 Primitive (JoinTupleType (VecS Float 4) (InterpolatedType V2)) V0 -> Stream (Fragment 1 (InterpolatedType V3)) | 1421 | testdata/Builtins.lc 383:24-383:28 Type |
1404 | testdata/Builtins.lc 379:63-379:72 {a} -> {b} -> {c} -> {d:PrimitiveType} -> {e : a ~ InterpolatedType b} -> {f : c ~ JoinTupleType (VecS Float 4) a} -> c->Float -> b -> RasterContext d -> Primitive c d -> Stream (Fragment 1 a) | 1422 | testdata/Builtins.lc 383:33-383:41 Nat -> Type->Type |
1405 | testdata/Builtins.lc 379:63-379:75 V1 -> RasterContext V1 -> Primitive (JoinTupleType (VecS Float 4) (InterpolatedType V3)) V2 -> Stream (Fragment 1 (InterpolatedType V4)) | 1423 | testdata/Builtins.lc 383:33-383:43 Type->Type |
1406 | testdata/Builtins.lc 379:63-379:78 RasterContext V0 -> Primitive (JoinTupleType (VecS Float 4) (InterpolatedType V5)) V1 -> Stream (Fragment 1 (InterpolatedType V6)) | 1424 | testdata/Builtins.lc 383:33-383:45 Type |
1407 | testdata/Builtins.lc 379:73-379:75 V7 | 1425 | testdata/Builtins.lc 383:33-383:53 Type |
1408 | testdata/Builtins.lc 379:76-379:78 V5 | 1426 | testdata/Builtins.lc 383:42-383:43 V2 |
1409 | testdata/Builtins.lc 379:79-379:82 V5 | 1427 | testdata/Builtins.lc 383:44-383:45 Type |
1410 | testdata/Builtins.lc 381:1-381:14 {a} -> {b:Nat} -> a->Bool -> Fragment b a -> Bool | 1428 | testdata/Builtins.lc 383:49-383:53 Type |
1411 | testdata/Builtins.lc 381:18-381:53 Type | 1429 | testdata/Builtins.lc 385:20-385:75 Type |
1412 | testdata/Builtins.lc 381:19-381:20 V3 | 1430 | testdata/Builtins.lc 385:21-385:22 V3 |
1413 | testdata/Builtins.lc 381:24-381:28 Type | 1431 | testdata/Builtins.lc 385:26-385:30 Type |
1414 | testdata/Builtins.lc 381:33-381:41 Nat -> Type->Type | 1432 | testdata/Builtins.lc 385:35-385:49 Nat -> Type->Type |
1415 | testdata/Builtins.lc 381:33-381:43 Type->Type | 1433 | testdata/Builtins.lc 385:35-385:51 Type->Type |
1416 | testdata/Builtins.lc 381:33-381:45 Type | 1434 | testdata/Builtins.lc 385:35-385:53 Type |
1417 | testdata/Builtins.lc 381:33-381:53 Type | 1435 | testdata/Builtins.lc 385:35-385:75 Type |
1418 | testdata/Builtins.lc 381:42-381:43 V2 | 1436 | testdata/Builtins.lc 385:50-385:51 V2 |
1419 | testdata/Builtins.lc 381:44-381:45 Type | 1437 | testdata/Builtins.lc 385:52-385:53 Type |
1420 | testdata/Builtins.lc 381:49-381:53 Type | 1438 | testdata/Builtins.lc 385:57-385:71 Nat -> Type->Type |
1421 | testdata/Builtins.lc 383:20-383:75 Type | 1439 | testdata/Builtins.lc 385:57-385:73 Type->Type |
1422 | testdata/Builtins.lc 383:21-383:22 V3 | 1440 | testdata/Builtins.lc 385:57-385:75 Type |
1423 | testdata/Builtins.lc 383:26-383:30 Type | 1441 | testdata/Builtins.lc 385:72-385:73 Nat |
1424 | testdata/Builtins.lc 383:35-383:49 Nat -> Type->Type | 1442 | testdata/Builtins.lc 385:74-385:75 Type |
1425 | testdata/Builtins.lc 383:35-383:51 Type->Type | 1443 | testdata/Builtins.lc 386:1-386:16 {a} -> {b:Nat} -> a->Bool -> Stream (Fragment b a) -> Stream (Fragment b a) |
1426 | testdata/Builtins.lc 383:35-383:53 Type | 1444 | testdata/Builtins.lc 386:21-386:33 {a} -> a->Bool -> Stream a -> Stream a |
1427 | testdata/Builtins.lc 383:35-383:75 Type | 1445 | testdata/Builtins.lc 386:21-386:51 Stream (Fragment V0 V3) -> Stream (Fragment V1 V4) | V1->Bool -> Stream (Fragment V1 V2) -> Stream (Fragment V2 V3) |
1428 | testdata/Builtins.lc 383:50-383:51 V2 | 1446 | testdata/Builtins.lc 386:34-386:51 Fragment V0 V4 -> Bool |
1429 | testdata/Builtins.lc 383:52-383:53 Type | 1447 | testdata/Builtins.lc 386:35-386:48 {a} -> {b:Nat} -> a->Bool -> Fragment b a -> Bool |
1430 | testdata/Builtins.lc 383:57-383:71 Nat -> Type->Type | 1448 | testdata/Builtins.lc 386:49-386:50 V5->Bool |
1431 | testdata/Builtins.lc 383:57-383:73 Type->Type | 1449 | testdata/Builtins.lc 388:1-388:12 {a} -> {b} -> {c:Nat} -> a->b -> Fragment c a -> Fragment c b |
1432 | testdata/Builtins.lc 383:57-383:75 Type | 1450 | testdata/Builtins.lc 388:16-388:56 Type |
1433 | testdata/Builtins.lc 383:72-383:73 Nat | 1451 | testdata/Builtins.lc 388:17-388:18 V5 |
1434 | testdata/Builtins.lc 383:74-383:75 Type | 1452 | testdata/Builtins.lc 388:22-388:23 Type | V4 |
1435 | testdata/Builtins.lc 384:1-384:16 {a} -> {b:Nat} -> a->Bool -> Stream (Fragment b a) -> Stream (Fragment b a) | 1453 | testdata/Builtins.lc 388:28-388:36 Nat -> Type->Type |
1436 | testdata/Builtins.lc 384:21-384:33 {a} -> a->Bool -> Stream a -> Stream a | 1454 | testdata/Builtins.lc 388:28-388:38 Type->Type |
1437 | testdata/Builtins.lc 384:21-384:51 Stream (Fragment V0 V3) -> Stream (Fragment V1 V4) | V1->Bool -> Stream (Fragment V1 V2) -> Stream (Fragment V2 V3) | 1455 | testdata/Builtins.lc 388:28-388:40 Type |
1438 | testdata/Builtins.lc 384:34-384:51 Fragment V0 V4 -> Bool | 1456 | testdata/Builtins.lc 388:28-388:56 Type |
1439 | testdata/Builtins.lc 384:35-384:48 {a} -> {b:Nat} -> a->Bool -> Fragment b a -> Bool | 1457 | testdata/Builtins.lc 388:37-388:38 V2 |
1440 | testdata/Builtins.lc 384:49-384:50 V5->Bool | 1458 | testdata/Builtins.lc 388:39-388:40 Type |
1441 | testdata/Builtins.lc 386:1-386:12 {a} -> {b} -> {c:Nat} -> a->b -> Fragment c a -> Fragment c b | 1459 | testdata/Builtins.lc 388:44-388:52 Nat -> Type->Type |
1442 | testdata/Builtins.lc 386:16-386:56 Type | 1460 | testdata/Builtins.lc 388:44-388:54 Type->Type |
1443 | testdata/Builtins.lc 386:17-386:18 V5 | 1461 | testdata/Builtins.lc 388:44-388:56 Type |
1444 | testdata/Builtins.lc 386:22-386:23 Type | V4 | 1462 | testdata/Builtins.lc 388:53-388:54 Nat |
1445 | testdata/Builtins.lc 386:28-386:36 Nat -> Type->Type | 1463 | testdata/Builtins.lc 388:55-388:56 Type |
1446 | testdata/Builtins.lc 386:28-386:38 Type->Type | 1464 | testdata/Builtins.lc 390:17-390:69 Type |
1447 | testdata/Builtins.lc 386:28-386:40 Type | 1465 | testdata/Builtins.lc 390:18-390:19 V5 |
1448 | testdata/Builtins.lc 386:28-386:56 Type | 1466 | testdata/Builtins.lc 390:23-390:24 Type | V4 |
1449 | testdata/Builtins.lc 386:37-386:38 V2 | 1467 | testdata/Builtins.lc 390:29-390:43 Nat -> Type->Type |
1450 | testdata/Builtins.lc 386:39-386:40 Type | 1468 | testdata/Builtins.lc 390:29-390:45 Type->Type |
1451 | testdata/Builtins.lc 386:44-386:52 Nat -> Type->Type | 1469 | testdata/Builtins.lc 390:29-390:47 Type |
1452 | testdata/Builtins.lc 386:44-386:54 Type->Type | 1470 | testdata/Builtins.lc 390:29-390:69 Type |
1453 | testdata/Builtins.lc 386:44-386:56 Type | 1471 | testdata/Builtins.lc 390:44-390:45 V2 |
1454 | testdata/Builtins.lc 386:53-386:54 Nat | 1472 | testdata/Builtins.lc 390:46-390:47 Type |
1455 | testdata/Builtins.lc 386:55-386:56 Type | 1473 | testdata/Builtins.lc 390:51-390:65 Nat -> Type->Type |
1456 | testdata/Builtins.lc 388:17-388:69 Type | 1474 | testdata/Builtins.lc 390:51-390:67 Type->Type |
1457 | testdata/Builtins.lc 388:18-388:19 V5 | 1475 | testdata/Builtins.lc 390:51-390:69 Type |
1458 | testdata/Builtins.lc 388:23-388:24 Type | V4 | 1476 | testdata/Builtins.lc 390:66-390:67 Nat |
1459 | testdata/Builtins.lc 388:29-388:43 Nat -> Type->Type | 1477 | testdata/Builtins.lc 390:68-390:69 Type |
1460 | testdata/Builtins.lc 388:29-388:45 Type->Type | 1478 | testdata/Builtins.lc 391:1-391:13 {a} -> {b} -> {c:Nat} -> a->b -> Stream (Fragment c a) -> Stream (Fragment c b) |
1461 | testdata/Builtins.lc 388:29-388:47 Type | 1479 | testdata/Builtins.lc 391:18-391:27 {a} -> {b} -> a->b -> Stream a -> Stream b |
1462 | testdata/Builtins.lc 388:29-388:69 Type | 1480 | testdata/Builtins.lc 391:18-391:43 Stream (Fragment V0 V4) -> Stream (Fragment V1 V4) | V2->V2 -> Stream (Fragment V1 V3) -> Stream (Fragment V2 V3) |
1463 | testdata/Builtins.lc 388:44-388:45 V2 | 1481 | testdata/Builtins.lc 391:28-391:43 Fragment V0 V6 -> Fragment V1 V6 |
1464 | testdata/Builtins.lc 388:46-388:47 Type | 1482 | testdata/Builtins.lc 391:29-391:40 {a} -> {b} -> {c:Nat} -> a->b -> Fragment c a -> Fragment c b |
1465 | testdata/Builtins.lc 388:51-388:65 Nat -> Type->Type | 1483 | testdata/Builtins.lc 391:41-391:42 V8->V8 |
1466 | testdata/Builtins.lc 388:51-388:67 Type->Type | 1484 | testdata/Builtins.lc 393:6-393:11 Nat -> Type->Type | Type |
1467 | testdata/Builtins.lc 388:51-388:69 Type | 1485 | testdata/Builtins.lc 393:6-397:68 Type |
1468 | testdata/Builtins.lc 388:66-388:67 Nat | 1486 | testdata/Builtins.lc 393:15-393:18 Type |
1469 | testdata/Builtins.lc 388:68-388:69 Type | 1487 | testdata/Builtins.lc 393:22-393:26 Type |
1470 | testdata/Builtins.lc 389:1-389:13 {a} -> {b} -> {c:Nat} -> a->b -> Stream (Fragment c a) -> Stream (Fragment c b) | 1488 | testdata/Builtins.lc 393:22-393:34 Type |
1471 | testdata/Builtins.lc 389:18-389:27 {a} -> {b} -> a->b -> Stream a -> Stream b | 1489 | testdata/Builtins.lc 393:30-393:34 Type |
1472 | testdata/Builtins.lc 389:18-389:43 Stream (Fragment V0 V4) -> Stream (Fragment V1 V4) | V2->V2 -> Stream (Fragment V1 V3) -> Stream (Fragment V2 V3) | 1490 | testdata/Builtins.lc 394:3-394:13 Image V6 (Color V3) | {a:Nat} -> {b:Nat} -> {c} -> {d} -> {e : Num c} -> {f : d ~ VecScalar b c} -> d -> Image a (Color d) |
1473 | testdata/Builtins.lc 389:28-389:43 Fragment V0 V6 -> Fragment V1 V6 | 1491 | testdata/Builtins.lc 394:3-395:57 Type |
1474 | testdata/Builtins.lc 389:29-389:40 {a} -> {b} -> {c:Nat} -> a->b -> Fragment c a -> Fragment c b | 1492 | testdata/Builtins.lc 394:47-395:57 Type |
1475 | testdata/Builtins.lc 389:41-389:42 V8->V8 | 1493 | testdata/Builtins.lc 394:48-394:51 Type->Type |
1476 | testdata/Builtins.lc 391:6-391:11 Nat -> Type->Type | Type | 1494 | testdata/Builtins.lc 394:48-394:53 Type |
1477 | testdata/Builtins.lc 391:6-395:68 Type | 1495 | testdata/Builtins.lc 394:52-394:53 V3 |
1478 | testdata/Builtins.lc 391:15-391:18 Type | 1496 | testdata/Builtins.lc 394:55-394:60 V2 |
1479 | testdata/Builtins.lc 391:22-391:26 Type | 1497 | testdata/Builtins.lc 394:55-394:62 Type->Type |
1480 | testdata/Builtins.lc 391:22-391:34 Type | 1498 | testdata/Builtins.lc 394:55-394:76 Type |
1481 | testdata/Builtins.lc 391:30-391:34 Type | 1499 | testdata/Builtins.lc 394:55-395:57 Type |
1482 | testdata/Builtins.lc 392:3-392:13 Image V6 (Color V3) | {a:Nat} -> {b:Nat} -> {c} -> {d} -> {e : Num c} -> {f : d ~ VecScalar b c} -> d -> Image a (Color d) | 1500 | testdata/Builtins.lc 394:61-394:62 Type -> Type->Type |
1483 | testdata/Builtins.lc 392:3-393:57 Type | 1501 | testdata/Builtins.lc 394:63-394:72 Nat -> Type->Type |
1484 | testdata/Builtins.lc 392:47-393:57 Type | 1502 | testdata/Builtins.lc 394:63-394:74 Type->Type |
1485 | testdata/Builtins.lc 392:48-392:51 Type->Type | 1503 | testdata/Builtins.lc 394:63-394:76 Type |
1486 | testdata/Builtins.lc 392:48-392:53 Type | 1504 | testdata/Builtins.lc 394:73-394:74 V4 |
1487 | testdata/Builtins.lc 392:52-392:53 V3 | 1505 | testdata/Builtins.lc 394:75-394:76 Type |
1488 | testdata/Builtins.lc 392:55-392:60 V2 | 1506 | testdata/Builtins.lc 395:26-395:31 Type |
1489 | testdata/Builtins.lc 392:55-392:62 Type->Type | 1507 | testdata/Builtins.lc 395:26-395:57 Type |
1490 | testdata/Builtins.lc 392:55-392:76 Type | 1508 | testdata/Builtins.lc 395:36-395:41 Nat -> Type->Type |
1491 | testdata/Builtins.lc 392:55-393:57 Type | 1509 | testdata/Builtins.lc 395:36-395:43 Type->Type |
1492 | testdata/Builtins.lc 392:61-392:62 Type -> Type->Type | 1510 | testdata/Builtins.lc 395:36-395:57 Type |
1493 | testdata/Builtins.lc 392:63-392:72 Nat -> Type->Type | 1511 | testdata/Builtins.lc 395:42-395:43 Nat | V7 |
1494 | testdata/Builtins.lc 392:63-392:74 Type->Type | 1512 | testdata/Builtins.lc 395:42-395:57 Image V6 (Color V3) -> Type |
1495 | testdata/Builtins.lc 392:63-392:76 Type | 1513 | testdata/Builtins.lc 395:44-395:57 Type |
1496 | testdata/Builtins.lc 392:73-392:74 V4 | 1514 | testdata/Builtins.lc 395:45-395:50 Type->Type |
1497 | testdata/Builtins.lc 392:75-392:76 Type | 1515 | testdata/Builtins.lc 395:51-395:56 Type |
1498 | testdata/Builtins.lc 393:26-393:31 Type | 1516 | testdata/Builtins.lc 396:3-396:13 Image V1 (Depth Float) | {a:Nat} -> Float -> Image a (Depth Float) |
1499 | testdata/Builtins.lc 393:26-393:57 Type | 1517 | testdata/Builtins.lc 396:3-396:68 Type |
1500 | testdata/Builtins.lc 393:36-393:41 Nat -> Type->Type | 1518 | testdata/Builtins.lc 396:37-396:42 Type |
1501 | testdata/Builtins.lc 393:36-393:43 Type->Type | 1519 | testdata/Builtins.lc 396:37-396:68 Type |
1502 | testdata/Builtins.lc 393:36-393:57 Type | 1520 | testdata/Builtins.lc 396:47-396:52 Nat -> Type->Type |
1503 | testdata/Builtins.lc 393:42-393:43 Nat | V7 | 1521 | testdata/Builtins.lc 396:47-396:54 Type->Type |
1504 | testdata/Builtins.lc 393:42-393:57 Image V6 (Color V3) -> Type | 1522 | testdata/Builtins.lc 396:47-396:68 Type |
1505 | testdata/Builtins.lc 393:44-393:57 Type | 1523 | testdata/Builtins.lc 396:53-396:54 Nat | V2 |
1506 | testdata/Builtins.lc 393:45-393:50 Type->Type | 1524 | testdata/Builtins.lc 396:53-396:68 Image V1 (Depth Float) -> Type |
1507 | testdata/Builtins.lc 393:51-393:56 Type | 1525 | testdata/Builtins.lc 396:55-396:68 Type |
1508 | testdata/Builtins.lc 394:3-394:13 Image V1 (Depth Float) | {a:Nat} -> Float -> Image a (Depth Float) | 1526 | testdata/Builtins.lc 396:56-396:61 Type->Type |
1509 | testdata/Builtins.lc 394:3-394:68 Type | 1527 | testdata/Builtins.lc 396:62-396:67 Type |
1510 | testdata/Builtins.lc 394:37-394:42 Type | 1528 | testdata/Builtins.lc 397:3-397:15 Image V1 (Stencil Int) | {a:Nat} -> Int -> Image a (Stencil Int) |
1511 | testdata/Builtins.lc 394:37-394:68 Type | 1529 | testdata/Builtins.lc 397:3-397:68 Type |
1512 | testdata/Builtins.lc 394:47-394:52 Nat -> Type->Type | 1530 | testdata/Builtins.lc 397:37-397:40 Type |
1513 | testdata/Builtins.lc 394:47-394:54 Type->Type | 1531 | testdata/Builtins.lc 397:37-397:68 Type |
1514 | testdata/Builtins.lc 394:47-394:68 Type | 1532 | testdata/Builtins.lc 397:47-397:52 Nat -> Type->Type |
1515 | testdata/Builtins.lc 394:53-394:54 Nat | V2 | 1533 | testdata/Builtins.lc 397:47-397:54 Type->Type |
1516 | testdata/Builtins.lc 394:53-394:68 Image V1 (Depth Float) -> Type | 1534 | testdata/Builtins.lc 397:47-397:68 Type |
1517 | testdata/Builtins.lc 394:55-394:68 Type | 1535 | testdata/Builtins.lc 397:53-397:54 Nat | V2 |
1518 | testdata/Builtins.lc 394:56-394:61 Type->Type | 1536 | testdata/Builtins.lc 397:53-397:68 Image V1 (Stencil Int) -> Type |
1519 | testdata/Builtins.lc 394:62-394:67 Type | 1537 | testdata/Builtins.lc 397:55-397:68 Type |
1520 | testdata/Builtins.lc 395:3-395:15 Image V1 (Stencil Int) | {a:Nat} -> Int -> Image a (Stencil Int) | 1538 | testdata/Builtins.lc 397:56-397:63 Type->Type |
1521 | testdata/Builtins.lc 395:3-395:68 Type | 1539 | testdata/Builtins.lc 397:64-397:67 Type |
1522 | testdata/Builtins.lc 395:37-395:40 Type | 1540 | testdata/Builtins.lc 400:6-400:20 Nat -> Type->Type | Type |
1523 | testdata/Builtins.lc 395:37-395:68 Type | 1541 | testdata/Builtins.lc 400:27-400:30 Type |
1524 | testdata/Builtins.lc 395:47-395:52 Nat -> Type->Type | 1542 | testdata/Builtins.lc 403:5-403:18 Type->Type |
1525 | testdata/Builtins.lc 395:47-395:54 Type->Type | 1543 | testdata/Builtins.lc 403:26-403:31 Type |
1526 | testdata/Builtins.lc 395:47-395:68 Type | 1544 | testdata/Builtins.lc 403:26-403:55 Type->Type |
1527 | testdata/Builtins.lc 395:53-395:54 Nat | V2 | 1545 | testdata/Builtins.lc 403:26-405:91 Type | Type->Type |
1528 | testdata/Builtins.lc 395:53-395:68 Image V1 (Stencil Int) -> Type | 1546 | testdata/Builtins.lc 403:35-403:49 Nat -> Type->Type |
1529 | testdata/Builtins.lc 395:55-395:68 Type | 1547 | testdata/Builtins.lc 403:35-403:52 Type->Type |
1530 | testdata/Builtins.lc 395:56-395:63 Type->Type | 1548 | testdata/Builtins.lc 403:35-403:55 Nat -> Type->Type | Type | Type->Type |
1531 | testdata/Builtins.lc 395:64-395:67 Type | 1549 | testdata/Builtins.lc 403:50-403:52 Nat |
1532 | testdata/Builtins.lc 398:6-398:20 Nat -> Type->Type | Type | 1550 | testdata/Builtins.lc 403:53-403:55 Type |
1533 | testdata/Builtins.lc 398:27-398:30 Type | 1551 | testdata/Builtins.lc 404:20-404:44 Type |
1534 | testdata/Builtins.lc 401:5-401:18 Type->Type | 1552 | testdata/Builtins.lc 404:20-404:74 Type->Type |
1535 | testdata/Builtins.lc 401:26-401:31 Type | 1553 | testdata/Builtins.lc 404:20-405:91 Type |
1536 | testdata/Builtins.lc 401:26-401:55 Type->Type | 1554 | testdata/Builtins.lc 404:48-404:62 Nat -> Type->Type |
1537 | testdata/Builtins.lc 401:26-403:91 Type | Type->Type | 1555 | testdata/Builtins.lc 404:48-404:65 Type->Type |
1538 | testdata/Builtins.lc 401:35-401:49 Nat -> Type->Type | 1556 | testdata/Builtins.lc 404:48-404:74 Nat -> Type->Type | Type | Type -> Type->Type | Type->Type |
1539 | testdata/Builtins.lc 401:35-401:52 Type->Type | 1557 | testdata/Builtins.lc 404:63-404:65 Nat |
1540 | testdata/Builtins.lc 401:35-401:55 Nat -> Type->Type | Type | Type->Type | 1558 | testdata/Builtins.lc 404:66-404:74 Type |
1541 | testdata/Builtins.lc 401:50-401:52 Nat | 1559 | testdata/Builtins.lc 404:67-404:69 Type |
1542 | testdata/Builtins.lc 401:53-401:55 Type | 1560 | testdata/Builtins.lc 404:71-404:73 Type |
1543 | testdata/Builtins.lc 402:20-402:44 Type | 1561 | testdata/Builtins.lc 405:20-405:57 Type |
1544 | testdata/Builtins.lc 402:20-402:74 Type->Type | 1562 | testdata/Builtins.lc 405:20-405:91 Type->Type |
1545 | testdata/Builtins.lc 402:20-403:91 Type | 1563 | testdata/Builtins.lc 405:61-405:75 Nat -> Type->Type |
1546 | testdata/Builtins.lc 402:48-402:62 Nat -> Type->Type | 1564 | testdata/Builtins.lc 405:61-405:78 Type->Type |
1547 | testdata/Builtins.lc 402:48-402:65 Type->Type | 1565 | testdata/Builtins.lc 405:61-405:91 Nat -> Type->Type | Type | Type -> Type -> Type->Type | Type -> Type->Type | Type->Type |
1548 | testdata/Builtins.lc 402:48-402:74 Nat -> Type->Type | Type | Type -> Type->Type | Type->Type | 1566 | testdata/Builtins.lc 405:76-405:78 Nat |
1549 | testdata/Builtins.lc 402:63-402:65 Nat | 1567 | testdata/Builtins.lc 405:79-405:91 Type |
1550 | testdata/Builtins.lc 402:66-402:74 Type | 1568 | testdata/Builtins.lc 405:80-405:82 Type |
1551 | testdata/Builtins.lc 402:67-402:69 Type | 1569 | testdata/Builtins.lc 405:80-405:86 Type->Type |
1552 | testdata/Builtins.lc 402:71-402:73 Type | 1570 | testdata/Builtins.lc 405:84-405:86 Type |
1553 | testdata/Builtins.lc 403:20-403:57 Type | 1571 | testdata/Builtins.lc 405:88-405:90 Type |
1554 | testdata/Builtins.lc 403:20-403:91 Type->Type | 1572 | testdata/Builtins.lc 408:5-408:20 Type->Type |
1555 | testdata/Builtins.lc 403:61-403:75 Nat -> Type->Type | 1573 | testdata/Builtins.lc 408:28-408:33 Type |
1556 | testdata/Builtins.lc 403:61-403:78 Type->Type | 1574 | testdata/Builtins.lc 408:28-408:41 Type->Type |
1557 | testdata/Builtins.lc 403:61-403:91 Nat -> Type->Type | Type | Type -> Type -> Type->Type | Type -> Type->Type | Type->Type | 1575 | testdata/Builtins.lc 408:28-410:99 Type | Type->Type |
1558 | testdata/Builtins.lc 403:76-403:78 Nat | 1576 | testdata/Builtins.lc 408:37-408:41 Nat -> Type->Type | Type | Type->Type |
1559 | testdata/Builtins.lc 403:79-403:91 Type | 1577 | testdata/Builtins.lc 409:22-409:46 Type |
1560 | testdata/Builtins.lc 403:80-403:82 Type | 1578 | testdata/Builtins.lc 409:22-409:64 Type->Type |
1561 | testdata/Builtins.lc 403:80-403:86 Type->Type | 1579 | testdata/Builtins.lc 409:22-410:99 Type |
1562 | testdata/Builtins.lc 403:84-403:86 Type | 1580 | testdata/Builtins.lc 409:50-409:54 a:Type -> a -> a->Type |
1563 | testdata/Builtins.lc 403:88-403:90 Type | 1581 | testdata/Builtins.lc 409:50-409:58 Nat -> Nat->Type |
1564 | testdata/Builtins.lc 406:5-406:20 Type->Type | 1582 | testdata/Builtins.lc 409:50-409:61 Nat->Type |
1565 | testdata/Builtins.lc 406:28-406:33 Type | 1583 | testdata/Builtins.lc 409:50-409:64 Nat -> Type->Type | Type | Type -> Type->Type | Type->Type |
1566 | testdata/Builtins.lc 406:28-406:41 Type->Type | 1584 | testdata/Builtins.lc 409:55-409:58 Type |
1567 | testdata/Builtins.lc 406:28-408:99 Type | Type->Type | 1585 | testdata/Builtins.lc 409:59-409:61 Nat |
1568 | testdata/Builtins.lc 406:37-406:41 Nat -> Type->Type | Type | Type->Type | 1586 | testdata/Builtins.lc 409:62-409:64 Nat |
1569 | testdata/Builtins.lc 407:22-407:46 Type | 1587 | testdata/Builtins.lc 410:22-410:59 Type |
1570 | testdata/Builtins.lc 407:22-407:64 Type->Type | 1588 | testdata/Builtins.lc 410:22-410:99 Type->Type |
1571 | testdata/Builtins.lc 407:22-408:99 Type | 1589 | testdata/Builtins.lc 410:63-410:65 Type -> Type->Type |
1572 | testdata/Builtins.lc 407:50-407:54 a:Type -> a -> a->Type | 1590 | testdata/Builtins.lc 410:63-410:82 Type->Type |
1573 | testdata/Builtins.lc 407:50-407:58 Nat -> Nat->Type | 1591 | testdata/Builtins.lc 410:63-410:99 Nat -> Type->Type | Type | Type -> Type -> Type->Type | Type -> Type->Type | Type->Type |
1574 | testdata/Builtins.lc 407:50-407:61 Nat->Type | 1592 | testdata/Builtins.lc 410:66-410:82 Type |
1575 | testdata/Builtins.lc 407:50-407:64 Nat -> Type->Type | Type | Type -> Type->Type | Type->Type | 1593 | testdata/Builtins.lc 410:67-410:71 a:Type -> a -> a->Type |
1576 | testdata/Builtins.lc 407:55-407:58 Type | 1594 | testdata/Builtins.lc 410:67-410:75 Nat -> Nat->Type |
1577 | testdata/Builtins.lc 407:59-407:61 Nat | 1595 | testdata/Builtins.lc 410:67-410:78 Nat->Type |
1578 | testdata/Builtins.lc 407:62-407:64 Nat | 1596 | testdata/Builtins.lc 410:72-410:75 Type |
1579 | testdata/Builtins.lc 408:22-408:59 Type | 1597 | testdata/Builtins.lc 410:76-410:78 Nat |
1580 | testdata/Builtins.lc 408:22-408:99 Type->Type | 1598 | testdata/Builtins.lc 410:79-410:81 Nat |
1581 | testdata/Builtins.lc 408:63-408:65 Type -> Type->Type | 1599 | testdata/Builtins.lc 410:83-410:99 Type |
1582 | testdata/Builtins.lc 408:63-408:82 Type->Type | 1600 | testdata/Builtins.lc 410:84-410:88 a:Type -> a -> a->Type |
1583 | testdata/Builtins.lc 408:63-408:99 Nat -> Type->Type | Type | Type -> Type -> Type->Type | Type -> Type->Type | Type->Type | 1601 | testdata/Builtins.lc 410:84-410:92 Nat -> Nat->Type |
1584 | testdata/Builtins.lc 408:66-408:82 Type | 1602 | testdata/Builtins.lc 410:84-410:95 Nat->Type |
1585 | testdata/Builtins.lc 408:67-408:71 a:Type -> a -> a->Type | 1603 | testdata/Builtins.lc 410:89-410:92 Type |
1586 | testdata/Builtins.lc 408:67-408:75 Nat -> Nat->Type | 1604 | testdata/Builtins.lc 410:93-410:95 Nat |
1587 | testdata/Builtins.lc 408:67-408:78 Nat->Type | 1605 | testdata/Builtins.lc 410:96-410:98 Nat |
1588 | testdata/Builtins.lc 408:72-408:75 Type | 1606 | testdata/Builtins.lc 412:7-412:20 Type->Type |
1589 | testdata/Builtins.lc 408:76-408:78 Nat | 1607 | testdata/Builtins.lc 412:7-412:65 Type |
1590 | testdata/Builtins.lc 408:79-408:81 Nat | 1608 | testdata/Builtins.lc 412:29-412:42 {a} -> {b} -> {c : DefaultFragOp b} -> FragmentOperation b |
1591 | testdata/Builtins.lc 408:83-408:99 Type | 1609 | testdata/Builtins.lc 412:46-412:63 Type->Type |
1592 | testdata/Builtins.lc 408:84-408:88 a:Type -> a -> a->Type | 1610 | testdata/Builtins.lc 412:46-412:65 Type |
1593 | testdata/Builtins.lc 408:84-408:92 Nat -> Nat->Type | 1611 | testdata/Builtins.lc 412:64-412:65 Type |
1594 | testdata/Builtins.lc 408:84-408:95 Nat->Type | 1612 | testdata/Builtins.lc 413:37-413:42 Type |
1595 | testdata/Builtins.lc 408:89-408:92 Type | 1613 | testdata/Builtins.lc 413:37-413:112 ({a : DefaultFragOp V1} -> FragmentOperation V2) -> {c : DefaultFragOp V2} -> FragmentOperation V3 |
1596 | testdata/Builtins.lc 408:93-408:95 Nat | 1614 | testdata/Builtins.lc 413:37-414:36 Type | Type->Type |
1597 | testdata/Builtins.lc 408:96-408:98 Nat | 1615 | testdata/Builtins.lc 413:37-414:77 {a : DefaultFragOp V1} -> FragmentOperation V2 | {a} -> {b : DefaultFragOp a} -> FragmentOperation a |
1598 | testdata/Builtins.lc 410:7-410:20 Type->Type | 1616 | testdata/Builtins.lc 413:69-413:76 {a} -> {b:Nat} -> {c} -> {d} -> {e : a ~ VecScalar b Bool} -> {f : c ~ VecScalar b d} -> {g : Num d} -> Blending d -> a -> FragmentOperation (Color c) |
1599 | testdata/Builtins.lc 410:7-410:65 Type | 1617 | testdata/Builtins.lc 413:69-413:87 VecScalar V2 Bool -> FragmentOperation (Color (VecScalar V3 V2)) |
1600 | testdata/Builtins.lc 410:29-410:42 {a} -> {b} -> {c : DefaultFragOp b} -> FragmentOperation b | 1618 | testdata/Builtins.lc 413:69-413:112 FragmentOperation (Color (VecS V1 4)) | a:Nat -> {b : DefaultFragOp (Color (VecS Float ('Succ ('Succ ('Succ ('Succ a))))))} -> FragmentOperation (Color (VecS Float ('Succ ('Succ ('Succ ('Succ a)))))) | a:Nat -> {b : DefaultFragOp (Color (VecS Float ('Succ ('Succ ('Succ a)))))} -> FragmentOperation (Color (VecS Float ('Succ ('Succ ('Succ a))))) | a:Nat -> {b : DefaultFragOp (Color (VecS Float ('Succ ('Succ a))))} -> FragmentOperation (Color (VecS Float ('Succ ('Succ a)))) | a:Nat -> {b : DefaultFragOp (Color (VecS Float ('Succ a)))} -> FragmentOperation (Color (VecS Float ('Succ a))) | a:Nat -> {b : DefaultFragOp (Color (VecS V1 a))} -> FragmentOperation (Color (VecS V2 a)) | a:Type -> b:Nat -> {c : DefaultFragOp (Color (VecS a b))} -> FragmentOperation (Color (VecS a b)) | a:Type -> {b : DefaultFragOp (Color a)} -> FragmentOperation (Color a) |
1601 | testdata/Builtins.lc 410:46-410:63 Type->Type | 1619 | testdata/Builtins.lc 413:77-413:87 {a} -> Blending a |
1602 | testdata/Builtins.lc 410:46-410:65 Type | 1620 | testdata/Builtins.lc 413:88-413:112 VecS Bool 4 |
1603 | testdata/Builtins.lc 410:64-410:65 Type | 1621 | testdata/Builtins.lc 413:89-413:91 {a} -> a -> a -> a -> a -> VecS a 4 |
1604 | testdata/Builtins.lc 411:37-411:42 Type | 1622 | testdata/Builtins.lc 413:89-413:96 Bool -> Bool -> Bool -> VecS Bool 4 |
1605 | testdata/Builtins.lc 411:37-411:112 ({a : DefaultFragOp V1} -> FragmentOperation V2) -> {c : DefaultFragOp V2} -> FragmentOperation V3 | 1623 | testdata/Builtins.lc 413:89-413:101 Bool -> Bool -> VecS Bool 4 |
1606 | testdata/Builtins.lc 411:37-412:36 Type | Type->Type | 1624 | testdata/Builtins.lc 413:89-413:106 Bool -> VecS Bool 4 |
1607 | testdata/Builtins.lc 411:37-412:77 {a : DefaultFragOp V1} -> FragmentOperation V2 | {a} -> {b : DefaultFragOp a} -> FragmentOperation a | 1625 | testdata/Builtins.lc 413:92-413:96 Bool |
1608 | testdata/Builtins.lc 411:69-411:76 {a} -> {b:Nat} -> {c} -> {d} -> {e : a ~ VecScalar b Bool} -> {f : c ~ VecScalar b d} -> {g : Num d} -> Blending d -> a -> FragmentOperation (Color c) | 1626 | testdata/Builtins.lc 413:97-413:101 Bool |
1609 | testdata/Builtins.lc 411:69-411:87 VecScalar V2 Bool -> FragmentOperation (Color (VecScalar V3 V2)) | 1627 | testdata/Builtins.lc 413:102-413:106 Bool |
1610 | testdata/Builtins.lc 411:69-411:112 FragmentOperation (Color (VecS V1 4)) | a:Nat -> {b : DefaultFragOp (Color (VecS Float ('Succ ('Succ ('Succ ('Succ a))))))} -> FragmentOperation (Color (VecS Float ('Succ ('Succ ('Succ ('Succ a)))))) | a:Nat -> {b : DefaultFragOp (Color (VecS Float ('Succ ('Succ ('Succ a)))))} -> FragmentOperation (Color (VecS Float ('Succ ('Succ ('Succ a))))) | a:Nat -> {b : DefaultFragOp (Color (VecS Float ('Succ ('Succ a))))} -> FragmentOperation (Color (VecS Float ('Succ ('Succ a)))) | a:Nat -> {b : DefaultFragOp (Color (VecS Float ('Succ a)))} -> FragmentOperation (Color (VecS Float ('Succ a))) | a:Nat -> {b : DefaultFragOp (Color (VecS V1 a))} -> FragmentOperation (Color (VecS V2 a)) | a:Type -> b:Nat -> {c : DefaultFragOp (Color (VecS a b))} -> FragmentOperation (Color (VecS a b)) | a:Type -> {b : DefaultFragOp (Color a)} -> FragmentOperation (Color a) | 1628 | testdata/Builtins.lc 413:107-413:111 Bool |
1611 | testdata/Builtins.lc 411:77-411:87 {a} -> Blending a | 1629 | testdata/Builtins.lc 414:31-414:36 Type |
1612 | testdata/Builtins.lc 411:88-411:112 VecS Bool 4 | 1630 | testdata/Builtins.lc 414:31-414:77 ({a : DefaultFragOp V1} -> FragmentOperation V2) -> {c : DefaultFragOp V2} -> FragmentOperation V3 |
1613 | testdata/Builtins.lc 411:89-411:91 {a} -> a -> a -> a -> a -> VecS a 4 | 1631 | testdata/Builtins.lc 414:60-414:67 ComparisonFunction -> Bool -> FragmentOperation (Depth Float) |
1614 | testdata/Builtins.lc 411:89-411:96 Bool -> Bool -> Bool -> VecS Bool 4 | 1632 | testdata/Builtins.lc 414:60-414:72 Bool -> FragmentOperation (Depth Float) |
1615 | testdata/Builtins.lc 411:89-411:101 Bool -> Bool -> VecS Bool 4 | 1633 | testdata/Builtins.lc 414:60-414:77 FragmentOperation (Depth Float) | a:Type -> {b : DefaultFragOp (Depth a)} -> FragmentOperation (Depth a) |
1616 | testdata/Builtins.lc 411:89-411:106 Bool -> VecS Bool 4 | 1634 | testdata/Builtins.lc 414:68-414:72 ComparisonFunction |
1617 | testdata/Builtins.lc 411:92-411:96 Bool | 1635 | testdata/Builtins.lc 414:73-414:77 Bool |
1618 | testdata/Builtins.lc 411:97-411:101 Bool | 1636 | testdata/Builtins.lc 421:6-421:17 Nat -> Type->Type | Type |
1619 | testdata/Builtins.lc 411:102-411:106 Bool | 1637 | testdata/Builtins.lc 421:6-423:14 Type |
1620 | testdata/Builtins.lc 411:107-411:111 Bool | 1638 | testdata/Builtins.lc 421:24-421:27 Type |
1621 | testdata/Builtins.lc 412:31-412:36 Type | 1639 | testdata/Builtins.lc 422:3-422:13 FrameBuffer V5 V4 | Type | {a:Nat} -> {b} -> FragOps' b -> Stream (Fragment a (RemSemantics b)) -> FrameBuffer a b -> FrameBuffer a b |
1622 | testdata/Builtins.lc 412:31-412:77 ({a : DefaultFragOp V1} -> FragmentOperation V2) -> {c : DefaultFragOp V2} -> FragmentOperation V3 | 1640 | testdata/Builtins.lc 422:19-422:27 Type->Type |
1623 | testdata/Builtins.lc 412:60-412:67 ComparisonFunction -> Bool -> FragmentOperation (Depth Float) | 1641 | testdata/Builtins.lc 422:19-422:29 Type |
1624 | testdata/Builtins.lc 412:60-412:72 Bool -> FragmentOperation (Depth Float) | 1642 | testdata/Builtins.lc 422:19-422:106 Type |
1625 | testdata/Builtins.lc 412:60-412:77 FragmentOperation (Depth Float) | a:Type -> {b : DefaultFragOp (Depth a)} -> FragmentOperation (Depth a) | 1643 | testdata/Builtins.lc 422:28-422:29 Type |
1626 | testdata/Builtins.lc 412:68-412:72 ComparisonFunction | 1644 | testdata/Builtins.lc 422:33-422:68 Type |
1627 | testdata/Builtins.lc 412:73-412:77 Bool | 1645 | testdata/Builtins.lc 422:33-422:106 Type |
1628 | testdata/Builtins.lc 419:6-419:17 Nat -> Type->Type | Type | 1646 | testdata/Builtins.lc 422:34-422:48 Nat -> Type->Type |
1629 | testdata/Builtins.lc 419:6-421:14 Type | 1647 | testdata/Builtins.lc 422:34-422:50 Type->Type |
1630 | testdata/Builtins.lc 419:24-419:27 Type | 1648 | testdata/Builtins.lc 422:49-422:50 Nat |
1631 | testdata/Builtins.lc 420:3-420:13 FrameBuffer V5 V4 | Type | {a:Nat} -> {b} -> FragOps' b -> Stream (Fragment a (RemSemantics b)) -> FrameBuffer a b -> FrameBuffer a b | 1649 | testdata/Builtins.lc 422:51-422:67 Type |
1632 | testdata/Builtins.lc 420:19-420:27 Type->Type | 1650 | testdata/Builtins.lc 422:52-422:64 Type->Type |
1633 | testdata/Builtins.lc 420:19-420:29 Type | 1651 | testdata/Builtins.lc 422:65-422:66 Type |
1634 | testdata/Builtins.lc 420:19-420:106 Type | 1652 | testdata/Builtins.lc 422:72-422:83 Nat -> Type->Type |
1635 | testdata/Builtins.lc 420:28-420:29 Type | 1653 | testdata/Builtins.lc 422:72-422:85 Type->Type |
1636 | testdata/Builtins.lc 420:33-420:68 Type | 1654 | testdata/Builtins.lc 422:72-422:87 Type |
1637 | testdata/Builtins.lc 420:33-420:106 Type | 1655 | testdata/Builtins.lc 422:72-422:106 Type |
1638 | testdata/Builtins.lc 420:34-420:48 Nat -> Type->Type | 1656 | testdata/Builtins.lc 422:84-422:85 Nat |
1639 | testdata/Builtins.lc 420:34-420:50 Type->Type | 1657 | testdata/Builtins.lc 422:86-422:87 Type |
1640 | testdata/Builtins.lc 420:49-420:50 Nat | 1658 | testdata/Builtins.lc 422:91-422:102 Nat -> Type->Type |
1641 | testdata/Builtins.lc 420:51-420:67 Type | 1659 | testdata/Builtins.lc 422:91-422:104 Type->Type |
1642 | testdata/Builtins.lc 420:52-420:64 Type->Type | 1660 | testdata/Builtins.lc 422:91-422:106 Type |
1643 | testdata/Builtins.lc 420:65-420:66 Type | 1661 | testdata/Builtins.lc 422:103-422:104 Nat |
1644 | testdata/Builtins.lc 420:72-420:83 Nat -> Type->Type | 1662 | testdata/Builtins.lc 422:105-422:106 Type |
1645 | testdata/Builtins.lc 420:72-420:85 Type->Type | 1663 | testdata/Builtins.lc 423:3-423:14 FrameBuffer V7 V6 | Type | {a:Nat} -> {b} -> {c} -> {d : SameLayerCounts c} -> {e : PreFrameBuffer a b ~ TFFrameBuffer c} -> c -> FrameBuffer a b |
1646 | testdata/Builtins.lc 420:72-420:87 Type | 1664 | testdata/Builtins.lc 423:19-423:120 Type |
1647 | testdata/Builtins.lc 420:72-420:106 Type | 1665 | testdata/Builtins.lc 423:20-423:36 Type->Type |
1648 | testdata/Builtins.lc 420:84-420:85 Nat | 1666 | testdata/Builtins.lc 423:20-423:38 Type |
1649 | testdata/Builtins.lc 420:86-420:87 Type | 1667 | testdata/Builtins.lc 423:37-423:38 Type |
1650 | testdata/Builtins.lc 420:91-420:102 Nat -> Type->Type | 1668 | testdata/Builtins.lc 423:40-423:55 Type->Type |
1651 | testdata/Builtins.lc 420:91-420:104 Type->Type | 1669 | testdata/Builtins.lc 423:40-423:57 Type |
1652 | testdata/Builtins.lc 420:91-420:106 Type | 1670 | testdata/Builtins.lc 423:40-423:120 Type |
1653 | testdata/Builtins.lc 420:103-420:104 Nat | 1671 | testdata/Builtins.lc 423:56-423:57 V2 |
1654 | testdata/Builtins.lc 420:105-420:106 Type | 1672 | testdata/Builtins.lc 423:59-423:73 Nat -> Type->Type |
1655 | testdata/Builtins.lc 421:3-421:14 FrameBuffer V7 V6 | Type | {a:Nat} -> {b} -> {c} -> {d : SameLayerCounts c} -> {e : PreFrameBuffer a b ~ TFFrameBuffer c} -> c -> FrameBuffer a b | 1673 | testdata/Builtins.lc 423:59-423:75 Type->Type |
1656 | testdata/Builtins.lc 421:19-421:120 Type | 1674 | testdata/Builtins.lc 423:59-423:77 Type |
1657 | testdata/Builtins.lc 421:20-421:36 Type->Type | 1675 | testdata/Builtins.lc 423:59-423:79 Type->Type |
1658 | testdata/Builtins.lc 421:20-421:38 Type | 1676 | testdata/Builtins.lc 423:59-423:95 Type |
1659 | testdata/Builtins.lc 421:37-421:38 Type | 1677 | testdata/Builtins.lc 423:59-423:120 Type |
1660 | testdata/Builtins.lc 421:40-421:55 Type->Type | 1678 | testdata/Builtins.lc 423:74-423:75 Nat |
1661 | testdata/Builtins.lc 421:40-421:57 Type | 1679 | testdata/Builtins.lc 423:76-423:77 Type |
1662 | testdata/Builtins.lc 421:40-421:120 Type | 1680 | testdata/Builtins.lc 423:78-423:79 Type -> Type->Type |
1663 | testdata/Builtins.lc 421:56-421:57 V2 | 1681 | testdata/Builtins.lc 423:80-423:93 Type->Type |
1664 | testdata/Builtins.lc 421:59-421:73 Nat -> Type->Type | 1682 | testdata/Builtins.lc 423:80-423:95 Type |
1665 | testdata/Builtins.lc 421:59-421:75 Type->Type | 1683 | testdata/Builtins.lc 423:94-423:95 Type |
1666 | testdata/Builtins.lc 421:59-421:77 Type | 1684 | testdata/Builtins.lc 423:100-423:101 Type |
1667 | testdata/Builtins.lc 421:59-421:79 Type->Type | 1685 | testdata/Builtins.lc 423:100-423:120 Type |
1668 | testdata/Builtins.lc 421:59-421:95 Type | 1686 | testdata/Builtins.lc 423:105-423:116 Nat -> Type->Type |
1669 | testdata/Builtins.lc 421:59-421:120 Type | 1687 | testdata/Builtins.lc 423:105-423:118 Type->Type |
1670 | testdata/Builtins.lc 421:74-421:75 Nat | 1688 | testdata/Builtins.lc 423:105-423:120 Type |
1671 | testdata/Builtins.lc 421:76-421:77 Type | 1689 | testdata/Builtins.lc 423:117-423:118 Nat |
1672 | testdata/Builtins.lc 421:78-421:79 Type -> Type->Type | 1690 | testdata/Builtins.lc 423:119-423:120 Type |
1673 | testdata/Builtins.lc 421:80-421:93 Type->Type | 1691 | testdata/Builtins.lc 425:1-425:11 {a:Nat} -> {b} -> {c} -> FragOps' b -> (c -> RemSemantics b) -> Stream (Fragment a c) -> FrameBuffer a b -> FrameBuffer a b |
1674 | testdata/Builtins.lc 421:80-421:95 Type | 1692 | testdata/Builtins.lc 425:34-425:44 {a:Nat} -> {b} -> FragOps' b -> Stream (Fragment a (RemSemantics b)) -> FrameBuffer a b -> FrameBuffer a b |
1675 | testdata/Builtins.lc 421:94-421:95 Type | 1693 | testdata/Builtins.lc 425:34-425:48 Stream (Fragment V1 (RemSemantics V0)) -> FrameBuffer V2 V1 -> FrameBuffer V3 V2 |
1676 | testdata/Builtins.lc 421:100-421:101 Type | 1694 | testdata/Builtins.lc 425:34-425:76 FrameBuffer V2 V1 -> FrameBuffer V3 V2 |
1677 | testdata/Builtins.lc 421:100-421:120 Type | 1695 | testdata/Builtins.lc 425:34-425:79 FrameBuffer V2 V1 |
1678 | testdata/Builtins.lc 421:105-421:116 Nat -> Type->Type | 1696 | testdata/Builtins.lc 425:45-425:48 V9 |
1679 | testdata/Builtins.lc 421:105-421:118 Type->Type | 1697 | testdata/Builtins.lc 425:49-425:76 Stream (Fragment V2 (RemSemantics V1)) |
1680 | testdata/Builtins.lc 421:105-421:120 Type | 1698 | testdata/Builtins.lc 425:50-425:62 {a} -> {b} -> {c:Nat} -> a->b -> Stream (Fragment c a) -> Stream (Fragment c b) |
1681 | testdata/Builtins.lc 421:117-421:118 Nat | 1699 | testdata/Builtins.lc 425:50-425:70 Stream (Fragment V0 V2) -> Stream (Fragment V1 V2) |
1682 | testdata/Builtins.lc 421:119-421:120 Type | 1700 | testdata/Builtins.lc 425:63-425:70 V10 |
1683 | testdata/Builtins.lc 423:1-423:11 {a:Nat} -> {b} -> {c} -> FragOps' b -> (c -> RemSemantics b) -> Stream (Fragment a c) -> FrameBuffer a b -> FrameBuffer a b | 1701 | testdata/Builtins.lc 425:71-425:75 V6 |
1684 | testdata/Builtins.lc 423:34-423:44 {a:Nat} -> {b} -> FragOps' b -> Stream (Fragment a (RemSemantics b)) -> FrameBuffer a b -> FrameBuffer a b | 1702 | testdata/Builtins.lc 425:77-425:79 V4 |
1685 | testdata/Builtins.lc 423:34-423:48 Stream (Fragment V1 (RemSemantics V0)) -> FrameBuffer V2 V1 -> FrameBuffer V3 V2 | 1703 | testdata/Builtins.lc 427:1-427:20 {a} -> a->a |
1686 | testdata/Builtins.lc 423:34-423:76 FrameBuffer V2 V1 -> FrameBuffer V3 V2 | 1704 | testdata/Builtins.lc 427:25-427:26 V1 |
1687 | testdata/Builtins.lc 423:34-423:79 FrameBuffer V2 V1 | 1705 | testdata/Builtins.lc 430:1-430:9 {a} -> FrameBuffer 1 a -> Image 1 a |
1688 | testdata/Builtins.lc 423:45-423:48 V9 | 1706 | testdata/Builtins.lc 430:24-430:35 Nat -> Type->Type |
1689 | testdata/Builtins.lc 423:49-423:76 Stream (Fragment V2 (RemSemantics V1)) | 1707 | testdata/Builtins.lc 430:24-430:37 Type->Type |
1690 | testdata/Builtins.lc 423:50-423:62 {a} -> {b} -> {c:Nat} -> a->b -> Stream (Fragment c a) -> Stream (Fragment c b) | 1708 | testdata/Builtins.lc 430:24-430:39 Type |
1691 | testdata/Builtins.lc 423:50-423:70 Stream (Fragment V0 V2) -> Stream (Fragment V1 V2) | 1709 | testdata/Builtins.lc 430:24-430:52 Type |
1692 | testdata/Builtins.lc 423:63-423:70 V10 | 1710 | testdata/Builtins.lc 430:36-430:37 V1 |
1693 | testdata/Builtins.lc 423:71-423:75 V6 | 1711 | testdata/Builtins.lc 430:38-430:39 V1 |
1694 | testdata/Builtins.lc 423:77-423:79 V4 | 1712 | testdata/Builtins.lc 430:43-430:48 Nat -> Type->Type |
1695 | testdata/Builtins.lc 425:1-425:20 {a} -> a->a | 1713 | testdata/Builtins.lc 430:43-430:50 Type->Type |
1696 | testdata/Builtins.lc 425:25-425:26 V1 | 1714 | testdata/Builtins.lc 430:43-430:52 Type |
1697 | testdata/Builtins.lc 428:1-428:9 {a} -> FrameBuffer 1 a -> Image 1 a | 1715 | testdata/Builtins.lc 430:49-430:50 V1 |
1698 | testdata/Builtins.lc 428:24-428:35 Nat -> Type->Type | 1716 | testdata/Builtins.lc 430:51-430:52 Type |
1699 | testdata/Builtins.lc 428:24-428:37 Type->Type | 1717 | testdata/Builtins.lc 431:1-431:14 FrameBuffer 1 (Tuple2 (Depth Float) (Color (VecS Float 4))) -> Image 1 (Color (VecS Float 4)) |
1700 | testdata/Builtins.lc 428:24-428:39 Type | 1718 | testdata/Builtins.lc 431:24-431:35 Nat -> Type->Type |
1701 | testdata/Builtins.lc 428:24-428:52 Type | 1719 | testdata/Builtins.lc 431:24-431:37 Type->Type |
1702 | testdata/Builtins.lc 428:36-428:37 V1 | 1720 | testdata/Builtins.lc 431:24-431:72 Type |
1703 | testdata/Builtins.lc 428:38-428:39 V1 | 1721 | testdata/Builtins.lc 431:36-431:37 V1 |
1704 | testdata/Builtins.lc 428:43-428:48 Nat -> Type->Type | 1722 | testdata/Builtins.lc 431:38-431:72 Type |
1705 | testdata/Builtins.lc 428:43-428:50 Type->Type | 1723 | testdata/Builtins.lc 431:39-431:44 Type->Type |
1706 | testdata/Builtins.lc 428:43-428:52 Type | 1724 | testdata/Builtins.lc 431:39-431:50 Type |
1707 | testdata/Builtins.lc 428:49-428:50 V1 | 1725 | testdata/Builtins.lc 431:45-431:50 Type |
1708 | testdata/Builtins.lc 428:51-428:52 Type | 1726 | testdata/Builtins.lc 431:52-431:57 Type->Type |
1709 | testdata/Builtins.lc 429:1-429:14 FrameBuffer 1 (Tuple2 (Depth Float) (Color (VecS Float 4))) -> Image 1 (Color (VecS Float 4)) | 1727 | testdata/Builtins.lc 431:52-431:71 Type |
1710 | testdata/Builtins.lc 429:24-429:35 Nat -> Type->Type | 1728 | testdata/Builtins.lc 431:58-431:71 Type |
1711 | testdata/Builtins.lc 429:24-429:37 Type->Type | 1729 | testdata/Builtins.lc 431:59-431:62 Nat -> Type->Type |
1712 | testdata/Builtins.lc 429:24-429:72 Type | 1730 | testdata/Builtins.lc 431:59-431:64 Type->Type |
1713 | testdata/Builtins.lc 429:36-429:37 V1 | 1731 | testdata/Builtins.lc 431:63-431:64 V1 |
1714 | testdata/Builtins.lc 429:38-429:72 Type | 1732 | testdata/Builtins.lc 431:65-431:70 Type |
1715 | testdata/Builtins.lc 429:39-429:44 Type->Type | 1733 | testdata/Builtins.lc 431:76-431:81 Nat -> Type->Type |
1716 | testdata/Builtins.lc 429:39-429:50 Type | 1734 | testdata/Builtins.lc 431:76-431:83 Type->Type |
1717 | testdata/Builtins.lc 429:45-429:50 Type | 1735 | testdata/Builtins.lc 431:76-431:105 Type |
1718 | testdata/Builtins.lc 429:52-429:57 Type->Type | 1736 | testdata/Builtins.lc 431:82-431:83 V1 |
1719 | testdata/Builtins.lc 429:52-429:71 Type | 1737 | testdata/Builtins.lc 431:84-431:105 Type |
1720 | testdata/Builtins.lc 429:58-429:71 Type | 1738 | testdata/Builtins.lc 431:85-431:90 Type->Type |
1721 | testdata/Builtins.lc 429:59-429:62 Nat -> Type->Type | 1739 | testdata/Builtins.lc 431:91-431:104 Type |
1722 | testdata/Builtins.lc 429:59-429:64 Type->Type | 1740 | testdata/Builtins.lc 431:92-431:95 Nat -> Type->Type |
1723 | testdata/Builtins.lc 429:63-429:64 V1 | 1741 | testdata/Builtins.lc 431:92-431:97 Type->Type |
1724 | testdata/Builtins.lc 429:65-429:70 Type | 1742 | testdata/Builtins.lc 431:96-431:97 V1 |
1725 | testdata/Builtins.lc 429:76-429:81 Nat -> Type->Type | 1743 | testdata/Builtins.lc 431:98-431:103 Type |
1726 | testdata/Builtins.lc 429:76-429:83 Type->Type | 1744 | testdata/Builtins.lc 433:6-433:12 Type |
1727 | testdata/Builtins.lc 429:76-429:105 Type | 1745 | testdata/Builtins.lc 433:6-434:12 Type |
1728 | testdata/Builtins.lc 429:82-429:83 V1 | 1746 | testdata/Builtins.lc 434:3-434:12 Output | Type | {a:Nat} -> {b} -> FrameBuffer a b -> Output |
1729 | testdata/Builtins.lc 429:84-429:105 Type | 1747 | testdata/Builtins.lc 434:26-434:37 Nat -> Type->Type |
1730 | testdata/Builtins.lc 429:85-429:90 Type->Type | 1748 | testdata/Builtins.lc 434:26-434:39 Type->Type |
1731 | testdata/Builtins.lc 429:91-429:104 Type | 1749 | testdata/Builtins.lc 434:26-434:41 Type |
1732 | testdata/Builtins.lc 429:92-429:95 Nat -> Type->Type | 1750 | testdata/Builtins.lc 434:26-434:51 Type |
1733 | testdata/Builtins.lc 429:92-429:97 Type->Type | 1751 | testdata/Builtins.lc 434:38-434:39 V3 |
1734 | testdata/Builtins.lc 429:96-429:97 V1 | 1752 | testdata/Builtins.lc 434:40-434:41 V1 |
1735 | testdata/Builtins.lc 429:98-429:103 Type | 1753 | testdata/Builtins.lc 434:45-434:51 Type |
1736 | testdata/Builtins.lc 431:6-431:12 Type | 1754 | testdata/Builtins.lc 440:1-440:8 {a} -> {b : Num (MatVecScalarElem a)} -> a -> a->a |
1737 | testdata/Builtins.lc 431:6-432:12 Type | 1755 | testdata/Builtins.lc 440:10-440:17 {a} -> {b : Num (MatVecScalarElem a)} -> a -> a->a |
1738 | testdata/Builtins.lc 432:3-432:12 Output | Type | {a:Nat} -> {b} -> FrameBuffer a b -> Output | 1756 | testdata/Builtins.lc 440:19-440:26 {a} -> {b : Num (MatVecScalarElem a)} -> a -> a->a |
1739 | testdata/Builtins.lc 432:26-432:37 Nat -> Type->Type | 1757 | testdata/Builtins.lc 440:34-440:37 Type->Type |
1740 | testdata/Builtins.lc 432:26-432:39 Type->Type | 1758 | testdata/Builtins.lc 440:34-440:58 Type |
1741 | testdata/Builtins.lc 432:26-432:41 Type | 1759 | testdata/Builtins.lc 440:34-440:73 Type |
1742 | testdata/Builtins.lc 432:26-432:51 Type | 1760 | testdata/Builtins.lc 440:38-440:58 Type |
1743 | testdata/Builtins.lc 432:38-432:39 V3 | 1761 | testdata/Builtins.lc 440:39-440:55 Type->Type |
1744 | testdata/Builtins.lc 432:40-432:41 V1 | 1762 | testdata/Builtins.lc 440:56-440:57 V1 |
1745 | testdata/Builtins.lc 432:45-432:51 Type | 1763 | testdata/Builtins.lc 440:62-440:63 Type |
1746 | testdata/Builtins.lc 438:1-438:8 {a} -> {b : Num (MatVecScalarElem a)} -> a -> a->a | 1764 | testdata/Builtins.lc 440:62-440:73 Type |
1747 | testdata/Builtins.lc 438:10-438:17 {a} -> {b : Num (MatVecScalarElem a)} -> a -> a->a | 1765 | testdata/Builtins.lc 440:67-440:68 Type |
1748 | testdata/Builtins.lc 438:19-438:26 {a} -> {b : Num (MatVecScalarElem a)} -> a -> a->a | 1766 | testdata/Builtins.lc 440:67-440:73 Type |
1749 | testdata/Builtins.lc 438:34-438:37 Type->Type | 1767 | testdata/Builtins.lc 440:72-440:73 Type |
1750 | testdata/Builtins.lc 438:34-438:58 Type | 1768 | testdata/Builtins.lc 441:1-441:9 {a} -> {b} -> {c : a ~ MatVecScalarElem b} -> {d : Num a} -> b -> a->b |
1751 | testdata/Builtins.lc 438:34-438:73 Type | 1769 | testdata/Builtins.lc 441:11-441:19 {a} -> {b} -> {c : a ~ MatVecScalarElem b} -> {d : Num a} -> b -> a->b |
1752 | testdata/Builtins.lc 438:38-438:58 Type | 1770 | testdata/Builtins.lc 441:21-441:29 {a} -> {b} -> {c : a ~ MatVecScalarElem b} -> {d : Num a} -> b -> a->b |
1753 | testdata/Builtins.lc 438:39-438:55 Type->Type | 1771 | testdata/Builtins.lc 441:34-441:80 Type |
1754 | testdata/Builtins.lc 438:56-438:57 V1 | 1772 | testdata/Builtins.lc 441:35-441:36 V3 |
1755 | testdata/Builtins.lc 438:62-438:63 Type | ||
1756 | testdata/Builtins.lc 438:62-438:73 Type | ||
1757 | testdata/Builtins.lc 438:67-438:68 Type | ||
1758 | testdata/Builtins.lc 438:67-438:73 Type | ||
1759 | testdata/Builtins.lc 438:72-438:73 Type | ||
1760 | testdata/Builtins.lc 439:1-439:9 {a} -> {b} -> {c : a ~ MatVecScalarElem b} -> {d : Num a} -> b -> a->b | ||
1761 | testdata/Builtins.lc 439:11-439:19 {a} -> {b} -> {c : a ~ MatVecScalarElem b} -> {d : Num a} -> b -> a->b | ||
1762 | testdata/Builtins.lc 439:21-439:29 {a} -> {b} -> {c : a ~ MatVecScalarElem b} -> {d : Num a} -> b -> a->b | ||
1763 | testdata/Builtins.lc 439:34-439:80 Type | ||
1764 | testdata/Builtins.lc 439:35-439:36 V3 | ||
1765 | testdata/Builtins.lc 439:35-439:38 Type->Type | ||
1766 | testdata/Builtins.lc 439:35-439:57 Type | ||
1767 | testdata/Builtins.lc 439:37-439:38 Type -> Type->Type | ||
1768 | testdata/Builtins.lc 439:39-439:55 Type->Type | ||
1769 | testdata/Builtins.lc 439:39-439:57 Type | ||
1770 | testdata/Builtins.lc 439:56-439:57 V1 | ||
1771 | testdata/Builtins.lc 439:59-439:62 Type->Type | ||
1772 | testdata/Builtins.lc 439:59-439:64 Type | ||
1773 | testdata/Builtins.lc 439:59-439:80 Type | ||
1774 | testdata/Builtins.lc 439:63-439:64 Type | ||
1775 | testdata/Builtins.lc 439:69-439:70 Type | ||
1776 | testdata/Builtins.lc 439:69-439:80 Type | ||
1777 | testdata/Builtins.lc 439:74-439:75 Type | ||
1778 | testdata/Builtins.lc 439:74-439:80 Type | ||
1779 | testdata/Builtins.lc 439:79-439:80 Type | ||
1780 | testdata/Builtins.lc 440:1-440:8 {a} -> {b} -> {c:Nat} -> {d : Num a} -> {e : b ~ VecScalar c a} -> b -> b->b | ||
1781 | testdata/Builtins.lc 440:10-440:17 {a} -> {b} -> {c:Nat} -> {d : Num a} -> {e : b ~ VecScalar c a} -> b -> b->b | ||
1782 | testdata/Builtins.lc 440:34-440:75 Type | ||
1783 | testdata/Builtins.lc 440:35-440:38 Type->Type | ||
1784 | testdata/Builtins.lc 440:35-440:40 Type | ||
1785 | testdata/Builtins.lc 440:39-440:40 V5 | ||
1786 | testdata/Builtins.lc 440:42-440:43 V4 | ||
1787 | testdata/Builtins.lc 440:42-440:45 Type->Type | ||
1788 | testdata/Builtins.lc 440:42-440:59 Type | ||
1789 | testdata/Builtins.lc 440:42-440:75 Type | ||
1790 | testdata/Builtins.lc 440:44-440:45 Type -> Type->Type | ||
1791 | testdata/Builtins.lc 440:46-440:55 Nat -> Type->Type | ||
1792 | testdata/Builtins.lc 440:46-440:57 Type->Type | ||
1793 | testdata/Builtins.lc 440:46-440:59 Type | ||
1794 | testdata/Builtins.lc 440:56-440:57 V2 | ||
1795 | testdata/Builtins.lc 440:58-440:59 Type | ||
1796 | testdata/Builtins.lc 440:64-440:65 Type | ||
1797 | testdata/Builtins.lc 440:64-440:75 Type | ||
1798 | testdata/Builtins.lc 440:69-440:70 Type | ||
1799 | testdata/Builtins.lc 440:69-440:75 Type | ||
1800 | testdata/Builtins.lc 440:74-440:75 Type | ||
1801 | testdata/Builtins.lc 441:1-441:9 {a} -> {b} -> {c:Nat} -> {d : Num a} -> {e : b ~ VecScalar c a} -> b -> a->b | ||
1802 | testdata/Builtins.lc 441:11-441:19 {a} -> {b} -> {c:Nat} -> {d : Num a} -> {e : b ~ VecScalar c a} -> b -> a->b | ||
1803 | testdata/Builtins.lc 441:34-441:75 Type | ||
1804 | testdata/Builtins.lc 441:35-441:38 Type->Type | 1773 | testdata/Builtins.lc 441:35-441:38 Type->Type |
1805 | testdata/Builtins.lc 441:35-441:40 Type | 1774 | testdata/Builtins.lc 441:35-441:57 Type |
1806 | testdata/Builtins.lc 441:39-441:40 V5 | 1775 | testdata/Builtins.lc 441:37-441:38 Type -> Type->Type |
1807 | testdata/Builtins.lc 441:42-441:43 V4 | 1776 | testdata/Builtins.lc 441:39-441:55 Type->Type |
1808 | testdata/Builtins.lc 441:42-441:45 Type->Type | 1777 | testdata/Builtins.lc 441:39-441:57 Type |
1809 | testdata/Builtins.lc 441:42-441:59 Type | 1778 | testdata/Builtins.lc 441:56-441:57 V1 |
1810 | testdata/Builtins.lc 441:42-441:75 Type | 1779 | testdata/Builtins.lc 441:59-441:62 Type->Type |
1811 | testdata/Builtins.lc 441:44-441:45 Type -> Type->Type | 1780 | testdata/Builtins.lc 441:59-441:64 Type |
1812 | testdata/Builtins.lc 441:46-441:55 Nat -> Type->Type | 1781 | testdata/Builtins.lc 441:59-441:80 Type |
1813 | testdata/Builtins.lc 441:46-441:57 Type->Type | 1782 | testdata/Builtins.lc 441:63-441:64 Type |
1814 | testdata/Builtins.lc 441:46-441:59 Type | ||
1815 | testdata/Builtins.lc 441:56-441:57 V2 | ||
1816 | testdata/Builtins.lc 441:58-441:59 Type | ||
1817 | testdata/Builtins.lc 441:64-441:65 Type | ||
1818 | testdata/Builtins.lc 441:64-441:75 Type | ||
1819 | testdata/Builtins.lc 441:69-441:70 Type | 1783 | testdata/Builtins.lc 441:69-441:70 Type |
1820 | testdata/Builtins.lc 441:69-441:75 Type | 1784 | testdata/Builtins.lc 441:69-441:80 Type |
1821 | testdata/Builtins.lc 441:74-441:75 Type | 1785 | testdata/Builtins.lc 441:74-441:75 Type |
1822 | testdata/Builtins.lc 442:1-442:8 {a} -> {b : Signed (MatVecScalarElem a)} -> a->a | 1786 | testdata/Builtins.lc 441:74-441:80 Type |
1823 | testdata/Builtins.lc 442:34-442:40 Type->Type | 1787 | testdata/Builtins.lc 441:79-441:80 Type |
1824 | testdata/Builtins.lc 442:34-442:61 Type | 1788 | testdata/Builtins.lc 442:1-442:8 {a} -> {b} -> {c:Nat} -> {d : Num a} -> {e : b ~ VecScalar c a} -> b -> b->b |
1825 | testdata/Builtins.lc 442:34-442:71 Type | 1789 | testdata/Builtins.lc 442:10-442:17 {a} -> {b} -> {c:Nat} -> {d : Num a} -> {e : b ~ VecScalar c a} -> b -> b->b |
1826 | testdata/Builtins.lc 442:41-442:61 Type | 1790 | testdata/Builtins.lc 442:34-442:75 Type |
1827 | testdata/Builtins.lc 442:42-442:58 Type->Type | 1791 | testdata/Builtins.lc 442:35-442:38 Type->Type |
1828 | testdata/Builtins.lc 442:59-442:60 V1 | 1792 | testdata/Builtins.lc 442:35-442:40 Type |
1829 | testdata/Builtins.lc 442:65-442:66 Type | 1793 | testdata/Builtins.lc 442:39-442:40 V5 |
1830 | testdata/Builtins.lc 442:65-442:71 Type | 1794 | testdata/Builtins.lc 442:42-442:43 V4 |
1831 | testdata/Builtins.lc 442:70-442:71 Type | 1795 | testdata/Builtins.lc 442:42-442:45 Type->Type |
1832 | testdata/Builtins.lc 444:1-444:9 {a} -> {b} -> {c:Nat} -> {d : Integral a} -> {e : b ~ VecScalar c a} -> b -> b->b | 1796 | testdata/Builtins.lc 442:42-442:59 Type |
1833 | testdata/Builtins.lc 444:11-444:18 {a} -> {b} -> {c:Nat} -> {d : Integral a} -> {e : b ~ VecScalar c a} -> b -> b->b | 1797 | testdata/Builtins.lc 442:42-442:75 Type |
1834 | testdata/Builtins.lc 444:20-444:28 {a} -> {b} -> {c:Nat} -> {d : Integral a} -> {e : b ~ VecScalar c a} -> b -> b->b | 1798 | testdata/Builtins.lc 442:44-442:45 Type -> Type->Type |
1835 | testdata/Builtins.lc 444:34-444:80 Type | 1799 | testdata/Builtins.lc 442:46-442:55 Nat -> Type->Type |
1836 | testdata/Builtins.lc 444:35-444:43 Type->Type | 1800 | testdata/Builtins.lc 442:46-442:57 Type->Type |
1837 | testdata/Builtins.lc 444:35-444:45 Type | 1801 | testdata/Builtins.lc 442:46-442:59 Type |
1838 | testdata/Builtins.lc 444:44-444:45 V5 | 1802 | testdata/Builtins.lc 442:56-442:57 V2 |
1839 | testdata/Builtins.lc 444:47-444:48 V4 | 1803 | testdata/Builtins.lc 442:58-442:59 Type |
1840 | testdata/Builtins.lc 444:47-444:50 Type->Type | 1804 | testdata/Builtins.lc 442:64-442:65 Type |
1841 | testdata/Builtins.lc 444:47-444:64 Type | 1805 | testdata/Builtins.lc 442:64-442:75 Type |
1842 | testdata/Builtins.lc 444:47-444:80 Type | 1806 | testdata/Builtins.lc 442:69-442:70 Type |
1843 | testdata/Builtins.lc 444:49-444:50 Type -> Type->Type | 1807 | testdata/Builtins.lc 442:69-442:75 Type |
1844 | testdata/Builtins.lc 444:51-444:60 Nat -> Type->Type | 1808 | testdata/Builtins.lc 442:74-442:75 Type |
1845 | testdata/Builtins.lc 444:51-444:62 Type->Type | 1809 | testdata/Builtins.lc 443:1-443:9 {a} -> {b} -> {c:Nat} -> {d : Num a} -> {e : b ~ VecScalar c a} -> b -> a->b |
1846 | testdata/Builtins.lc 444:51-444:64 Type | 1810 | testdata/Builtins.lc 443:11-443:19 {a} -> {b} -> {c:Nat} -> {d : Num a} -> {e : b ~ VecScalar c a} -> b -> a->b |
1847 | testdata/Builtins.lc 444:61-444:62 V2 | 1811 | testdata/Builtins.lc 443:34-443:75 Type |
1848 | testdata/Builtins.lc 444:63-444:64 Type | 1812 | testdata/Builtins.lc 443:35-443:38 Type->Type |
1849 | testdata/Builtins.lc 444:69-444:70 Type | 1813 | testdata/Builtins.lc 443:35-443:40 Type |
1850 | testdata/Builtins.lc 444:69-444:80 Type | 1814 | testdata/Builtins.lc 443:39-443:40 V5 |
1851 | testdata/Builtins.lc 444:74-444:75 Type | 1815 | testdata/Builtins.lc 443:42-443:43 V4 |
1852 | testdata/Builtins.lc 444:74-444:80 Type | 1816 | testdata/Builtins.lc 443:42-443:45 Type->Type |
1853 | testdata/Builtins.lc 444:79-444:80 Type | 1817 | testdata/Builtins.lc 443:42-443:59 Type |
1854 | testdata/Builtins.lc 445:1-445:10 {a} -> {b} -> {c:Nat} -> {d : Integral a} -> {e : b ~ VecScalar c a} -> b -> a->b | 1818 | testdata/Builtins.lc 443:42-443:75 Type |
1855 | testdata/Builtins.lc 445:12-445:20 {a} -> {b} -> {c:Nat} -> {d : Integral a} -> {e : b ~ VecScalar c a} -> b -> a->b | 1819 | testdata/Builtins.lc 443:44-443:45 Type -> Type->Type |
1856 | testdata/Builtins.lc 445:22-445:31 {a} -> {b} -> {c:Nat} -> {d : Integral a} -> {e : b ~ VecScalar c a} -> b -> a->b | 1820 | testdata/Builtins.lc 443:46-443:55 Nat -> Type->Type |
1857 | testdata/Builtins.lc 445:34-445:80 Type | 1821 | testdata/Builtins.lc 443:46-443:57 Type->Type |
1858 | testdata/Builtins.lc 445:35-445:43 Type->Type | 1822 | testdata/Builtins.lc 443:46-443:59 Type |
1859 | testdata/Builtins.lc 445:35-445:45 Type | 1823 | testdata/Builtins.lc 443:56-443:57 V2 |
1860 | testdata/Builtins.lc 445:44-445:45 V5 | 1824 | testdata/Builtins.lc 443:58-443:59 Type |
1861 | testdata/Builtins.lc 445:47-445:48 V4 | 1825 | testdata/Builtins.lc 443:64-443:65 Type |
1862 | testdata/Builtins.lc 445:47-445:50 Type->Type | 1826 | testdata/Builtins.lc 443:64-443:75 Type |
1863 | testdata/Builtins.lc 445:47-445:64 Type | 1827 | testdata/Builtins.lc 443:69-443:70 Type |
1864 | testdata/Builtins.lc 445:47-445:80 Type | 1828 | testdata/Builtins.lc 443:69-443:75 Type |
1865 | testdata/Builtins.lc 445:49-445:50 Type -> Type->Type | 1829 | testdata/Builtins.lc 443:74-443:75 Type |
1866 | testdata/Builtins.lc 445:51-445:60 Nat -> Type->Type | 1830 | testdata/Builtins.lc 444:1-444:8 {a} -> {b : Signed (MatVecScalarElem a)} -> a->a |
1867 | testdata/Builtins.lc 445:51-445:62 Type->Type | 1831 | testdata/Builtins.lc 444:34-444:40 Type->Type |
1868 | testdata/Builtins.lc 445:51-445:64 Type | 1832 | testdata/Builtins.lc 444:34-444:61 Type |
1869 | testdata/Builtins.lc 445:61-445:62 V2 | 1833 | testdata/Builtins.lc 444:34-444:71 Type |
1870 | testdata/Builtins.lc 445:63-445:64 Type | 1834 | testdata/Builtins.lc 444:41-444:61 Type |
1871 | testdata/Builtins.lc 445:69-445:70 Type | 1835 | testdata/Builtins.lc 444:42-444:58 Type->Type |
1872 | testdata/Builtins.lc 445:69-445:80 Type | 1836 | testdata/Builtins.lc 444:59-444:60 V1 |
1873 | testdata/Builtins.lc 445:74-445:75 Type | 1837 | testdata/Builtins.lc 444:65-444:66 Type |
1874 | testdata/Builtins.lc 445:74-445:80 Type | 1838 | testdata/Builtins.lc 444:65-444:71 Type |
1875 | testdata/Builtins.lc 445:79-445:80 Type | 1839 | testdata/Builtins.lc 444:70-444:71 Type |
1876 | testdata/Builtins.lc 446:1-446:9 {a} -> {b} -> {c:Nat} -> {d : Integral a} -> {e : b ~ VecScalar c a} -> b->b | 1840 | testdata/Builtins.lc 446:1-446:9 {a} -> {b} -> {c:Nat} -> {d : Integral a} -> {e : b ~ VecScalar c a} -> b -> b->b |
1877 | testdata/Builtins.lc 446:34-446:75 Type | 1841 | testdata/Builtins.lc 446:11-446:18 {a} -> {b} -> {c:Nat} -> {d : Integral a} -> {e : b ~ VecScalar c a} -> b -> b->b |
1842 | testdata/Builtins.lc 446:20-446:28 {a} -> {b} -> {c:Nat} -> {d : Integral a} -> {e : b ~ VecScalar c a} -> b -> b->b | ||
1843 | testdata/Builtins.lc 446:34-446:80 Type | ||
1878 | testdata/Builtins.lc 446:35-446:43 Type->Type | 1844 | testdata/Builtins.lc 446:35-446:43 Type->Type |
1879 | testdata/Builtins.lc 446:35-446:45 Type | 1845 | testdata/Builtins.lc 446:35-446:45 Type |
1880 | testdata/Builtins.lc 446:44-446:45 V5 | 1846 | testdata/Builtins.lc 446:44-446:45 V5 |
1881 | testdata/Builtins.lc 446:47-446:48 V4 | 1847 | testdata/Builtins.lc 446:47-446:48 V4 |
1882 | testdata/Builtins.lc 446:47-446:50 Type->Type | 1848 | testdata/Builtins.lc 446:47-446:50 Type->Type |
1883 | testdata/Builtins.lc 446:47-446:64 Type | 1849 | testdata/Builtins.lc 446:47-446:64 Type |
1884 | testdata/Builtins.lc 446:47-446:75 Type | 1850 | testdata/Builtins.lc 446:47-446:80 Type |
1885 | testdata/Builtins.lc 446:49-446:50 Type -> Type->Type | 1851 | testdata/Builtins.lc 446:49-446:50 Type -> Type->Type |
1886 | testdata/Builtins.lc 446:51-446:60 Nat -> Type->Type | 1852 | testdata/Builtins.lc 446:51-446:60 Nat -> Type->Type |
1887 | testdata/Builtins.lc 446:51-446:62 Type->Type | 1853 | testdata/Builtins.lc 446:51-446:62 Type->Type |
@@ -1889,49 +1855,41 @@ testdata/Builtins.lc 446:51-446:64 Type | |||
1889 | testdata/Builtins.lc 446:61-446:62 V2 | 1855 | testdata/Builtins.lc 446:61-446:62 V2 |
1890 | testdata/Builtins.lc 446:63-446:64 Type | 1856 | testdata/Builtins.lc 446:63-446:64 Type |
1891 | testdata/Builtins.lc 446:69-446:70 Type | 1857 | testdata/Builtins.lc 446:69-446:70 Type |
1892 | testdata/Builtins.lc 446:69-446:75 Type | 1858 | testdata/Builtins.lc 446:69-446:80 Type |
1893 | testdata/Builtins.lc 446:74-446:75 Type | 1859 | testdata/Builtins.lc 446:74-446:75 Type |
1894 | testdata/Builtins.lc 447:1-447:12 {a} -> {b} -> {c:Nat} -> {d} -> {e : Integral a} -> {f : b ~ VecScalar c a} -> {g : d ~ VecScalar c Word} -> b -> d->b | 1860 | testdata/Builtins.lc 446:74-446:80 Type |
1895 | testdata/Builtins.lc 447:14-447:25 {a} -> {b} -> {c:Nat} -> {d} -> {e : Integral a} -> {f : b ~ VecScalar c a} -> {g : d ~ VecScalar c Word} -> b -> d->b | 1861 | testdata/Builtins.lc 446:79-446:80 Type |
1896 | testdata/Builtins.lc 447:34-447:102 Type | 1862 | testdata/Builtins.lc 447:1-447:10 {a} -> {b} -> {c:Nat} -> {d : Integral a} -> {e : b ~ VecScalar c a} -> b -> a->b |
1863 | testdata/Builtins.lc 447:12-447:20 {a} -> {b} -> {c:Nat} -> {d : Integral a} -> {e : b ~ VecScalar c a} -> b -> a->b | ||
1864 | testdata/Builtins.lc 447:22-447:31 {a} -> {b} -> {c:Nat} -> {d : Integral a} -> {e : b ~ VecScalar c a} -> b -> a->b | ||
1865 | testdata/Builtins.lc 447:34-447:80 Type | ||
1897 | testdata/Builtins.lc 447:35-447:43 Type->Type | 1866 | testdata/Builtins.lc 447:35-447:43 Type->Type |
1898 | testdata/Builtins.lc 447:35-447:45 Type | 1867 | testdata/Builtins.lc 447:35-447:45 Type |
1899 | testdata/Builtins.lc 447:44-447:45 V7 | 1868 | testdata/Builtins.lc 447:44-447:45 V5 |
1900 | testdata/Builtins.lc 447:47-447:48 V6 | 1869 | testdata/Builtins.lc 447:47-447:48 V4 |
1901 | testdata/Builtins.lc 447:47-447:50 Type->Type | 1870 | testdata/Builtins.lc 447:47-447:50 Type->Type |
1902 | testdata/Builtins.lc 447:47-447:64 Type | 1871 | testdata/Builtins.lc 447:47-447:64 Type |
1903 | testdata/Builtins.lc 447:47-447:102 Type | 1872 | testdata/Builtins.lc 447:47-447:80 Type |
1904 | testdata/Builtins.lc 447:49-447:50 Type -> Type->Type | 1873 | testdata/Builtins.lc 447:49-447:50 Type -> Type->Type |
1905 | testdata/Builtins.lc 447:51-447:60 Nat -> Type->Type | 1874 | testdata/Builtins.lc 447:51-447:60 Nat -> Type->Type |
1906 | testdata/Builtins.lc 447:51-447:62 Type->Type | 1875 | testdata/Builtins.lc 447:51-447:62 Type->Type |
1907 | testdata/Builtins.lc 447:51-447:64 Type | 1876 | testdata/Builtins.lc 447:51-447:64 Type |
1908 | testdata/Builtins.lc 447:61-447:62 V4 | 1877 | testdata/Builtins.lc 447:61-447:62 V2 |
1909 | testdata/Builtins.lc 447:63-447:64 Type | 1878 | testdata/Builtins.lc 447:63-447:64 Type |
1910 | testdata/Builtins.lc 447:66-447:67 V3 | 1879 | testdata/Builtins.lc 447:69-447:70 Type |
1911 | testdata/Builtins.lc 447:66-447:69 Type->Type | 1880 | testdata/Builtins.lc 447:69-447:80 Type |
1912 | testdata/Builtins.lc 447:66-447:86 Type | 1881 | testdata/Builtins.lc 447:74-447:75 Type |
1913 | testdata/Builtins.lc 447:66-447:102 Type | 1882 | testdata/Builtins.lc 447:74-447:80 Type |
1914 | testdata/Builtins.lc 447:68-447:69 Type -> Type->Type | 1883 | testdata/Builtins.lc 447:79-447:80 Type |
1915 | testdata/Builtins.lc 447:70-447:79 Nat -> Type->Type | 1884 | testdata/Builtins.lc 448:1-448:9 {a} -> {b} -> {c:Nat} -> {d : Integral a} -> {e : b ~ VecScalar c a} -> b->b |
1916 | testdata/Builtins.lc 447:70-447:81 Type->Type | 1885 | testdata/Builtins.lc 448:34-448:75 Type |
1917 | testdata/Builtins.lc 447:70-447:86 Type | ||
1918 | testdata/Builtins.lc 447:80-447:81 Nat | ||
1919 | testdata/Builtins.lc 447:82-447:86 Type | ||
1920 | testdata/Builtins.lc 447:91-447:92 Type | ||
1921 | testdata/Builtins.lc 447:91-447:102 Type | ||
1922 | testdata/Builtins.lc 447:96-447:97 Type | ||
1923 | testdata/Builtins.lc 447:96-447:102 Type | ||
1924 | testdata/Builtins.lc 447:101-447:102 Type | ||
1925 | testdata/Builtins.lc 448:1-448:13 {a} -> {b} -> {c:Nat} -> {d : Integral a} -> {e : b ~ VecScalar c a} -> b -> Word->b | ||
1926 | testdata/Builtins.lc 448:15-448:27 {a} -> {b} -> {c:Nat} -> {d : Integral a} -> {e : b ~ VecScalar c a} -> b -> Word->b | ||
1927 | testdata/Builtins.lc 448:34-448:83 Type | ||
1928 | testdata/Builtins.lc 448:35-448:43 Type->Type | 1886 | testdata/Builtins.lc 448:35-448:43 Type->Type |
1929 | testdata/Builtins.lc 448:35-448:45 Type | 1887 | testdata/Builtins.lc 448:35-448:45 Type |
1930 | testdata/Builtins.lc 448:44-448:45 V5 | 1888 | testdata/Builtins.lc 448:44-448:45 V5 |
1931 | testdata/Builtins.lc 448:47-448:48 V4 | 1889 | testdata/Builtins.lc 448:47-448:48 V4 |
1932 | testdata/Builtins.lc 448:47-448:50 Type->Type | 1890 | testdata/Builtins.lc 448:47-448:50 Type->Type |
1933 | testdata/Builtins.lc 448:47-448:64 Type | 1891 | testdata/Builtins.lc 448:47-448:64 Type |
1934 | testdata/Builtins.lc 448:47-448:83 Type | 1892 | testdata/Builtins.lc 448:47-448:75 Type |
1935 | testdata/Builtins.lc 448:49-448:50 Type -> Type->Type | 1893 | testdata/Builtins.lc 448:49-448:50 Type -> Type->Type |
1936 | testdata/Builtins.lc 448:51-448:60 Nat -> Type->Type | 1894 | testdata/Builtins.lc 448:51-448:60 Nat -> Type->Type |
1937 | testdata/Builtins.lc 448:51-448:62 Type->Type | 1895 | testdata/Builtins.lc 448:51-448:62 Type->Type |
@@ -1939,354 +1897,372 @@ testdata/Builtins.lc 448:51-448:64 Type | |||
1939 | testdata/Builtins.lc 448:61-448:62 V2 | 1897 | testdata/Builtins.lc 448:61-448:62 V2 |
1940 | testdata/Builtins.lc 448:63-448:64 Type | 1898 | testdata/Builtins.lc 448:63-448:64 Type |
1941 | testdata/Builtins.lc 448:69-448:70 Type | 1899 | testdata/Builtins.lc 448:69-448:70 Type |
1942 | testdata/Builtins.lc 448:69-448:83 Type | 1900 | testdata/Builtins.lc 448:69-448:75 Type |
1943 | testdata/Builtins.lc 448:74-448:78 Type | 1901 | testdata/Builtins.lc 448:74-448:75 Type |
1944 | testdata/Builtins.lc 448:74-448:83 Type | 1902 | testdata/Builtins.lc 449:1-449:12 {a} -> {b} -> {c:Nat} -> {d} -> {e : Integral a} -> {f : b ~ VecScalar c a} -> {g : d ~ VecScalar c Word} -> b -> d->b |
1945 | testdata/Builtins.lc 448:82-448:83 Type | 1903 | testdata/Builtins.lc 449:14-449:25 {a} -> {b} -> {c:Nat} -> {d} -> {e : Integral a} -> {f : b ~ VecScalar c a} -> {g : d ~ VecScalar c Word} -> b -> d->b |
1946 | testdata/Builtins.lc 450:1-450:8 Bool -> Bool->Bool | 1904 | testdata/Builtins.lc 449:34-449:102 Type |
1947 | testdata/Builtins.lc 450:10-450:16 Bool -> Bool->Bool | 1905 | testdata/Builtins.lc 449:35-449:43 Type->Type |
1948 | testdata/Builtins.lc 450:18-450:25 Bool -> Bool->Bool | 1906 | testdata/Builtins.lc 449:35-449:45 Type |
1949 | testdata/Builtins.lc 450:34-450:38 Type | 1907 | testdata/Builtins.lc 449:44-449:45 V7 |
1950 | testdata/Builtins.lc 450:42-450:46 Type | 1908 | testdata/Builtins.lc 449:47-449:48 V6 |
1951 | testdata/Builtins.lc 450:42-450:54 Type | 1909 | testdata/Builtins.lc 449:47-449:50 Type->Type |
1952 | testdata/Builtins.lc 450:50-450:54 Type | 1910 | testdata/Builtins.lc 449:47-449:64 Type |
1953 | testdata/Builtins.lc 451:1-451:8 {a} -> {b:Nat} -> {c : a ~ VecScalar b Bool} -> a->a | 1911 | testdata/Builtins.lc 449:47-449:102 Type |
1954 | testdata/Builtins.lc 451:34-451:56 Type | 1912 | testdata/Builtins.lc 449:49-449:50 Type -> Type->Type |
1955 | testdata/Builtins.lc 451:34-451:66 Type | 1913 | testdata/Builtins.lc 449:51-449:60 Nat -> Type->Type |
1956 | testdata/Builtins.lc 451:35-451:36 V3 | 1914 | testdata/Builtins.lc 449:51-449:62 Type->Type |
1957 | testdata/Builtins.lc 451:35-451:38 Type->Type | 1915 | testdata/Builtins.lc 449:51-449:64 Type |
1958 | testdata/Builtins.lc 451:37-451:38 Type -> Type->Type | 1916 | testdata/Builtins.lc 449:61-449:62 V4 |
1959 | testdata/Builtins.lc 451:39-451:48 Nat -> Type->Type | 1917 | testdata/Builtins.lc 449:63-449:64 Type |
1960 | testdata/Builtins.lc 451:39-451:50 Type->Type | 1918 | testdata/Builtins.lc 449:66-449:67 V3 |
1961 | testdata/Builtins.lc 451:39-451:55 Type | 1919 | testdata/Builtins.lc 449:66-449:69 Type->Type |
1962 | testdata/Builtins.lc 451:49-451:50 V1 | 1920 | testdata/Builtins.lc 449:66-449:86 Type |
1963 | testdata/Builtins.lc 451:51-451:55 Type | 1921 | testdata/Builtins.lc 449:66-449:102 Type |
1964 | testdata/Builtins.lc 451:60-451:61 Type | 1922 | testdata/Builtins.lc 449:68-449:69 Type -> Type->Type |
1965 | testdata/Builtins.lc 451:60-451:66 Type | 1923 | testdata/Builtins.lc 449:70-449:79 Nat -> Type->Type |
1966 | testdata/Builtins.lc 451:65-451:66 Type | 1924 | testdata/Builtins.lc 449:70-449:81 Type->Type |
1967 | testdata/Builtins.lc 452:1-452:8 {a:Nat} -> VecScalar a Bool -> Bool | 1925 | testdata/Builtins.lc 449:70-449:86 Type |
1968 | testdata/Builtins.lc 452:10-452:17 {a:Nat} -> VecScalar a Bool -> Bool | 1926 | testdata/Builtins.lc 449:80-449:81 Nat |
1969 | testdata/Builtins.lc 452:34-452:43 Nat -> Type->Type | 1927 | testdata/Builtins.lc 449:82-449:86 Type |
1970 | testdata/Builtins.lc 452:34-452:45 Type->Type | 1928 | testdata/Builtins.lc 449:91-449:92 Type |
1971 | testdata/Builtins.lc 452:34-452:50 Type | 1929 | testdata/Builtins.lc 449:91-449:102 Type |
1972 | testdata/Builtins.lc 452:34-452:58 Type | 1930 | testdata/Builtins.lc 449:96-449:97 Type |
1973 | testdata/Builtins.lc 452:44-452:45 V1 | 1931 | testdata/Builtins.lc 449:96-449:102 Type |
1974 | testdata/Builtins.lc 452:46-452:50 Type | 1932 | testdata/Builtins.lc 449:101-449:102 Type |
1975 | testdata/Builtins.lc 452:54-452:58 Type | 1933 | testdata/Builtins.lc 450:1-450:13 {a} -> {b} -> {c:Nat} -> {d : Integral a} -> {e : b ~ VecScalar c a} -> b -> Word->b |
1976 | testdata/Builtins.lc 455:1-455:9 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | 1934 | testdata/Builtins.lc 450:15-450:27 {a} -> {b} -> {c:Nat} -> {d : Integral a} -> {e : b ~ VecScalar c a} -> b -> Word->b |
1977 | testdata/Builtins.lc 455:11-455:20 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | 1935 | testdata/Builtins.lc 450:34-450:83 Type |
1978 | testdata/Builtins.lc 455:22-455:30 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | 1936 | testdata/Builtins.lc 450:35-450:43 Type->Type |
1979 | testdata/Builtins.lc 455:32-455:41 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | 1937 | testdata/Builtins.lc 450:35-450:45 Type |
1980 | testdata/Builtins.lc 455:43-455:51 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | 1938 | testdata/Builtins.lc 450:44-450:45 V5 |
1981 | testdata/Builtins.lc 455:53-455:62 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | 1939 | testdata/Builtins.lc 450:47-450:48 V4 |
1982 | testdata/Builtins.lc 455:64-455:71 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | 1940 | testdata/Builtins.lc 450:47-450:50 Type->Type |
1983 | testdata/Builtins.lc 455:73-455:81 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | 1941 | testdata/Builtins.lc 450:47-450:64 Type |
1984 | testdata/Builtins.lc 455:83-455:94 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | 1942 | testdata/Builtins.lc 450:47-450:83 Type |
1985 | testdata/Builtins.lc 455:96-455:107 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | 1943 | testdata/Builtins.lc 450:49-450:50 Type -> Type->Type |
1986 | testdata/Builtins.lc 455:109-455:116 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | 1944 | testdata/Builtins.lc 450:51-450:60 Nat -> Type->Type |
1987 | testdata/Builtins.lc 455:118-455:126 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | 1945 | testdata/Builtins.lc 450:51-450:62 Type->Type |
1988 | testdata/Builtins.lc 455:128-455:135 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | 1946 | testdata/Builtins.lc 450:51-450:64 Type |
1989 | testdata/Builtins.lc 455:137-455:145 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | 1947 | testdata/Builtins.lc 450:61-450:62 V2 |
1990 | testdata/Builtins.lc 455:147-455:154 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | 1948 | testdata/Builtins.lc 450:63-450:64 Type |
1991 | testdata/Builtins.lc 455:156-455:163 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | 1949 | testdata/Builtins.lc 450:69-450:70 Type |
1992 | testdata/Builtins.lc 455:165-455:173 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | 1950 | testdata/Builtins.lc 450:69-450:83 Type |
1993 | testdata/Builtins.lc 455:175-455:183 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | 1951 | testdata/Builtins.lc 450:74-450:78 Type |
1994 | testdata/Builtins.lc 455:185-455:193 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | 1952 | testdata/Builtins.lc 450:74-450:83 Type |
1995 | testdata/Builtins.lc 455:195-455:206 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | 1953 | testdata/Builtins.lc 450:82-450:83 Type |
1996 | testdata/Builtins.lc 456:34-456:57 Type | 1954 | testdata/Builtins.lc 452:1-452:8 Bool -> Bool->Bool |
1997 | testdata/Builtins.lc 456:34-456:67 Type | 1955 | testdata/Builtins.lc 452:10-452:16 Bool -> Bool->Bool |
1998 | testdata/Builtins.lc 456:35-456:36 V3 | 1956 | testdata/Builtins.lc 452:18-452:25 Bool -> Bool->Bool |
1999 | testdata/Builtins.lc 456:35-456:38 Type->Type | 1957 | testdata/Builtins.lc 452:34-452:38 Type |
2000 | testdata/Builtins.lc 456:37-456:38 Type -> Type->Type | 1958 | testdata/Builtins.lc 452:42-452:46 Type |
2001 | testdata/Builtins.lc 456:39-456:48 Nat -> Type->Type | 1959 | testdata/Builtins.lc 452:42-452:54 Type |
2002 | testdata/Builtins.lc 456:39-456:50 Type->Type | 1960 | testdata/Builtins.lc 452:50-452:54 Type |
2003 | testdata/Builtins.lc 456:39-456:56 Type | 1961 | testdata/Builtins.lc 453:1-453:8 {a} -> {b:Nat} -> {c : a ~ VecScalar b Bool} -> a->a |
2004 | testdata/Builtins.lc 456:49-456:50 V1 | 1962 | testdata/Builtins.lc 453:34-453:56 Type |
2005 | testdata/Builtins.lc 456:51-456:56 Type | 1963 | testdata/Builtins.lc 453:34-453:66 Type |
2006 | testdata/Builtins.lc 456:61-456:62 Type | 1964 | testdata/Builtins.lc 453:35-453:36 V3 |
2007 | testdata/Builtins.lc 456:61-456:67 Type | 1965 | testdata/Builtins.lc 453:35-453:38 Type->Type |
2008 | testdata/Builtins.lc 456:66-456:67 Type | 1966 | testdata/Builtins.lc 453:37-453:38 Type -> Type->Type |
2009 | testdata/Builtins.lc 457:1-457:8 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a -> a->a | 1967 | testdata/Builtins.lc 453:39-453:48 Nat -> Type->Type |
2010 | testdata/Builtins.lc 457:10-457:19 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a -> a->a | 1968 | testdata/Builtins.lc 453:39-453:50 Type->Type |
2011 | testdata/Builtins.lc 457:34-457:57 Type | 1969 | testdata/Builtins.lc 453:39-453:55 Type |
2012 | testdata/Builtins.lc 457:34-457:72 Type | 1970 | testdata/Builtins.lc 453:49-453:50 V1 |
2013 | testdata/Builtins.lc 457:35-457:36 V3 | 1971 | testdata/Builtins.lc 453:51-453:55 Type |
2014 | testdata/Builtins.lc 457:35-457:38 Type->Type | 1972 | testdata/Builtins.lc 453:60-453:61 Type |
2015 | testdata/Builtins.lc 457:37-457:38 Type -> Type->Type | 1973 | testdata/Builtins.lc 453:60-453:66 Type |
2016 | testdata/Builtins.lc 457:39-457:48 Nat -> Type->Type | 1974 | testdata/Builtins.lc 453:65-453:66 Type |
2017 | testdata/Builtins.lc 457:39-457:50 Type->Type | 1975 | testdata/Builtins.lc 454:1-454:8 {a:Nat} -> VecScalar a Bool -> Bool |
2018 | testdata/Builtins.lc 457:39-457:56 Type | 1976 | testdata/Builtins.lc 454:10-454:17 {a:Nat} -> VecScalar a Bool -> Bool |
2019 | testdata/Builtins.lc 457:49-457:50 V1 | 1977 | testdata/Builtins.lc 454:34-454:43 Nat -> Type->Type |
2020 | testdata/Builtins.lc 457:51-457:56 Type | 1978 | testdata/Builtins.lc 454:34-454:45 Type->Type |
2021 | testdata/Builtins.lc 457:61-457:62 Type | 1979 | testdata/Builtins.lc 454:34-454:50 Type |
2022 | testdata/Builtins.lc 457:61-457:72 Type | 1980 | testdata/Builtins.lc 454:34-454:58 Type |
2023 | testdata/Builtins.lc 457:66-457:67 Type | 1981 | testdata/Builtins.lc 454:44-454:45 V1 |
2024 | testdata/Builtins.lc 457:66-457:72 Type | 1982 | testdata/Builtins.lc 454:46-454:50 Type |
2025 | testdata/Builtins.lc 457:71-457:72 Type | 1983 | testdata/Builtins.lc 454:54-454:58 Type |
2026 | testdata/Builtins.lc 459:1-459:10 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | 1984 | testdata/Builtins.lc 457:1-457:9 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a |
2027 | testdata/Builtins.lc 459:12-459:21 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | 1985 | testdata/Builtins.lc 457:11-457:20 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a |
2028 | testdata/Builtins.lc 459:23-459:32 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | 1986 | testdata/Builtins.lc 457:22-457:30 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a |
2029 | testdata/Builtins.lc 459:34-459:47 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | 1987 | testdata/Builtins.lc 457:32-457:41 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a |
2030 | testdata/Builtins.lc 459:49-459:57 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | 1988 | testdata/Builtins.lc 457:43-457:51 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a |
2031 | testdata/Builtins.lc 459:59-459:68 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | 1989 | testdata/Builtins.lc 457:53-457:62 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a |
2032 | testdata/Builtins.lc 460:34-460:57 Type | 1990 | testdata/Builtins.lc 457:64-457:71 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a |
2033 | testdata/Builtins.lc 460:34-460:67 Type | 1991 | testdata/Builtins.lc 457:73-457:81 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a |
2034 | testdata/Builtins.lc 460:35-460:36 V3 | 1992 | testdata/Builtins.lc 457:83-457:94 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a |
2035 | testdata/Builtins.lc 460:35-460:38 Type->Type | 1993 | testdata/Builtins.lc 457:96-457:107 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a |
2036 | testdata/Builtins.lc 460:37-460:38 Type -> Type->Type | 1994 | testdata/Builtins.lc 457:109-457:116 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a |
2037 | testdata/Builtins.lc 460:39-460:48 Nat -> Type->Type | 1995 | testdata/Builtins.lc 457:118-457:126 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a |
2038 | testdata/Builtins.lc 460:39-460:50 Type->Type | 1996 | testdata/Builtins.lc 457:128-457:135 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a |
2039 | testdata/Builtins.lc 460:39-460:56 Type | 1997 | testdata/Builtins.lc 457:137-457:145 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a |
2040 | testdata/Builtins.lc 460:49-460:50 V1 | 1998 | testdata/Builtins.lc 457:147-457:154 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a |
2041 | testdata/Builtins.lc 460:51-460:56 Type | 1999 | testdata/Builtins.lc 457:156-457:163 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a |
2042 | testdata/Builtins.lc 460:61-460:62 Type | 2000 | testdata/Builtins.lc 457:165-457:173 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a |
2043 | testdata/Builtins.lc 460:61-460:67 Type | 2001 | testdata/Builtins.lc 457:175-457:183 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a |
2044 | testdata/Builtins.lc 460:66-460:67 Type | 2002 | testdata/Builtins.lc 457:185-457:193 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a |
2045 | testdata/Builtins.lc 461:1-461:8 {a} -> {b} -> {c:Nat} -> {d : Num a} -> {e : b ~ VecScalar c a} -> b -> b->b | 2003 | testdata/Builtins.lc 457:195-457:206 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a |
2046 | testdata/Builtins.lc 461:10-461:17 {a} -> {b} -> {c:Nat} -> {d : Num a} -> {e : b ~ VecScalar c a} -> b -> b->b | 2004 | testdata/Builtins.lc 458:34-458:57 Type |
2047 | testdata/Builtins.lc 461:34-461:75 Type | 2005 | testdata/Builtins.lc 458:34-458:67 Type |
2048 | testdata/Builtins.lc 461:35-461:38 Type->Type | 2006 | testdata/Builtins.lc 458:35-458:36 V3 |
2049 | testdata/Builtins.lc 461:35-461:40 Type | 2007 | testdata/Builtins.lc 458:35-458:38 Type->Type |
2050 | testdata/Builtins.lc 461:39-461:40 V5 | 2008 | testdata/Builtins.lc 458:37-458:38 Type -> Type->Type |
2051 | testdata/Builtins.lc 461:42-461:43 V4 | 2009 | testdata/Builtins.lc 458:39-458:48 Nat -> Type->Type |
2052 | testdata/Builtins.lc 461:42-461:45 Type->Type | 2010 | testdata/Builtins.lc 458:39-458:50 Type->Type |
2053 | testdata/Builtins.lc 461:42-461:59 Type | 2011 | testdata/Builtins.lc 458:39-458:56 Type |
2054 | testdata/Builtins.lc 461:42-461:75 Type | 2012 | testdata/Builtins.lc 458:49-458:50 V1 |
2055 | testdata/Builtins.lc 461:44-461:45 Type -> Type->Type | 2013 | testdata/Builtins.lc 458:51-458:56 Type |
2056 | testdata/Builtins.lc 461:46-461:55 Nat -> Type->Type | 2014 | testdata/Builtins.lc 458:61-458:62 Type |
2057 | testdata/Builtins.lc 461:46-461:57 Type->Type | 2015 | testdata/Builtins.lc 458:61-458:67 Type |
2058 | testdata/Builtins.lc 461:46-461:59 Type | 2016 | testdata/Builtins.lc 458:66-458:67 Type |
2059 | testdata/Builtins.lc 461:56-461:57 V2 | 2017 | testdata/Builtins.lc 459:1-459:8 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a -> a->a |
2060 | testdata/Builtins.lc 461:58-461:59 Type | 2018 | testdata/Builtins.lc 459:10-459:19 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a -> a->a |
2061 | testdata/Builtins.lc 461:64-461:65 Type | 2019 | testdata/Builtins.lc 459:34-459:57 Type |
2062 | testdata/Builtins.lc 461:64-461:75 Type | 2020 | testdata/Builtins.lc 459:34-459:72 Type |
2063 | testdata/Builtins.lc 461:69-461:70 Type | 2021 | testdata/Builtins.lc 459:35-459:36 V3 |
2064 | testdata/Builtins.lc 461:69-461:75 Type | 2022 | testdata/Builtins.lc 459:35-459:38 Type->Type |
2065 | testdata/Builtins.lc 461:74-461:75 Type | 2023 | testdata/Builtins.lc 459:37-459:38 Type -> Type->Type |
2066 | testdata/Builtins.lc 462:1-462:9 {a} -> {b} -> {c:Nat} -> {d : Num a} -> {e : b ~ VecScalar c a} -> b -> a->b | 2024 | testdata/Builtins.lc 459:39-459:48 Nat -> Type->Type |
2067 | testdata/Builtins.lc 462:11-462:19 {a} -> {b} -> {c:Nat} -> {d : Num a} -> {e : b ~ VecScalar c a} -> b -> a->b | 2025 | testdata/Builtins.lc 459:39-459:50 Type->Type |
2068 | testdata/Builtins.lc 462:34-462:75 Type | 2026 | testdata/Builtins.lc 459:39-459:56 Type |
2027 | testdata/Builtins.lc 459:49-459:50 V1 | ||
2028 | testdata/Builtins.lc 459:51-459:56 Type | ||
2029 | testdata/Builtins.lc 459:61-459:62 Type | ||
2030 | testdata/Builtins.lc 459:61-459:72 Type | ||
2031 | testdata/Builtins.lc 459:66-459:67 Type | ||
2032 | testdata/Builtins.lc 459:66-459:72 Type | ||
2033 | testdata/Builtins.lc 459:71-459:72 Type | ||
2034 | testdata/Builtins.lc 461:1-461:10 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | ||
2035 | testdata/Builtins.lc 461:12-461:21 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | ||
2036 | testdata/Builtins.lc 461:23-461:32 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | ||
2037 | testdata/Builtins.lc 461:34-461:47 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | ||
2038 | testdata/Builtins.lc 461:49-461:57 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | ||
2039 | testdata/Builtins.lc 461:59-461:68 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | ||
2040 | testdata/Builtins.lc 462:34-462:57 Type | ||
2041 | testdata/Builtins.lc 462:34-462:67 Type | ||
2042 | testdata/Builtins.lc 462:35-462:36 V3 | ||
2069 | testdata/Builtins.lc 462:35-462:38 Type->Type | 2043 | testdata/Builtins.lc 462:35-462:38 Type->Type |
2070 | testdata/Builtins.lc 462:35-462:40 Type | 2044 | testdata/Builtins.lc 462:37-462:38 Type -> Type->Type |
2071 | testdata/Builtins.lc 462:39-462:40 V5 | 2045 | testdata/Builtins.lc 462:39-462:48 Nat -> Type->Type |
2072 | testdata/Builtins.lc 462:42-462:43 V4 | 2046 | testdata/Builtins.lc 462:39-462:50 Type->Type |
2073 | testdata/Builtins.lc 462:42-462:45 Type->Type | 2047 | testdata/Builtins.lc 462:39-462:56 Type |
2074 | testdata/Builtins.lc 462:42-462:59 Type | 2048 | testdata/Builtins.lc 462:49-462:50 V1 |
2075 | testdata/Builtins.lc 462:42-462:75 Type | 2049 | testdata/Builtins.lc 462:51-462:56 Type |
2076 | testdata/Builtins.lc 462:44-462:45 Type -> Type->Type | 2050 | testdata/Builtins.lc 462:61-462:62 Type |
2077 | testdata/Builtins.lc 462:46-462:55 Nat -> Type->Type | 2051 | testdata/Builtins.lc 462:61-462:67 Type |
2078 | testdata/Builtins.lc 462:46-462:57 Type->Type | 2052 | testdata/Builtins.lc 462:66-462:67 Type |
2079 | testdata/Builtins.lc 462:46-462:59 Type | 2053 | testdata/Builtins.lc 463:1-463:8 {a} -> {b} -> {c:Nat} -> {d : Num a} -> {e : b ~ VecScalar c a} -> b -> b->b |
2080 | testdata/Builtins.lc 462:56-462:57 V2 | 2054 | testdata/Builtins.lc 463:10-463:17 {a} -> {b} -> {c:Nat} -> {d : Num a} -> {e : b ~ VecScalar c a} -> b -> b->b |
2081 | testdata/Builtins.lc 462:58-462:59 Type | 2055 | testdata/Builtins.lc 463:34-463:75 Type |
2082 | testdata/Builtins.lc 462:64-462:65 Type | ||
2083 | testdata/Builtins.lc 462:64-462:75 Type | ||
2084 | testdata/Builtins.lc 462:69-462:70 Type | ||
2085 | testdata/Builtins.lc 462:69-462:75 Type | ||
2086 | testdata/Builtins.lc 462:74-462:75 Type | ||
2087 | testdata/Builtins.lc 463:1-463:10 {a} -> {b:Nat} -> {c} -> {d : a ~ VecScalar b Float} -> {e : c ~ VecScalar b Bool} -> a->c | ||
2088 | testdata/Builtins.lc 463:12-463:21 {a} -> {b:Nat} -> {c} -> {d : a ~ VecScalar b Float} -> {e : c ~ VecScalar b Bool} -> a->c | ||
2089 | testdata/Builtins.lc 463:34-463:89 Type | ||
2090 | testdata/Builtins.lc 463:35-463:36 V5 | ||
2091 | testdata/Builtins.lc 463:35-463:38 Type->Type | 2056 | testdata/Builtins.lc 463:35-463:38 Type->Type |
2092 | testdata/Builtins.lc 463:35-463:56 Type | 2057 | testdata/Builtins.lc 463:35-463:40 Type |
2093 | testdata/Builtins.lc 463:37-463:38 Type -> Type->Type | 2058 | testdata/Builtins.lc 463:39-463:40 V5 |
2094 | testdata/Builtins.lc 463:39-463:48 Nat -> Type->Type | 2059 | testdata/Builtins.lc 463:42-463:43 V4 |
2095 | testdata/Builtins.lc 463:39-463:50 Type->Type | 2060 | testdata/Builtins.lc 463:42-463:45 Type->Type |
2096 | testdata/Builtins.lc 463:39-463:56 Type | 2061 | testdata/Builtins.lc 463:42-463:59 Type |
2097 | testdata/Builtins.lc 463:49-463:50 V3 | 2062 | testdata/Builtins.lc 463:42-463:75 Type |
2098 | testdata/Builtins.lc 463:51-463:56 Type | 2063 | testdata/Builtins.lc 463:44-463:45 Type -> Type->Type |
2099 | testdata/Builtins.lc 463:58-463:59 V2 | 2064 | testdata/Builtins.lc 463:46-463:55 Nat -> Type->Type |
2100 | testdata/Builtins.lc 463:58-463:61 Type->Type | 2065 | testdata/Builtins.lc 463:46-463:57 Type->Type |
2101 | testdata/Builtins.lc 463:58-463:78 Type | 2066 | testdata/Builtins.lc 463:46-463:59 Type |
2102 | testdata/Builtins.lc 463:58-463:89 Type | 2067 | testdata/Builtins.lc 463:56-463:57 V2 |
2103 | testdata/Builtins.lc 463:60-463:61 Type -> Type->Type | 2068 | testdata/Builtins.lc 463:58-463:59 Type |
2104 | testdata/Builtins.lc 463:62-463:71 Nat -> Type->Type | 2069 | testdata/Builtins.lc 463:64-463:65 Type |
2105 | testdata/Builtins.lc 463:62-463:73 Type->Type | 2070 | testdata/Builtins.lc 463:64-463:75 Type |
2106 | testdata/Builtins.lc 463:62-463:78 Type | 2071 | testdata/Builtins.lc 463:69-463:70 Type |
2107 | testdata/Builtins.lc 463:72-463:73 Nat | 2072 | testdata/Builtins.lc 463:69-463:75 Type |
2108 | testdata/Builtins.lc 463:74-463:78 Type | 2073 | testdata/Builtins.lc 463:74-463:75 Type |
2109 | testdata/Builtins.lc 463:83-463:84 Type | 2074 | testdata/Builtins.lc 464:1-464:9 {a} -> {b} -> {c:Nat} -> {d : Num a} -> {e : b ~ VecScalar c a} -> b -> a->b |
2110 | testdata/Builtins.lc 463:83-463:89 Type | 2075 | testdata/Builtins.lc 464:11-464:19 {a} -> {b} -> {c:Nat} -> {d : Num a} -> {e : b ~ VecScalar c a} -> b -> a->b |
2111 | testdata/Builtins.lc 463:88-463:89 Type | 2076 | testdata/Builtins.lc 464:34-464:75 Type |
2112 | testdata/Builtins.lc 464:1-464:8 {a} -> {b} -> {c:Nat} -> {d : Signed a} -> {e : b ~ VecScalar c a} -> b->b | 2077 | testdata/Builtins.lc 464:35-464:38 Type->Type |
2113 | testdata/Builtins.lc 464:10-464:18 {a} -> {b} -> {c:Nat} -> {d : Signed a} -> {e : b ~ VecScalar c a} -> b->b | 2078 | testdata/Builtins.lc 464:35-464:40 Type |
2114 | testdata/Builtins.lc 464:34-464:73 Type | 2079 | testdata/Builtins.lc 464:39-464:40 V5 |
2115 | testdata/Builtins.lc 464:35-464:41 Type->Type | 2080 | testdata/Builtins.lc 464:42-464:43 V4 |
2116 | testdata/Builtins.lc 464:35-464:43 Type | 2081 | testdata/Builtins.lc 464:42-464:45 Type->Type |
2117 | testdata/Builtins.lc 464:42-464:43 V5 | 2082 | testdata/Builtins.lc 464:42-464:59 Type |
2118 | testdata/Builtins.lc 464:45-464:46 V4 | 2083 | testdata/Builtins.lc 464:42-464:75 Type |
2119 | testdata/Builtins.lc 464:45-464:48 Type->Type | 2084 | testdata/Builtins.lc 464:44-464:45 Type -> Type->Type |
2120 | testdata/Builtins.lc 464:45-464:62 Type | 2085 | testdata/Builtins.lc 464:46-464:55 Nat -> Type->Type |
2121 | testdata/Builtins.lc 464:45-464:73 Type | 2086 | testdata/Builtins.lc 464:46-464:57 Type->Type |
2122 | testdata/Builtins.lc 464:47-464:48 Type -> Type->Type | 2087 | testdata/Builtins.lc 464:46-464:59 Type |
2123 | testdata/Builtins.lc 464:49-464:58 Nat -> Type->Type | 2088 | testdata/Builtins.lc 464:56-464:57 V2 |
2124 | testdata/Builtins.lc 464:49-464:60 Type->Type | 2089 | testdata/Builtins.lc 464:58-464:59 Type |
2125 | testdata/Builtins.lc 464:49-464:62 Type | 2090 | testdata/Builtins.lc 464:64-464:65 Type |
2126 | testdata/Builtins.lc 464:59-464:60 V2 | 2091 | testdata/Builtins.lc 464:64-464:75 Type |
2127 | testdata/Builtins.lc 464:61-464:62 Type | 2092 | testdata/Builtins.lc 464:69-464:70 Type |
2128 | testdata/Builtins.lc 464:67-464:68 Type | 2093 | testdata/Builtins.lc 464:69-464:75 Type |
2129 | testdata/Builtins.lc 464:67-464:73 Type | 2094 | testdata/Builtins.lc 464:74-464:75 Type |
2130 | testdata/Builtins.lc 464:72-464:73 Type | 2095 | testdata/Builtins.lc 465:1-465:10 {a} -> {b:Nat} -> {c} -> {d : a ~ VecScalar b Float} -> {e : c ~ VecScalar b Bool} -> a->c |
2131 | testdata/Builtins.lc 465:1-465:9 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a -> Tuple2 a a | 2096 | testdata/Builtins.lc 465:12-465:21 {a} -> {b:Nat} -> {c} -> {d : a ~ VecScalar b Float} -> {e : c ~ VecScalar b Bool} -> a->c |
2132 | testdata/Builtins.lc 465:34-465:57 Type | 2097 | testdata/Builtins.lc 465:34-465:89 Type |
2133 | testdata/Builtins.lc 465:34-465:72 Type | 2098 | testdata/Builtins.lc 465:35-465:36 V5 |
2134 | testdata/Builtins.lc 465:35-465:36 V3 | ||
2135 | testdata/Builtins.lc 465:35-465:38 Type->Type | 2099 | testdata/Builtins.lc 465:35-465:38 Type->Type |
2100 | testdata/Builtins.lc 465:35-465:56 Type | ||
2136 | testdata/Builtins.lc 465:37-465:38 Type -> Type->Type | 2101 | testdata/Builtins.lc 465:37-465:38 Type -> Type->Type |
2137 | testdata/Builtins.lc 465:39-465:48 Nat -> Type->Type | 2102 | testdata/Builtins.lc 465:39-465:48 Nat -> Type->Type |
2138 | testdata/Builtins.lc 465:39-465:50 Type->Type | 2103 | testdata/Builtins.lc 465:39-465:50 Type->Type |
2139 | testdata/Builtins.lc 465:39-465:56 Type | 2104 | testdata/Builtins.lc 465:39-465:56 Type |
2140 | testdata/Builtins.lc 465:49-465:50 V1 | 2105 | testdata/Builtins.lc 465:49-465:50 V3 |
2141 | testdata/Builtins.lc 465:51-465:56 Type | 2106 | testdata/Builtins.lc 465:51-465:56 Type |
2142 | testdata/Builtins.lc 465:61-465:62 Type | 2107 | testdata/Builtins.lc 465:58-465:59 V2 |
2143 | testdata/Builtins.lc 465:61-465:72 Type | 2108 | testdata/Builtins.lc 465:58-465:61 Type->Type |
2144 | testdata/Builtins.lc 465:66-465:72 Type | 2109 | testdata/Builtins.lc 465:58-465:78 Type |
2145 | testdata/Builtins.lc 465:67-465:68 Type | 2110 | testdata/Builtins.lc 465:58-465:89 Type |
2146 | testdata/Builtins.lc 465:70-465:71 Type | 2111 | testdata/Builtins.lc 465:60-465:61 Type -> Type->Type |
2147 | testdata/Builtins.lc 466:1-466:10 {a} -> {b} -> {c:Nat} -> {d : Num a} -> {e : b ~ VecScalar c a} -> b -> b -> b->b | 2112 | testdata/Builtins.lc 465:62-465:71 Nat -> Type->Type |
2148 | testdata/Builtins.lc 466:34-466:80 Type | 2113 | testdata/Builtins.lc 465:62-465:73 Type->Type |
2149 | testdata/Builtins.lc 466:35-466:38 Type->Type | 2114 | testdata/Builtins.lc 465:62-465:78 Type |
2150 | testdata/Builtins.lc 466:35-466:40 Type | 2115 | testdata/Builtins.lc 465:72-465:73 Nat |
2151 | testdata/Builtins.lc 466:39-466:40 V5 | 2116 | testdata/Builtins.lc 465:74-465:78 Type |
2152 | testdata/Builtins.lc 466:42-466:43 V4 | 2117 | testdata/Builtins.lc 465:83-465:84 Type |
2153 | testdata/Builtins.lc 466:42-466:45 Type->Type | 2118 | testdata/Builtins.lc 465:83-465:89 Type |
2154 | testdata/Builtins.lc 466:42-466:59 Type | 2119 | testdata/Builtins.lc 465:88-465:89 Type |
2155 | testdata/Builtins.lc 466:42-466:80 Type | 2120 | testdata/Builtins.lc 466:1-466:8 {a} -> {b} -> {c:Nat} -> {d : Signed a} -> {e : b ~ VecScalar c a} -> b->b |
2156 | testdata/Builtins.lc 466:44-466:45 Type -> Type->Type | 2121 | testdata/Builtins.lc 466:10-466:18 {a} -> {b} -> {c:Nat} -> {d : Signed a} -> {e : b ~ VecScalar c a} -> b->b |
2157 | testdata/Builtins.lc 466:46-466:55 Nat -> Type->Type | 2122 | testdata/Builtins.lc 466:34-466:73 Type |
2158 | testdata/Builtins.lc 466:46-466:57 Type->Type | 2123 | testdata/Builtins.lc 466:35-466:41 Type->Type |
2159 | testdata/Builtins.lc 466:46-466:59 Type | 2124 | testdata/Builtins.lc 466:35-466:43 Type |
2160 | testdata/Builtins.lc 466:56-466:57 V2 | 2125 | testdata/Builtins.lc 466:42-466:43 V5 |
2161 | testdata/Builtins.lc 466:58-466:59 Type | 2126 | testdata/Builtins.lc 466:45-466:46 V4 |
2162 | testdata/Builtins.lc 466:64-466:65 Type | 2127 | testdata/Builtins.lc 466:45-466:48 Type->Type |
2163 | testdata/Builtins.lc 466:64-466:80 Type | 2128 | testdata/Builtins.lc 466:45-466:62 Type |
2164 | testdata/Builtins.lc 466:69-466:70 Type | 2129 | testdata/Builtins.lc 466:45-466:73 Type |
2165 | testdata/Builtins.lc 466:69-466:80 Type | 2130 | testdata/Builtins.lc 466:47-466:48 Type -> Type->Type |
2166 | testdata/Builtins.lc 466:74-466:75 Type | 2131 | testdata/Builtins.lc 466:49-466:58 Nat -> Type->Type |
2167 | testdata/Builtins.lc 466:74-466:80 Type | 2132 | testdata/Builtins.lc 466:49-466:60 Type->Type |
2168 | testdata/Builtins.lc 466:79-466:80 Type | 2133 | testdata/Builtins.lc 466:49-466:62 Type |
2169 | testdata/Builtins.lc 467:1-467:11 {a} -> {b} -> {c:Nat} -> {d : Num a} -> {e : b ~ VecScalar c a} -> b -> a -> a->b | 2134 | testdata/Builtins.lc 466:59-466:60 V2 |
2170 | testdata/Builtins.lc 467:34-467:80 Type | 2135 | testdata/Builtins.lc 466:61-466:62 Type |
2136 | testdata/Builtins.lc 466:67-466:68 Type | ||
2137 | testdata/Builtins.lc 466:67-466:73 Type | ||
2138 | testdata/Builtins.lc 466:72-466:73 Type | ||
2139 | testdata/Builtins.lc 467:1-467:9 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a -> Tuple2 a a | ||
2140 | testdata/Builtins.lc 467:34-467:57 Type | ||
2141 | testdata/Builtins.lc 467:34-467:72 Type | ||
2142 | testdata/Builtins.lc 467:35-467:36 V3 | ||
2171 | testdata/Builtins.lc 467:35-467:38 Type->Type | 2143 | testdata/Builtins.lc 467:35-467:38 Type->Type |
2172 | testdata/Builtins.lc 467:35-467:40 Type | 2144 | testdata/Builtins.lc 467:37-467:38 Type -> Type->Type |
2173 | testdata/Builtins.lc 467:39-467:40 V5 | 2145 | testdata/Builtins.lc 467:39-467:48 Nat -> Type->Type |
2174 | testdata/Builtins.lc 467:42-467:43 V4 | 2146 | testdata/Builtins.lc 467:39-467:50 Type->Type |
2175 | testdata/Builtins.lc 467:42-467:45 Type->Type | 2147 | testdata/Builtins.lc 467:39-467:56 Type |
2176 | testdata/Builtins.lc 467:42-467:59 Type | 2148 | testdata/Builtins.lc 467:49-467:50 V1 |
2177 | testdata/Builtins.lc 467:42-467:80 Type | 2149 | testdata/Builtins.lc 467:51-467:56 Type |
2178 | testdata/Builtins.lc 467:44-467:45 Type -> Type->Type | 2150 | testdata/Builtins.lc 467:61-467:62 Type |
2179 | testdata/Builtins.lc 467:46-467:55 Nat -> Type->Type | 2151 | testdata/Builtins.lc 467:61-467:72 Type |
2180 | testdata/Builtins.lc 467:46-467:57 Type->Type | 2152 | testdata/Builtins.lc 467:66-467:72 Type |
2181 | testdata/Builtins.lc 467:46-467:59 Type | 2153 | testdata/Builtins.lc 467:67-467:68 Type |
2182 | testdata/Builtins.lc 467:56-467:57 V2 | 2154 | testdata/Builtins.lc 467:70-467:71 Type |
2183 | testdata/Builtins.lc 467:58-467:59 Type | 2155 | testdata/Builtins.lc 468:1-468:10 {a} -> {b} -> {c:Nat} -> {d : Num a} -> {e : b ~ VecScalar c a} -> b -> b -> b->b |
2184 | testdata/Builtins.lc 467:64-467:65 Type | 2156 | testdata/Builtins.lc 468:34-468:80 Type |
2185 | testdata/Builtins.lc 467:64-467:80 Type | ||
2186 | testdata/Builtins.lc 467:69-467:70 Type | ||
2187 | testdata/Builtins.lc 467:69-467:80 Type | ||
2188 | testdata/Builtins.lc 467:74-467:75 Type | ||
2189 | testdata/Builtins.lc 467:74-467:80 Type | ||
2190 | testdata/Builtins.lc 467:79-467:80 Type | ||
2191 | testdata/Builtins.lc 468:1-468:8 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a -> a -> a->a | ||
2192 | testdata/Builtins.lc 468:34-468:57 Type | ||
2193 | testdata/Builtins.lc 468:34-468:77 Type | ||
2194 | testdata/Builtins.lc 468:35-468:36 V3 | ||
2195 | testdata/Builtins.lc 468:35-468:38 Type->Type | 2157 | testdata/Builtins.lc 468:35-468:38 Type->Type |
2196 | testdata/Builtins.lc 468:37-468:38 Type -> Type->Type | 2158 | testdata/Builtins.lc 468:35-468:40 Type |
2197 | testdata/Builtins.lc 468:39-468:48 Nat -> Type->Type | 2159 | testdata/Builtins.lc 468:39-468:40 V5 |
2198 | testdata/Builtins.lc 468:39-468:50 Type->Type | 2160 | testdata/Builtins.lc 468:42-468:43 V4 |
2199 | testdata/Builtins.lc 468:39-468:56 Type | 2161 | testdata/Builtins.lc 468:42-468:45 Type->Type |
2200 | testdata/Builtins.lc 468:49-468:50 V1 | 2162 | testdata/Builtins.lc 468:42-468:59 Type |
2201 | testdata/Builtins.lc 468:51-468:56 Type | 2163 | testdata/Builtins.lc 468:42-468:80 Type |
2202 | testdata/Builtins.lc 468:61-468:62 Type | 2164 | testdata/Builtins.lc 468:44-468:45 Type -> Type->Type |
2203 | testdata/Builtins.lc 468:61-468:77 Type | 2165 | testdata/Builtins.lc 468:46-468:55 Nat -> Type->Type |
2204 | testdata/Builtins.lc 468:66-468:67 Type | 2166 | testdata/Builtins.lc 468:46-468:57 Type->Type |
2205 | testdata/Builtins.lc 468:66-468:77 Type | 2167 | testdata/Builtins.lc 468:46-468:59 Type |
2206 | testdata/Builtins.lc 468:71-468:72 Type | 2168 | testdata/Builtins.lc 468:56-468:57 V2 |
2207 | testdata/Builtins.lc 468:71-468:77 Type | 2169 | testdata/Builtins.lc 468:58-468:59 Type |
2208 | testdata/Builtins.lc 468:76-468:77 Type | 2170 | testdata/Builtins.lc 468:64-468:65 Type |
2209 | testdata/Builtins.lc 469:1-469:9 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a -> a -> Float->a | 2171 | testdata/Builtins.lc 468:64-468:80 Type |
2210 | testdata/Builtins.lc 469:34-469:57 Type | 2172 | testdata/Builtins.lc 468:69-468:70 Type |
2211 | testdata/Builtins.lc 469:34-469:81 Type | 2173 | testdata/Builtins.lc 468:69-468:80 Type |
2212 | testdata/Builtins.lc 469:35-469:36 V3 | 2174 | testdata/Builtins.lc 468:74-468:75 Type |
2175 | testdata/Builtins.lc 468:74-468:80 Type | ||
2176 | testdata/Builtins.lc 468:79-468:80 Type | ||
2177 | testdata/Builtins.lc 469:1-469:11 {a} -> {b} -> {c:Nat} -> {d : Num a} -> {e : b ~ VecScalar c a} -> b -> a -> a->b | ||
2178 | testdata/Builtins.lc 469:34-469:80 Type | ||
2213 | testdata/Builtins.lc 469:35-469:38 Type->Type | 2179 | testdata/Builtins.lc 469:35-469:38 Type->Type |
2214 | testdata/Builtins.lc 469:37-469:38 Type -> Type->Type | 2180 | testdata/Builtins.lc 469:35-469:40 Type |
2215 | testdata/Builtins.lc 469:39-469:48 Nat -> Type->Type | 2181 | testdata/Builtins.lc 469:39-469:40 V5 |
2216 | testdata/Builtins.lc 469:39-469:50 Type->Type | 2182 | testdata/Builtins.lc 469:42-469:43 V4 |
2217 | testdata/Builtins.lc 469:39-469:56 Type | 2183 | testdata/Builtins.lc 469:42-469:45 Type->Type |
2218 | testdata/Builtins.lc 469:49-469:50 V1 | 2184 | testdata/Builtins.lc 469:42-469:59 Type |
2219 | testdata/Builtins.lc 469:51-469:56 Type | 2185 | testdata/Builtins.lc 469:42-469:80 Type |
2220 | testdata/Builtins.lc 469:61-469:62 Type | 2186 | testdata/Builtins.lc 469:44-469:45 Type -> Type->Type |
2221 | testdata/Builtins.lc 469:61-469:81 Type | 2187 | testdata/Builtins.lc 469:46-469:55 Nat -> Type->Type |
2222 | testdata/Builtins.lc 469:66-469:67 Type | 2188 | testdata/Builtins.lc 469:46-469:57 Type->Type |
2223 | testdata/Builtins.lc 469:66-469:81 Type | 2189 | testdata/Builtins.lc 469:46-469:59 Type |
2224 | testdata/Builtins.lc 469:71-469:76 Type | 2190 | testdata/Builtins.lc 469:56-469:57 V2 |
2225 | testdata/Builtins.lc 469:71-469:81 Type | 2191 | testdata/Builtins.lc 469:58-469:59 Type |
2226 | testdata/Builtins.lc 469:80-469:81 Type | 2192 | testdata/Builtins.lc 469:64-469:65 Type |
2227 | testdata/Builtins.lc 470:1-470:9 {a} -> {b:Nat} -> {c} -> {d : a ~ VecScalar b Float} -> {e : c ~ VecScalar b Bool} -> a -> a -> c->a | 2193 | testdata/Builtins.lc 469:64-469:80 Type |
2228 | testdata/Builtins.lc 470:34-470:99 Type | 2194 | testdata/Builtins.lc 469:69-469:70 Type |
2229 | testdata/Builtins.lc 470:35-470:36 V5 | 2195 | testdata/Builtins.lc 469:69-469:80 Type |
2196 | testdata/Builtins.lc 469:74-469:75 Type | ||
2197 | testdata/Builtins.lc 469:74-469:80 Type | ||
2198 | testdata/Builtins.lc 469:79-469:80 Type | ||
2199 | testdata/Builtins.lc 470:1-470:8 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a -> a -> a->a | ||
2200 | testdata/Builtins.lc 470:34-470:57 Type | ||
2201 | testdata/Builtins.lc 470:34-470:77 Type | ||
2202 | testdata/Builtins.lc 470:35-470:36 V3 | ||
2230 | testdata/Builtins.lc 470:35-470:38 Type->Type | 2203 | testdata/Builtins.lc 470:35-470:38 Type->Type |
2231 | testdata/Builtins.lc 470:35-470:56 Type | ||
2232 | testdata/Builtins.lc 470:37-470:38 Type -> Type->Type | 2204 | testdata/Builtins.lc 470:37-470:38 Type -> Type->Type |
2233 | testdata/Builtins.lc 470:39-470:48 Nat -> Type->Type | 2205 | testdata/Builtins.lc 470:39-470:48 Nat -> Type->Type |
2234 | testdata/Builtins.lc 470:39-470:50 Type->Type | 2206 | testdata/Builtins.lc 470:39-470:50 Type->Type |
2235 | testdata/Builtins.lc 470:39-470:56 Type | 2207 | testdata/Builtins.lc 470:39-470:56 Type |
2236 | testdata/Builtins.lc 470:49-470:50 V3 | 2208 | testdata/Builtins.lc 470:49-470:50 V1 |
2237 | testdata/Builtins.lc 470:51-470:56 Type | 2209 | testdata/Builtins.lc 470:51-470:56 Type |
2238 | testdata/Builtins.lc 470:58-470:59 V2 | 2210 | testdata/Builtins.lc 470:61-470:62 Type |
2239 | testdata/Builtins.lc 470:58-470:61 Type->Type | 2211 | testdata/Builtins.lc 470:61-470:77 Type |
2240 | testdata/Builtins.lc 470:58-470:78 Type | 2212 | testdata/Builtins.lc 470:66-470:67 Type |
2241 | testdata/Builtins.lc 470:58-470:99 Type | 2213 | testdata/Builtins.lc 470:66-470:77 Type |
2242 | testdata/Builtins.lc 470:60-470:61 Type -> Type->Type | 2214 | testdata/Builtins.lc 470:71-470:72 Type |
2243 | testdata/Builtins.lc 470:62-470:71 Nat -> Type->Type | 2215 | testdata/Builtins.lc 470:71-470:77 Type |
2244 | testdata/Builtins.lc 470:62-470:73 Type->Type | 2216 | testdata/Builtins.lc 470:76-470:77 Type |
2245 | testdata/Builtins.lc 470:62-470:78 Type | 2217 | testdata/Builtins.lc 471:1-471:9 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a -> a -> Float->a |
2246 | testdata/Builtins.lc 470:72-470:73 Nat | 2218 | testdata/Builtins.lc 471:34-471:57 Type |
2247 | testdata/Builtins.lc 470:74-470:78 Type | 2219 | testdata/Builtins.lc 471:34-471:81 Type |
2248 | testdata/Builtins.lc 470:83-470:84 Type | ||
2249 | testdata/Builtins.lc 470:83-470:99 Type | ||
2250 | testdata/Builtins.lc 470:88-470:89 Type | ||
2251 | testdata/Builtins.lc 470:88-470:99 Type | ||
2252 | testdata/Builtins.lc 470:93-470:94 Type | ||
2253 | testdata/Builtins.lc 470:93-470:99 Type | ||
2254 | testdata/Builtins.lc 470:98-470:99 Type | ||
2255 | testdata/Builtins.lc 471:1-471:9 {a} -> {b:Nat} -> {c : a ~ VecS Float b} -> a -> a->a | ||
2256 | testdata/Builtins.lc 471:34-471:53 Type | ||
2257 | testdata/Builtins.lc 471:34-471:68 Type | ||
2258 | testdata/Builtins.lc 471:35-471:36 V3 | 2220 | testdata/Builtins.lc 471:35-471:36 V3 |
2259 | testdata/Builtins.lc 471:35-471:38 Type->Type | 2221 | testdata/Builtins.lc 471:35-471:38 Type->Type |
2260 | testdata/Builtins.lc 471:37-471:38 Type -> Type->Type | 2222 | testdata/Builtins.lc 471:37-471:38 Type -> Type->Type |
2261 | testdata/Builtins.lc 471:39-471:44 Nat -> Type->Type | 2223 | testdata/Builtins.lc 471:39-471:48 Nat -> Type->Type |
2262 | testdata/Builtins.lc 471:39-471:46 Type->Type | 2224 | testdata/Builtins.lc 471:39-471:50 Type->Type |
2263 | testdata/Builtins.lc 471:39-471:52 Type | 2225 | testdata/Builtins.lc 471:39-471:56 Type |
2264 | testdata/Builtins.lc 471:45-471:46 V1 | 2226 | testdata/Builtins.lc 471:49-471:50 V1 |
2265 | testdata/Builtins.lc 471:47-471:52 Type | 2227 | testdata/Builtins.lc 471:51-471:56 Type |
2266 | testdata/Builtins.lc 471:57-471:58 Type | 2228 | testdata/Builtins.lc 471:61-471:62 Type |
2267 | testdata/Builtins.lc 471:57-471:68 Type | 2229 | testdata/Builtins.lc 471:61-471:81 Type |
2268 | testdata/Builtins.lc 471:62-471:63 Type | 2230 | testdata/Builtins.lc 471:66-471:67 Type |
2269 | testdata/Builtins.lc 471:62-471:68 Type | 2231 | testdata/Builtins.lc 471:66-471:81 Type |
2270 | testdata/Builtins.lc 471:67-471:68 Type | 2232 | testdata/Builtins.lc 471:71-471:76 Type |
2271 | testdata/Builtins.lc 472:1-472:10 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> Float -> a->a | 2233 | testdata/Builtins.lc 471:71-471:81 Type |
2272 | testdata/Builtins.lc 472:34-472:57 Type | 2234 | testdata/Builtins.lc 471:80-471:81 Type |
2273 | testdata/Builtins.lc 472:34-472:76 Type | 2235 | testdata/Builtins.lc 472:1-472:9 {a} -> {b:Nat} -> {c} -> {d : a ~ VecScalar b Float} -> {e : c ~ VecScalar b Bool} -> a -> a -> c->a |
2274 | testdata/Builtins.lc 472:35-472:36 V3 | 2236 | testdata/Builtins.lc 472:34-472:99 Type |
2237 | testdata/Builtins.lc 472:35-472:36 V5 | ||
2275 | testdata/Builtins.lc 472:35-472:38 Type->Type | 2238 | testdata/Builtins.lc 472:35-472:38 Type->Type |
2239 | testdata/Builtins.lc 472:35-472:56 Type | ||
2276 | testdata/Builtins.lc 472:37-472:38 Type -> Type->Type | 2240 | testdata/Builtins.lc 472:37-472:38 Type -> Type->Type |
2277 | testdata/Builtins.lc 472:39-472:48 Nat -> Type->Type | 2241 | testdata/Builtins.lc 472:39-472:48 Nat -> Type->Type |
2278 | testdata/Builtins.lc 472:39-472:50 Type->Type | 2242 | testdata/Builtins.lc 472:39-472:50 Type->Type |
2279 | testdata/Builtins.lc 472:39-472:56 Type | 2243 | testdata/Builtins.lc 472:39-472:56 Type |
2280 | testdata/Builtins.lc 472:49-472:50 V1 | 2244 | testdata/Builtins.lc 472:49-472:50 V3 |
2281 | testdata/Builtins.lc 472:51-472:56 Type | 2245 | testdata/Builtins.lc 472:51-472:56 Type |
2282 | testdata/Builtins.lc 472:61-472:66 Type | 2246 | testdata/Builtins.lc 472:58-472:59 V2 |
2283 | testdata/Builtins.lc 472:61-472:76 Type | 2247 | testdata/Builtins.lc 472:58-472:61 Type->Type |
2284 | testdata/Builtins.lc 472:70-472:71 Type | 2248 | testdata/Builtins.lc 472:58-472:78 Type |
2285 | testdata/Builtins.lc 472:70-472:76 Type | 2249 | testdata/Builtins.lc 472:58-472:99 Type |
2286 | testdata/Builtins.lc 472:75-472:76 Type | 2250 | testdata/Builtins.lc 472:60-472:61 Type -> Type->Type |
2287 | testdata/Builtins.lc 473:1-473:15 {a} -> {b:Nat} -> {c : a ~ VecS Float b} -> a -> a -> a->a | 2251 | testdata/Builtins.lc 472:62-472:71 Nat -> Type->Type |
2252 | testdata/Builtins.lc 472:62-472:73 Type->Type | ||
2253 | testdata/Builtins.lc 472:62-472:78 Type | ||
2254 | testdata/Builtins.lc 472:72-472:73 Nat | ||
2255 | testdata/Builtins.lc 472:74-472:78 Type | ||
2256 | testdata/Builtins.lc 472:83-472:84 Type | ||
2257 | testdata/Builtins.lc 472:83-472:99 Type | ||
2258 | testdata/Builtins.lc 472:88-472:89 Type | ||
2259 | testdata/Builtins.lc 472:88-472:99 Type | ||
2260 | testdata/Builtins.lc 472:93-472:94 Type | ||
2261 | testdata/Builtins.lc 472:93-472:99 Type | ||
2262 | testdata/Builtins.lc 472:98-472:99 Type | ||
2263 | testdata/Builtins.lc 473:1-473:9 {a} -> {b:Nat} -> {c : a ~ VecS Float b} -> a -> a->a | ||
2288 | testdata/Builtins.lc 473:34-473:53 Type | 2264 | testdata/Builtins.lc 473:34-473:53 Type |
2289 | testdata/Builtins.lc 473:34-473:73 Type | 2265 | testdata/Builtins.lc 473:34-473:68 Type |
2290 | testdata/Builtins.lc 473:35-473:36 V3 | 2266 | testdata/Builtins.lc 473:35-473:36 V3 |
2291 | testdata/Builtins.lc 473:35-473:38 Type->Type | 2267 | testdata/Builtins.lc 473:35-473:38 Type->Type |
2292 | testdata/Builtins.lc 473:37-473:38 Type -> Type->Type | 2268 | testdata/Builtins.lc 473:37-473:38 Type -> Type->Type |
@@ -2296,15 +2272,13 @@ testdata/Builtins.lc 473:39-473:52 Type | |||
2296 | testdata/Builtins.lc 473:45-473:46 V1 | 2272 | testdata/Builtins.lc 473:45-473:46 V1 |
2297 | testdata/Builtins.lc 473:47-473:52 Type | 2273 | testdata/Builtins.lc 473:47-473:52 Type |
2298 | testdata/Builtins.lc 473:57-473:58 Type | 2274 | testdata/Builtins.lc 473:57-473:58 Type |
2299 | testdata/Builtins.lc 473:57-473:73 Type | 2275 | testdata/Builtins.lc 473:57-473:68 Type |
2300 | testdata/Builtins.lc 473:62-473:63 Type | 2276 | testdata/Builtins.lc 473:62-473:63 Type |
2301 | testdata/Builtins.lc 473:62-473:73 Type | 2277 | testdata/Builtins.lc 473:62-473:68 Type |
2302 | testdata/Builtins.lc 473:67-473:68 Type | 2278 | testdata/Builtins.lc 473:67-473:68 Type |
2303 | testdata/Builtins.lc 473:67-473:73 Type | 2279 | testdata/Builtins.lc 474:1-474:10 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> Float -> a->a |
2304 | testdata/Builtins.lc 473:72-473:73 Type | ||
2305 | testdata/Builtins.lc 474:1-474:16 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> Float -> Float -> a->a | ||
2306 | testdata/Builtins.lc 474:34-474:57 Type | 2280 | testdata/Builtins.lc 474:34-474:57 Type |
2307 | testdata/Builtins.lc 474:34-474:85 Type | 2281 | testdata/Builtins.lc 474:34-474:76 Type |
2308 | testdata/Builtins.lc 474:35-474:36 V3 | 2282 | testdata/Builtins.lc 474:35-474:36 V3 |
2309 | testdata/Builtins.lc 474:35-474:38 Type->Type | 2283 | testdata/Builtins.lc 474:35-474:38 Type->Type |
2310 | testdata/Builtins.lc 474:37-474:38 Type -> Type->Type | 2284 | testdata/Builtins.lc 474:37-474:38 Type -> Type->Type |
@@ -2314,95 +2288,98 @@ testdata/Builtins.lc 474:39-474:56 Type | |||
2314 | testdata/Builtins.lc 474:49-474:50 V1 | 2288 | testdata/Builtins.lc 474:49-474:50 V1 |
2315 | testdata/Builtins.lc 474:51-474:56 Type | 2289 | testdata/Builtins.lc 474:51-474:56 Type |
2316 | testdata/Builtins.lc 474:61-474:66 Type | 2290 | testdata/Builtins.lc 474:61-474:66 Type |
2317 | testdata/Builtins.lc 474:61-474:85 Type | 2291 | testdata/Builtins.lc 474:61-474:76 Type |
2318 | testdata/Builtins.lc 474:70-474:75 Type | 2292 | testdata/Builtins.lc 474:70-474:71 Type |
2319 | testdata/Builtins.lc 474:70-474:85 Type | 2293 | testdata/Builtins.lc 474:70-474:76 Type |
2320 | testdata/Builtins.lc 474:79-474:80 Type | 2294 | testdata/Builtins.lc 474:75-474:76 Type |
2321 | testdata/Builtins.lc 474:79-474:85 Type | 2295 | testdata/Builtins.lc 475:1-475:15 {a} -> {b:Nat} -> {c : a ~ VecS Float b} -> a -> a -> a->a |
2322 | testdata/Builtins.lc 474:84-474:85 Type | 2296 | testdata/Builtins.lc 475:34-475:53 Type |
2323 | testdata/Builtins.lc 477:1-477:19 {a:Nat} -> VecScalar a Float -> VecScalar a Int | 2297 | testdata/Builtins.lc 475:34-475:73 Type |
2324 | testdata/Builtins.lc 477:34-477:43 Nat -> Type->Type | 2298 | testdata/Builtins.lc 475:35-475:36 V3 |
2325 | testdata/Builtins.lc 477:34-477:45 Type->Type | 2299 | testdata/Builtins.lc 475:35-475:38 Type->Type |
2326 | testdata/Builtins.lc 477:34-477:51 Type | 2300 | testdata/Builtins.lc 475:37-475:38 Type -> Type->Type |
2327 | testdata/Builtins.lc 477:34-477:70 Type | 2301 | testdata/Builtins.lc 475:39-475:44 Nat -> Type->Type |
2328 | testdata/Builtins.lc 477:44-477:45 V1 | 2302 | testdata/Builtins.lc 475:39-475:46 Type->Type |
2329 | testdata/Builtins.lc 477:46-477:51 Type | 2303 | testdata/Builtins.lc 475:39-475:52 Type |
2330 | testdata/Builtins.lc 477:55-477:64 Nat -> Type->Type | 2304 | testdata/Builtins.lc 475:45-475:46 V1 |
2331 | testdata/Builtins.lc 477:55-477:66 Type->Type | 2305 | testdata/Builtins.lc 475:47-475:52 Type |
2332 | testdata/Builtins.lc 477:55-477:70 Type | 2306 | testdata/Builtins.lc 475:57-475:58 Type |
2333 | testdata/Builtins.lc 477:65-477:66 Nat | 2307 | testdata/Builtins.lc 475:57-475:73 Type |
2334 | testdata/Builtins.lc 477:67-477:70 Type | 2308 | testdata/Builtins.lc 475:62-475:63 Type |
2335 | testdata/Builtins.lc 478:1-478:20 {a:Nat} -> VecScalar a Float -> VecScalar a Word | 2309 | testdata/Builtins.lc 475:62-475:73 Type |
2336 | testdata/Builtins.lc 478:34-478:43 Nat -> Type->Type | 2310 | testdata/Builtins.lc 475:67-475:68 Type |
2337 | testdata/Builtins.lc 478:34-478:45 Type->Type | 2311 | testdata/Builtins.lc 475:67-475:73 Type |
2338 | testdata/Builtins.lc 478:34-478:51 Type | 2312 | testdata/Builtins.lc 475:72-475:73 Type |
2339 | testdata/Builtins.lc 478:34-478:71 Type | 2313 | testdata/Builtins.lc 476:1-476:16 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> Float -> Float -> a->a |
2340 | testdata/Builtins.lc 478:44-478:45 V1 | 2314 | testdata/Builtins.lc 476:34-476:57 Type |
2341 | testdata/Builtins.lc 478:46-478:51 Type | 2315 | testdata/Builtins.lc 476:34-476:85 Type |
2342 | testdata/Builtins.lc 478:55-478:64 Nat -> Type->Type | 2316 | testdata/Builtins.lc 476:35-476:36 V3 |
2343 | testdata/Builtins.lc 478:55-478:66 Type->Type | 2317 | testdata/Builtins.lc 476:35-476:38 Type->Type |
2344 | testdata/Builtins.lc 478:55-478:71 Type | 2318 | testdata/Builtins.lc 476:37-476:38 Type -> Type->Type |
2345 | testdata/Builtins.lc 478:65-478:66 Nat | 2319 | testdata/Builtins.lc 476:39-476:48 Nat -> Type->Type |
2346 | testdata/Builtins.lc 478:67-478:71 Type | 2320 | testdata/Builtins.lc 476:39-476:50 Type->Type |
2347 | testdata/Builtins.lc 479:1-479:19 {a:Nat} -> VecScalar a Int -> VecScalar a Float | 2321 | testdata/Builtins.lc 476:39-476:56 Type |
2322 | testdata/Builtins.lc 476:49-476:50 V1 | ||
2323 | testdata/Builtins.lc 476:51-476:56 Type | ||
2324 | testdata/Builtins.lc 476:61-476:66 Type | ||
2325 | testdata/Builtins.lc 476:61-476:85 Type | ||
2326 | testdata/Builtins.lc 476:70-476:75 Type | ||
2327 | testdata/Builtins.lc 476:70-476:85 Type | ||
2328 | testdata/Builtins.lc 476:79-476:80 Type | ||
2329 | testdata/Builtins.lc 476:79-476:85 Type | ||
2330 | testdata/Builtins.lc 476:84-476:85 Type | ||
2331 | testdata/Builtins.lc 479:1-479:19 {a:Nat} -> VecScalar a Float -> VecScalar a Int | ||
2348 | testdata/Builtins.lc 479:34-479:43 Nat -> Type->Type | 2332 | testdata/Builtins.lc 479:34-479:43 Nat -> Type->Type |
2349 | testdata/Builtins.lc 479:34-479:45 Type->Type | 2333 | testdata/Builtins.lc 479:34-479:45 Type->Type |
2350 | testdata/Builtins.lc 479:34-479:49 Type | 2334 | testdata/Builtins.lc 479:34-479:51 Type |
2351 | testdata/Builtins.lc 479:34-479:72 Type | 2335 | testdata/Builtins.lc 479:34-479:70 Type |
2352 | testdata/Builtins.lc 479:44-479:45 V1 | 2336 | testdata/Builtins.lc 479:44-479:45 V1 |
2353 | testdata/Builtins.lc 479:46-479:49 Type | 2337 | testdata/Builtins.lc 479:46-479:51 Type |
2354 | testdata/Builtins.lc 479:55-479:64 Nat -> Type->Type | 2338 | testdata/Builtins.lc 479:55-479:64 Nat -> Type->Type |
2355 | testdata/Builtins.lc 479:55-479:66 Type->Type | 2339 | testdata/Builtins.lc 479:55-479:66 Type->Type |
2356 | testdata/Builtins.lc 479:55-479:72 Type | 2340 | testdata/Builtins.lc 479:55-479:70 Type |
2357 | testdata/Builtins.lc 479:65-479:66 Nat | 2341 | testdata/Builtins.lc 479:65-479:66 Nat |
2358 | testdata/Builtins.lc 479:67-479:72 Type | 2342 | testdata/Builtins.lc 479:67-479:70 Type |
2359 | testdata/Builtins.lc 480:1-480:20 {a:Nat} -> VecScalar a Word -> VecScalar a Float | 2343 | testdata/Builtins.lc 480:1-480:20 {a:Nat} -> VecScalar a Float -> VecScalar a Word |
2360 | testdata/Builtins.lc 480:34-480:43 Nat -> Type->Type | 2344 | testdata/Builtins.lc 480:34-480:43 Nat -> Type->Type |
2361 | testdata/Builtins.lc 480:34-480:45 Type->Type | 2345 | testdata/Builtins.lc 480:34-480:45 Type->Type |
2362 | testdata/Builtins.lc 480:34-480:50 Type | 2346 | testdata/Builtins.lc 480:34-480:51 Type |
2363 | testdata/Builtins.lc 480:34-480:72 Type | 2347 | testdata/Builtins.lc 480:34-480:71 Type |
2364 | testdata/Builtins.lc 480:44-480:45 V1 | 2348 | testdata/Builtins.lc 480:44-480:45 V1 |
2365 | testdata/Builtins.lc 480:46-480:50 Type | 2349 | testdata/Builtins.lc 480:46-480:51 Type |
2366 | testdata/Builtins.lc 480:55-480:64 Nat -> Type->Type | 2350 | testdata/Builtins.lc 480:55-480:64 Nat -> Type->Type |
2367 | testdata/Builtins.lc 480:55-480:66 Type->Type | 2351 | testdata/Builtins.lc 480:55-480:66 Type->Type |
2368 | testdata/Builtins.lc 480:55-480:72 Type | 2352 | testdata/Builtins.lc 480:55-480:71 Type |
2369 | testdata/Builtins.lc 480:65-480:66 Nat | 2353 | testdata/Builtins.lc 480:65-480:66 Nat |
2370 | testdata/Builtins.lc 480:67-480:72 Type | 2354 | testdata/Builtins.lc 480:67-480:71 Type |
2371 | testdata/Builtins.lc 482:1-482:11 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->Float | 2355 | testdata/Builtins.lc 481:1-481:19 {a:Nat} -> VecScalar a Int -> VecScalar a Float |
2372 | testdata/Builtins.lc 482:34-482:57 Type | 2356 | testdata/Builtins.lc 481:34-481:43 Nat -> Type->Type |
2373 | testdata/Builtins.lc 482:34-482:71 Type | 2357 | testdata/Builtins.lc 481:34-481:45 Type->Type |
2374 | testdata/Builtins.lc 482:35-482:36 V3 | 2358 | testdata/Builtins.lc 481:34-481:49 Type |
2375 | testdata/Builtins.lc 482:35-482:38 Type->Type | 2359 | testdata/Builtins.lc 481:34-481:72 Type |
2376 | testdata/Builtins.lc 482:37-482:38 Type -> Type->Type | 2360 | testdata/Builtins.lc 481:44-481:45 V1 |
2377 | testdata/Builtins.lc 482:39-482:48 Nat -> Type->Type | 2361 | testdata/Builtins.lc 481:46-481:49 Type |
2378 | testdata/Builtins.lc 482:39-482:50 Type->Type | 2362 | testdata/Builtins.lc 481:55-481:64 Nat -> Type->Type |
2379 | testdata/Builtins.lc 482:39-482:56 Type | 2363 | testdata/Builtins.lc 481:55-481:66 Type->Type |
2380 | testdata/Builtins.lc 482:49-482:50 V1 | 2364 | testdata/Builtins.lc 481:55-481:72 Type |
2381 | testdata/Builtins.lc 482:51-482:56 Type | 2365 | testdata/Builtins.lc 481:65-481:66 Nat |
2382 | testdata/Builtins.lc 482:61-482:62 Type | 2366 | testdata/Builtins.lc 481:67-481:72 Type |
2383 | testdata/Builtins.lc 482:61-482:71 Type | 2367 | testdata/Builtins.lc 482:1-482:20 {a:Nat} -> VecScalar a Word -> VecScalar a Float |
2384 | testdata/Builtins.lc 482:66-482:71 Type | 2368 | testdata/Builtins.lc 482:34-482:43 Nat -> Type->Type |
2385 | testdata/Builtins.lc 483:1-483:13 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a -> a->Float | 2369 | testdata/Builtins.lc 482:34-482:45 Type->Type |
2386 | testdata/Builtins.lc 483:15-483:22 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a -> a->Float | 2370 | testdata/Builtins.lc 482:34-482:50 Type |
2387 | testdata/Builtins.lc 483:34-483:57 Type | 2371 | testdata/Builtins.lc 482:34-482:72 Type |
2388 | testdata/Builtins.lc 483:34-483:76 Type | 2372 | testdata/Builtins.lc 482:44-482:45 V1 |
2389 | testdata/Builtins.lc 483:35-483:36 V3 | 2373 | testdata/Builtins.lc 482:46-482:50 Type |
2390 | testdata/Builtins.lc 483:35-483:38 Type->Type | 2374 | testdata/Builtins.lc 482:55-482:64 Nat -> Type->Type |
2391 | testdata/Builtins.lc 483:37-483:38 Type -> Type->Type | 2375 | testdata/Builtins.lc 482:55-482:66 Type->Type |
2392 | testdata/Builtins.lc 483:39-483:48 Nat -> Type->Type | 2376 | testdata/Builtins.lc 482:55-482:72 Type |
2393 | testdata/Builtins.lc 483:39-483:50 Type->Type | 2377 | testdata/Builtins.lc 482:65-482:66 Nat |
2394 | testdata/Builtins.lc 483:39-483:56 Type | 2378 | testdata/Builtins.lc 482:67-482:72 Type |
2395 | testdata/Builtins.lc 483:49-483:50 V1 | 2379 | testdata/Builtins.lc 484:1-484:11 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->Float |
2396 | testdata/Builtins.lc 483:51-483:56 Type | ||
2397 | testdata/Builtins.lc 483:61-483:62 Type | ||
2398 | testdata/Builtins.lc 483:61-483:76 Type | ||
2399 | testdata/Builtins.lc 483:66-483:67 Type | ||
2400 | testdata/Builtins.lc 483:66-483:76 Type | ||
2401 | testdata/Builtins.lc 483:71-483:76 Type | ||
2402 | testdata/Builtins.lc 484:1-484:10 {a} -> {b : a ~ VecS Float 3} -> a -> a->a | ||
2403 | testdata/Builtins.lc 484:34-484:57 Type | 2380 | testdata/Builtins.lc 484:34-484:57 Type |
2404 | testdata/Builtins.lc 484:34-484:72 Type | 2381 | testdata/Builtins.lc 484:34-484:71 Type |
2405 | testdata/Builtins.lc 484:35-484:36 V1 | 2382 | testdata/Builtins.lc 484:35-484:36 V3 |
2406 | testdata/Builtins.lc 484:35-484:38 Type->Type | 2383 | testdata/Builtins.lc 484:35-484:38 Type->Type |
2407 | testdata/Builtins.lc 484:37-484:38 Type -> Type->Type | 2384 | testdata/Builtins.lc 484:37-484:38 Type -> Type->Type |
2408 | testdata/Builtins.lc 484:39-484:48 Nat -> Type->Type | 2385 | testdata/Builtins.lc 484:39-484:48 Nat -> Type->Type |
@@ -2411,13 +2388,12 @@ testdata/Builtins.lc 484:39-484:56 Type | |||
2411 | testdata/Builtins.lc 484:49-484:50 V1 | 2388 | testdata/Builtins.lc 484:49-484:50 V1 |
2412 | testdata/Builtins.lc 484:51-484:56 Type | 2389 | testdata/Builtins.lc 484:51-484:56 Type |
2413 | testdata/Builtins.lc 484:61-484:62 Type | 2390 | testdata/Builtins.lc 484:61-484:62 Type |
2414 | testdata/Builtins.lc 484:61-484:72 Type | 2391 | testdata/Builtins.lc 484:61-484:71 Type |
2415 | testdata/Builtins.lc 484:66-484:67 Type | 2392 | testdata/Builtins.lc 484:66-484:71 Type |
2416 | testdata/Builtins.lc 484:66-484:72 Type | 2393 | testdata/Builtins.lc 485:1-485:13 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a -> a->Float |
2417 | testdata/Builtins.lc 484:71-484:72 Type | 2394 | testdata/Builtins.lc 485:15-485:22 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a -> a->Float |
2418 | testdata/Builtins.lc 485:1-485:14 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | ||
2419 | testdata/Builtins.lc 485:34-485:57 Type | 2395 | testdata/Builtins.lc 485:34-485:57 Type |
2420 | testdata/Builtins.lc 485:34-485:67 Type | 2396 | testdata/Builtins.lc 485:34-485:76 Type |
2421 | testdata/Builtins.lc 485:35-485:36 V3 | 2397 | testdata/Builtins.lc 485:35-485:36 V3 |
2422 | testdata/Builtins.lc 485:35-485:38 Type->Type | 2398 | testdata/Builtins.lc 485:35-485:38 Type->Type |
2423 | testdata/Builtins.lc 485:37-485:38 Type -> Type->Type | 2399 | testdata/Builtins.lc 485:37-485:38 Type -> Type->Type |
@@ -2427,13 +2403,14 @@ testdata/Builtins.lc 485:39-485:56 Type | |||
2427 | testdata/Builtins.lc 485:49-485:50 V1 | 2403 | testdata/Builtins.lc 485:49-485:50 V1 |
2428 | testdata/Builtins.lc 485:51-485:56 Type | 2404 | testdata/Builtins.lc 485:51-485:56 Type |
2429 | testdata/Builtins.lc 485:61-485:62 Type | 2405 | testdata/Builtins.lc 485:61-485:62 Type |
2430 | testdata/Builtins.lc 485:61-485:67 Type | 2406 | testdata/Builtins.lc 485:61-485:76 Type |
2431 | testdata/Builtins.lc 485:66-485:67 Type | 2407 | testdata/Builtins.lc 485:66-485:67 Type |
2432 | testdata/Builtins.lc 486:1-486:16 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a -> a -> a->a | 2408 | testdata/Builtins.lc 485:66-485:76 Type |
2433 | testdata/Builtins.lc 486:18-486:29 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a -> a -> a->a | 2409 | testdata/Builtins.lc 485:71-485:76 Type |
2410 | testdata/Builtins.lc 486:1-486:10 {a} -> {b : a ~ VecS Float 3} -> a -> a->a | ||
2434 | testdata/Builtins.lc 486:34-486:57 Type | 2411 | testdata/Builtins.lc 486:34-486:57 Type |
2435 | testdata/Builtins.lc 486:34-486:77 Type | 2412 | testdata/Builtins.lc 486:34-486:72 Type |
2436 | testdata/Builtins.lc 486:35-486:36 V3 | 2413 | testdata/Builtins.lc 486:35-486:36 V1 |
2437 | testdata/Builtins.lc 486:35-486:38 Type->Type | 2414 | testdata/Builtins.lc 486:35-486:38 Type->Type |
2438 | testdata/Builtins.lc 486:37-486:38 Type -> Type->Type | 2415 | testdata/Builtins.lc 486:37-486:38 Type -> Type->Type |
2439 | testdata/Builtins.lc 486:39-486:48 Nat -> Type->Type | 2416 | testdata/Builtins.lc 486:39-486:48 Nat -> Type->Type |
@@ -2442,15 +2419,13 @@ testdata/Builtins.lc 486:39-486:56 Type | |||
2442 | testdata/Builtins.lc 486:49-486:50 V1 | 2419 | testdata/Builtins.lc 486:49-486:50 V1 |
2443 | testdata/Builtins.lc 486:51-486:56 Type | 2420 | testdata/Builtins.lc 486:51-486:56 Type |
2444 | testdata/Builtins.lc 486:61-486:62 Type | 2421 | testdata/Builtins.lc 486:61-486:62 Type |
2445 | testdata/Builtins.lc 486:61-486:77 Type | 2422 | testdata/Builtins.lc 486:61-486:72 Type |
2446 | testdata/Builtins.lc 486:66-486:67 Type | 2423 | testdata/Builtins.lc 486:66-486:67 Type |
2447 | testdata/Builtins.lc 486:66-486:77 Type | 2424 | testdata/Builtins.lc 486:66-486:72 Type |
2448 | testdata/Builtins.lc 486:71-486:72 Type | 2425 | testdata/Builtins.lc 486:71-486:72 Type |
2449 | testdata/Builtins.lc 486:71-486:77 Type | 2426 | testdata/Builtins.lc 487:1-487:14 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a |
2450 | testdata/Builtins.lc 486:76-486:77 Type | ||
2451 | testdata/Builtins.lc 487:1-487:12 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a -> a->a | ||
2452 | testdata/Builtins.lc 487:34-487:57 Type | 2427 | testdata/Builtins.lc 487:34-487:57 Type |
2453 | testdata/Builtins.lc 487:34-487:72 Type | 2428 | testdata/Builtins.lc 487:34-487:67 Type |
2454 | testdata/Builtins.lc 487:35-487:36 V3 | 2429 | testdata/Builtins.lc 487:35-487:36 V3 |
2455 | testdata/Builtins.lc 487:35-487:38 Type->Type | 2430 | testdata/Builtins.lc 487:35-487:38 Type->Type |
2456 | testdata/Builtins.lc 487:37-487:38 Type -> Type->Type | 2431 | testdata/Builtins.lc 487:37-487:38 Type -> Type->Type |
@@ -2460,44 +2435,51 @@ testdata/Builtins.lc 487:39-487:56 Type | |||
2460 | testdata/Builtins.lc 487:49-487:50 V1 | 2435 | testdata/Builtins.lc 487:49-487:50 V1 |
2461 | testdata/Builtins.lc 487:51-487:56 Type | 2436 | testdata/Builtins.lc 487:51-487:56 Type |
2462 | testdata/Builtins.lc 487:61-487:62 Type | 2437 | testdata/Builtins.lc 487:61-487:62 Type |
2463 | testdata/Builtins.lc 487:61-487:72 Type | 2438 | testdata/Builtins.lc 487:61-487:67 Type |
2464 | testdata/Builtins.lc 487:66-487:67 Type | 2439 | testdata/Builtins.lc 487:66-487:67 Type |
2465 | testdata/Builtins.lc 487:66-487:72 Type | 2440 | testdata/Builtins.lc 488:1-488:16 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a -> a -> a->a |
2466 | testdata/Builtins.lc 487:71-487:72 Type | 2441 | testdata/Builtins.lc 488:18-488:29 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a -> a -> a->a |
2467 | testdata/Builtins.lc 489:1-489:14 {a:Nat} -> {b:Nat} -> {c} -> Mat a b c -> Mat b a c | 2442 | testdata/Builtins.lc 488:34-488:57 Type |
2468 | testdata/Builtins.lc 489:34-489:37 Nat -> Nat -> Type->Type | 2443 | testdata/Builtins.lc 488:34-488:77 Type |
2469 | testdata/Builtins.lc 489:34-489:39 Nat -> Type->Type | 2444 | testdata/Builtins.lc 488:35-488:36 V3 |
2470 | testdata/Builtins.lc 489:34-489:41 Type->Type | 2445 | testdata/Builtins.lc 488:35-488:38 Type->Type |
2471 | testdata/Builtins.lc 489:34-489:43 Type | 2446 | testdata/Builtins.lc 488:37-488:38 Type -> Type->Type |
2472 | testdata/Builtins.lc 489:34-489:56 Type | 2447 | testdata/Builtins.lc 488:39-488:48 Nat -> Type->Type |
2473 | testdata/Builtins.lc 489:38-489:39 V5 | 2448 | testdata/Builtins.lc 488:39-488:50 Type->Type |
2474 | testdata/Builtins.lc 489:40-489:41 V3 | 2449 | testdata/Builtins.lc 488:39-488:56 Type |
2475 | testdata/Builtins.lc 489:42-489:43 V1 | 2450 | testdata/Builtins.lc 488:49-488:50 V1 |
2476 | testdata/Builtins.lc 489:47-489:50 Nat -> Nat -> Type->Type | 2451 | testdata/Builtins.lc 488:51-488:56 Type |
2477 | testdata/Builtins.lc 489:47-489:52 Nat -> Type->Type | 2452 | testdata/Builtins.lc 488:61-488:62 Type |
2478 | testdata/Builtins.lc 489:47-489:54 Type->Type | 2453 | testdata/Builtins.lc 488:61-488:77 Type |
2479 | testdata/Builtins.lc 489:47-489:56 Type | 2454 | testdata/Builtins.lc 488:66-488:67 Type |
2480 | testdata/Builtins.lc 489:51-489:52 Nat | 2455 | testdata/Builtins.lc 488:66-488:77 Type |
2481 | testdata/Builtins.lc 489:53-489:54 Nat | 2456 | testdata/Builtins.lc 488:71-488:72 Type |
2482 | testdata/Builtins.lc 489:55-489:56 Type | 2457 | testdata/Builtins.lc 488:71-488:77 Type |
2483 | testdata/Builtins.lc 490:1-490:16 {a:Nat} -> {b} -> Mat a a b -> Float | 2458 | testdata/Builtins.lc 488:76-488:77 Type |
2484 | testdata/Builtins.lc 490:34-490:37 Nat -> Nat -> Type->Type | 2459 | testdata/Builtins.lc 489:1-489:12 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a -> a->a |
2485 | testdata/Builtins.lc 490:34-490:39 Nat -> Type->Type | 2460 | testdata/Builtins.lc 489:34-489:57 Type |
2486 | testdata/Builtins.lc 490:34-490:41 Type->Type | 2461 | testdata/Builtins.lc 489:34-489:72 Type |
2487 | testdata/Builtins.lc 490:34-490:43 Type | 2462 | testdata/Builtins.lc 489:35-489:36 V3 |
2488 | testdata/Builtins.lc 490:34-490:52 Type | 2463 | testdata/Builtins.lc 489:35-489:38 Type->Type |
2489 | testdata/Builtins.lc 490:38-490:39 V3 | 2464 | testdata/Builtins.lc 489:37-489:38 Type -> Type->Type |
2490 | testdata/Builtins.lc 490:40-490:41 Nat | 2465 | testdata/Builtins.lc 489:39-489:48 Nat -> Type->Type |
2491 | testdata/Builtins.lc 490:42-490:43 V1 | 2466 | testdata/Builtins.lc 489:39-489:50 Type->Type |
2492 | testdata/Builtins.lc 490:47-490:52 Type | 2467 | testdata/Builtins.lc 489:39-489:56 Type |
2493 | testdata/Builtins.lc 491:1-491:12 {a:Nat} -> {b} -> Mat a a b -> Mat a a b | 2468 | testdata/Builtins.lc 489:49-489:50 V1 |
2469 | testdata/Builtins.lc 489:51-489:56 Type | ||
2470 | testdata/Builtins.lc 489:61-489:62 Type | ||
2471 | testdata/Builtins.lc 489:61-489:72 Type | ||
2472 | testdata/Builtins.lc 489:66-489:67 Type | ||
2473 | testdata/Builtins.lc 489:66-489:72 Type | ||
2474 | testdata/Builtins.lc 489:71-489:72 Type | ||
2475 | testdata/Builtins.lc 491:1-491:14 {a:Nat} -> {b:Nat} -> {c} -> Mat a b c -> Mat b a c | ||
2494 | testdata/Builtins.lc 491:34-491:37 Nat -> Nat -> Type->Type | 2476 | testdata/Builtins.lc 491:34-491:37 Nat -> Nat -> Type->Type |
2495 | testdata/Builtins.lc 491:34-491:39 Nat -> Type->Type | 2477 | testdata/Builtins.lc 491:34-491:39 Nat -> Type->Type |
2496 | testdata/Builtins.lc 491:34-491:41 Type->Type | 2478 | testdata/Builtins.lc 491:34-491:41 Type->Type |
2497 | testdata/Builtins.lc 491:34-491:43 Type | 2479 | testdata/Builtins.lc 491:34-491:43 Type |
2498 | testdata/Builtins.lc 491:34-491:56 Type | 2480 | testdata/Builtins.lc 491:34-491:56 Type |
2499 | testdata/Builtins.lc 491:38-491:39 V3 | 2481 | testdata/Builtins.lc 491:38-491:39 V5 |
2500 | testdata/Builtins.lc 491:40-491:41 Nat | 2482 | testdata/Builtins.lc 491:40-491:41 V3 |
2501 | testdata/Builtins.lc 491:42-491:43 V1 | 2483 | testdata/Builtins.lc 491:42-491:43 V1 |
2502 | testdata/Builtins.lc 491:47-491:50 Nat -> Nat -> Type->Type | 2484 | testdata/Builtins.lc 491:47-491:50 Nat -> Nat -> Type->Type |
2503 | testdata/Builtins.lc 491:47-491:52 Nat -> Type->Type | 2485 | testdata/Builtins.lc 491:47-491:52 Nat -> Type->Type |
@@ -2506,189 +2488,191 @@ testdata/Builtins.lc 491:47-491:56 Type | |||
2506 | testdata/Builtins.lc 491:51-491:52 Nat | 2488 | testdata/Builtins.lc 491:51-491:52 Nat |
2507 | testdata/Builtins.lc 491:53-491:54 Nat | 2489 | testdata/Builtins.lc 491:53-491:54 Nat |
2508 | testdata/Builtins.lc 491:55-491:56 Type | 2490 | testdata/Builtins.lc 491:55-491:56 Type |
2509 | testdata/Builtins.lc 492:1-492:17 {a:Nat} -> {b} -> {c:Nat} -> VecS b a -> VecS b c -> Mat c a b | 2491 | testdata/Builtins.lc 492:1-492:16 {a:Nat} -> {b} -> Mat a a b -> Float |
2510 | testdata/Builtins.lc 492:34-492:37 Nat -> Type->Type | 2492 | testdata/Builtins.lc 492:34-492:37 Nat -> Nat -> Type->Type |
2511 | testdata/Builtins.lc 492:34-492:39 Type->Type | 2493 | testdata/Builtins.lc 492:34-492:39 Nat -> Type->Type |
2512 | testdata/Builtins.lc 492:34-492:41 Type | 2494 | testdata/Builtins.lc 492:34-492:41 Type->Type |
2513 | testdata/Builtins.lc 492:34-492:69 Type | 2495 | testdata/Builtins.lc 492:34-492:43 Type |
2514 | testdata/Builtins.lc 492:38-492:39 V5 | 2496 | testdata/Builtins.lc 492:34-492:52 Type |
2515 | testdata/Builtins.lc 492:40-492:41 V3 | 2497 | testdata/Builtins.lc 492:38-492:39 V3 |
2516 | testdata/Builtins.lc 492:47-492:50 Nat -> Type->Type | 2498 | testdata/Builtins.lc 492:40-492:41 Nat |
2517 | testdata/Builtins.lc 492:47-492:52 Type->Type | 2499 | testdata/Builtins.lc 492:42-492:43 V1 |
2518 | testdata/Builtins.lc 492:47-492:54 Type | 2500 | testdata/Builtins.lc 492:47-492:52 Type |
2519 | testdata/Builtins.lc 492:47-492:69 Type | 2501 | testdata/Builtins.lc 493:1-493:12 {a:Nat} -> {b} -> Mat a a b -> Mat a a b |
2520 | testdata/Builtins.lc 492:51-492:52 V2 | ||
2521 | testdata/Builtins.lc 492:53-492:54 Type | ||
2522 | testdata/Builtins.lc 492:60-492:63 Nat -> Nat -> Type->Type | ||
2523 | testdata/Builtins.lc 492:60-492:65 Nat -> Type->Type | ||
2524 | testdata/Builtins.lc 492:60-492:67 Type->Type | ||
2525 | testdata/Builtins.lc 492:60-492:69 Type | ||
2526 | testdata/Builtins.lc 492:64-492:65 Nat | ||
2527 | testdata/Builtins.lc 492:66-492:67 Nat | ||
2528 | testdata/Builtins.lc 492:68-492:69 Type | ||
2529 | testdata/Builtins.lc 493:1-493:14 {a:Nat} -> {b:Nat} -> {c} -> Mat a b c -> VecS c b -> VecS c a | ||
2530 | testdata/Builtins.lc 493:34-493:37 Nat -> Nat -> Type->Type | 2502 | testdata/Builtins.lc 493:34-493:37 Nat -> Nat -> Type->Type |
2531 | testdata/Builtins.lc 493:34-493:39 Nat -> Type->Type | 2503 | testdata/Builtins.lc 493:34-493:39 Nat -> Type->Type |
2532 | testdata/Builtins.lc 493:34-493:41 Type->Type | 2504 | testdata/Builtins.lc 493:34-493:41 Type->Type |
2533 | testdata/Builtins.lc 493:34-493:43 Type | 2505 | testdata/Builtins.lc 493:34-493:43 Type |
2534 | testdata/Builtins.lc 493:34-493:67 Type | 2506 | testdata/Builtins.lc 493:34-493:56 Type |
2535 | testdata/Builtins.lc 493:38-493:39 V5 | 2507 | testdata/Builtins.lc 493:38-493:39 V3 |
2536 | testdata/Builtins.lc 493:40-493:41 V3 | 2508 | testdata/Builtins.lc 493:40-493:41 Nat |
2537 | testdata/Builtins.lc 493:42-493:43 V1 | 2509 | testdata/Builtins.lc 493:42-493:43 V1 |
2538 | testdata/Builtins.lc 493:47-493:50 Nat -> Type->Type | 2510 | testdata/Builtins.lc 493:47-493:50 Nat -> Nat -> Type->Type |
2539 | testdata/Builtins.lc 493:47-493:52 Type->Type | 2511 | testdata/Builtins.lc 493:47-493:52 Nat -> Type->Type |
2540 | testdata/Builtins.lc 493:47-493:54 Type | 2512 | testdata/Builtins.lc 493:47-493:54 Type->Type |
2541 | testdata/Builtins.lc 493:47-493:67 Type | 2513 | testdata/Builtins.lc 493:47-493:56 Type |
2542 | testdata/Builtins.lc 493:51-493:52 Nat | 2514 | testdata/Builtins.lc 493:51-493:52 Nat |
2543 | testdata/Builtins.lc 493:53-493:54 Type | 2515 | testdata/Builtins.lc 493:53-493:54 Nat |
2544 | testdata/Builtins.lc 493:60-493:63 Nat -> Type->Type | 2516 | testdata/Builtins.lc 493:55-493:56 Type |
2545 | testdata/Builtins.lc 493:60-493:65 Type->Type | 2517 | testdata/Builtins.lc 494:1-494:17 {a:Nat} -> {b} -> {c:Nat} -> VecS b a -> VecS b c -> Mat c a b |
2546 | testdata/Builtins.lc 493:60-493:67 Type | ||
2547 | testdata/Builtins.lc 493:64-493:65 Nat | ||
2548 | testdata/Builtins.lc 493:66-493:67 Type | ||
2549 | testdata/Builtins.lc 494:1-494:14 {a:Nat} -> {b} -> {c:Nat} -> VecS b a -> Mat a c b -> VecS b c | ||
2550 | testdata/Builtins.lc 494:34-494:37 Nat -> Type->Type | 2518 | testdata/Builtins.lc 494:34-494:37 Nat -> Type->Type |
2551 | testdata/Builtins.lc 494:34-494:39 Type->Type | 2519 | testdata/Builtins.lc 494:34-494:39 Type->Type |
2552 | testdata/Builtins.lc 494:34-494:41 Type | 2520 | testdata/Builtins.lc 494:34-494:41 Type |
2553 | testdata/Builtins.lc 494:34-494:67 Type | 2521 | testdata/Builtins.lc 494:34-494:69 Type |
2554 | testdata/Builtins.lc 494:38-494:39 V5 | 2522 | testdata/Builtins.lc 494:38-494:39 V5 |
2555 | testdata/Builtins.lc 494:40-494:41 V3 | 2523 | testdata/Builtins.lc 494:40-494:41 V3 |
2556 | testdata/Builtins.lc 494:47-494:50 Nat -> Nat -> Type->Type | 2524 | testdata/Builtins.lc 494:47-494:50 Nat -> Type->Type |
2557 | testdata/Builtins.lc 494:47-494:52 Nat -> Type->Type | 2525 | testdata/Builtins.lc 494:47-494:52 Type->Type |
2558 | testdata/Builtins.lc 494:47-494:54 Type->Type | 2526 | testdata/Builtins.lc 494:47-494:54 Type |
2559 | testdata/Builtins.lc 494:47-494:56 Type | 2527 | testdata/Builtins.lc 494:47-494:69 Type |
2560 | testdata/Builtins.lc 494:47-494:67 Type | 2528 | testdata/Builtins.lc 494:51-494:52 V2 |
2561 | testdata/Builtins.lc 494:51-494:52 Nat | 2529 | testdata/Builtins.lc 494:53-494:54 Type |
2562 | testdata/Builtins.lc 494:53-494:54 V2 | 2530 | testdata/Builtins.lc 494:60-494:63 Nat -> Nat -> Type->Type |
2563 | testdata/Builtins.lc 494:55-494:56 Type | 2531 | testdata/Builtins.lc 494:60-494:65 Nat -> Type->Type |
2564 | testdata/Builtins.lc 494:60-494:63 Nat -> Type->Type | 2532 | testdata/Builtins.lc 494:60-494:67 Type->Type |
2565 | testdata/Builtins.lc 494:60-494:65 Type->Type | 2533 | testdata/Builtins.lc 494:60-494:69 Type |
2566 | testdata/Builtins.lc 494:60-494:67 Type | ||
2567 | testdata/Builtins.lc 494:64-494:65 Nat | 2534 | testdata/Builtins.lc 494:64-494:65 Nat |
2568 | testdata/Builtins.lc 494:66-494:67 Type | 2535 | testdata/Builtins.lc 494:66-494:67 Nat |
2569 | testdata/Builtins.lc 495:1-495:14 {a:Nat} -> {b:Nat} -> {c} -> {d:Nat} -> Mat a b c -> Mat b d c -> Mat a d c | 2536 | testdata/Builtins.lc 494:68-494:69 Type |
2537 | testdata/Builtins.lc 495:1-495:14 {a:Nat} -> {b:Nat} -> {c} -> Mat a b c -> VecS c b -> VecS c a | ||
2570 | testdata/Builtins.lc 495:34-495:37 Nat -> Nat -> Type->Type | 2538 | testdata/Builtins.lc 495:34-495:37 Nat -> Nat -> Type->Type |
2571 | testdata/Builtins.lc 495:34-495:39 Nat -> Type->Type | 2539 | testdata/Builtins.lc 495:34-495:39 Nat -> Type->Type |
2572 | testdata/Builtins.lc 495:34-495:41 Type->Type | 2540 | testdata/Builtins.lc 495:34-495:41 Type->Type |
2573 | testdata/Builtins.lc 495:34-495:43 Type | 2541 | testdata/Builtins.lc 495:34-495:43 Type |
2574 | testdata/Builtins.lc 495:34-495:69 Type | 2542 | testdata/Builtins.lc 495:34-495:67 Type |
2575 | testdata/Builtins.lc 495:38-495:39 V7 | 2543 | testdata/Builtins.lc 495:38-495:39 V5 |
2576 | testdata/Builtins.lc 495:40-495:41 V5 | 2544 | testdata/Builtins.lc 495:40-495:41 V3 |
2577 | testdata/Builtins.lc 495:42-495:43 V3 | 2545 | testdata/Builtins.lc 495:42-495:43 V1 |
2578 | testdata/Builtins.lc 495:47-495:50 Nat -> Nat -> Type->Type | 2546 | testdata/Builtins.lc 495:47-495:50 Nat -> Type->Type |
2579 | testdata/Builtins.lc 495:47-495:52 Nat -> Type->Type | 2547 | testdata/Builtins.lc 495:47-495:52 Type->Type |
2580 | testdata/Builtins.lc 495:47-495:54 Type->Type | 2548 | testdata/Builtins.lc 495:47-495:54 Type |
2581 | testdata/Builtins.lc 495:47-495:56 Type | 2549 | testdata/Builtins.lc 495:47-495:67 Type |
2582 | testdata/Builtins.lc 495:47-495:69 Type | ||
2583 | testdata/Builtins.lc 495:51-495:52 Nat | 2550 | testdata/Builtins.lc 495:51-495:52 Nat |
2584 | testdata/Builtins.lc 495:53-495:54 V2 | 2551 | testdata/Builtins.lc 495:53-495:54 Type |
2585 | testdata/Builtins.lc 495:55-495:56 Type | 2552 | testdata/Builtins.lc 495:60-495:63 Nat -> Type->Type |
2586 | testdata/Builtins.lc 495:60-495:63 Nat -> Nat -> Type->Type | 2553 | testdata/Builtins.lc 495:60-495:65 Type->Type |
2587 | testdata/Builtins.lc 495:60-495:65 Nat -> Type->Type | 2554 | testdata/Builtins.lc 495:60-495:67 Type |
2588 | testdata/Builtins.lc 495:60-495:67 Type->Type | ||
2589 | testdata/Builtins.lc 495:60-495:69 Type | ||
2590 | testdata/Builtins.lc 495:64-495:65 Nat | 2555 | testdata/Builtins.lc 495:64-495:65 Nat |
2591 | testdata/Builtins.lc 495:66-495:67 Nat | 2556 | testdata/Builtins.lc 495:66-495:67 Type |
2592 | testdata/Builtins.lc 495:68-495:69 Type | 2557 | testdata/Builtins.lc 496:1-496:14 {a:Nat} -> {b} -> {c:Nat} -> VecS b a -> Mat a c b -> VecS b c |
2593 | testdata/Builtins.lc 497:1-497:13 {a} -> {b} -> {c:Nat} -> {d} -> {e : Num a} -> {f : b ~ VecScalar c a} -> {g : d ~ VecScalar c Bool} -> b -> b->d | 2558 | testdata/Builtins.lc 496:34-496:37 Nat -> Type->Type |
2594 | testdata/Builtins.lc 497:15-497:32 {a} -> {b} -> {c:Nat} -> {d} -> {e : Num a} -> {f : b ~ VecScalar c a} -> {g : d ~ VecScalar c Bool} -> b -> b->d | 2559 | testdata/Builtins.lc 496:34-496:39 Type->Type |
2595 | testdata/Builtins.lc 497:34-497:49 {a} -> {b} -> {c:Nat} -> {d} -> {e : Num a} -> {f : b ~ VecScalar c a} -> {g : d ~ VecScalar c Bool} -> b -> b->d | 2560 | testdata/Builtins.lc 496:34-496:41 Type |
2596 | testdata/Builtins.lc 497:51-497:71 {a} -> {b} -> {c:Nat} -> {d} -> {e : Num a} -> {f : b ~ VecScalar c a} -> {g : d ~ VecScalar c Bool} -> b -> b->d | 2561 | testdata/Builtins.lc 496:34-496:67 Type |
2597 | testdata/Builtins.lc 497:73-497:83 {a} -> {b} -> {c:Nat} -> {d} -> {e : Num a} -> {f : b ~ VecScalar c a} -> {g : d ~ VecScalar c Bool} -> b -> b->d | 2562 | testdata/Builtins.lc 496:38-496:39 V5 |
2598 | testdata/Builtins.lc 497:85-497:98 {a} -> {b} -> {c:Nat} -> {d} -> {e : Num a} -> {f : b ~ VecScalar c a} -> {g : d ~ VecScalar c Bool} -> b -> b->d | 2563 | testdata/Builtins.lc 496:40-496:41 V3 |
2599 | testdata/Builtins.lc 498:34-498:97 Type | 2564 | testdata/Builtins.lc 496:47-496:50 Nat -> Nat -> Type->Type |
2600 | testdata/Builtins.lc 498:35-498:38 Type->Type | 2565 | testdata/Builtins.lc 496:47-496:52 Nat -> Type->Type |
2601 | testdata/Builtins.lc 498:35-498:40 Type | 2566 | testdata/Builtins.lc 496:47-496:54 Type->Type |
2602 | testdata/Builtins.lc 498:39-498:40 V7 | 2567 | testdata/Builtins.lc 496:47-496:56 Type |
2603 | testdata/Builtins.lc 498:42-498:43 V6 | 2568 | testdata/Builtins.lc 496:47-496:67 Type |
2604 | testdata/Builtins.lc 498:42-498:45 Type->Type | 2569 | testdata/Builtins.lc 496:51-496:52 Nat |
2605 | testdata/Builtins.lc 498:42-498:59 Type | 2570 | testdata/Builtins.lc 496:53-496:54 V2 |
2606 | testdata/Builtins.lc 498:42-498:97 Type | 2571 | testdata/Builtins.lc 496:55-496:56 Type |
2607 | testdata/Builtins.lc 498:44-498:45 Type -> Type->Type | 2572 | testdata/Builtins.lc 496:60-496:63 Nat -> Type->Type |
2608 | testdata/Builtins.lc 498:46-498:55 Nat -> Type->Type | 2573 | testdata/Builtins.lc 496:60-496:65 Type->Type |
2609 | testdata/Builtins.lc 498:46-498:57 Type->Type | 2574 | testdata/Builtins.lc 496:60-496:67 Type |
2610 | testdata/Builtins.lc 498:46-498:59 Type | 2575 | testdata/Builtins.lc 496:64-496:65 Nat |
2611 | testdata/Builtins.lc 498:56-498:57 V4 | 2576 | testdata/Builtins.lc 496:66-496:67 Type |
2612 | testdata/Builtins.lc 498:58-498:59 Type | 2577 | testdata/Builtins.lc 497:1-497:14 {a:Nat} -> {b:Nat} -> {c} -> {d:Nat} -> Mat a b c -> Mat b d c -> Mat a d c |
2613 | testdata/Builtins.lc 498:61-498:62 V3 | 2578 | testdata/Builtins.lc 497:34-497:37 Nat -> Nat -> Type->Type |
2614 | testdata/Builtins.lc 498:61-498:64 Type->Type | 2579 | testdata/Builtins.lc 497:34-497:39 Nat -> Type->Type |
2615 | testdata/Builtins.lc 498:61-498:81 Type | 2580 | testdata/Builtins.lc 497:34-497:41 Type->Type |
2616 | testdata/Builtins.lc 498:61-498:97 Type | 2581 | testdata/Builtins.lc 497:34-497:43 Type |
2617 | testdata/Builtins.lc 498:63-498:64 Type -> Type->Type | 2582 | testdata/Builtins.lc 497:34-497:69 Type |
2618 | testdata/Builtins.lc 498:65-498:74 Nat -> Type->Type | 2583 | testdata/Builtins.lc 497:38-497:39 V7 |
2619 | testdata/Builtins.lc 498:65-498:76 Type->Type | 2584 | testdata/Builtins.lc 497:40-497:41 V5 |
2620 | testdata/Builtins.lc 498:65-498:81 Type | 2585 | testdata/Builtins.lc 497:42-497:43 V3 |
2621 | testdata/Builtins.lc 498:75-498:76 Nat | 2586 | testdata/Builtins.lc 497:47-497:50 Nat -> Nat -> Type->Type |
2622 | testdata/Builtins.lc 498:77-498:81 Type | 2587 | testdata/Builtins.lc 497:47-497:52 Nat -> Type->Type |
2623 | testdata/Builtins.lc 498:86-498:87 Type | 2588 | testdata/Builtins.lc 497:47-497:54 Type->Type |
2624 | testdata/Builtins.lc 498:86-498:97 Type | 2589 | testdata/Builtins.lc 497:47-497:56 Type |
2625 | testdata/Builtins.lc 498:91-498:92 Type | 2590 | testdata/Builtins.lc 497:47-497:69 Type |
2626 | testdata/Builtins.lc 498:91-498:97 Type | 2591 | testdata/Builtins.lc 497:51-497:52 Nat |
2627 | testdata/Builtins.lc 498:96-498:97 Type | 2592 | testdata/Builtins.lc 497:53-497:54 V2 |
2628 | testdata/Builtins.lc 499:1-499:10 {a} -> {b} -> {c : a ~ MatVecScalarElem b} -> b -> b->Bool | 2593 | testdata/Builtins.lc 497:55-497:56 Type |
2629 | testdata/Builtins.lc 499:12-499:24 {a} -> {b} -> {c : a ~ MatVecScalarElem b} -> b -> b->Bool | 2594 | testdata/Builtins.lc 497:60-497:63 Nat -> Nat -> Type->Type |
2630 | testdata/Builtins.lc 499:34-499:58 Type | 2595 | testdata/Builtins.lc 497:60-497:65 Nat -> Type->Type |
2631 | testdata/Builtins.lc 499:34-499:76 Type | 2596 | testdata/Builtins.lc 497:60-497:67 Type->Type |
2632 | testdata/Builtins.lc 499:35-499:36 V3 | 2597 | testdata/Builtins.lc 497:60-497:69 Type |
2633 | testdata/Builtins.lc 499:35-499:38 Type->Type | 2598 | testdata/Builtins.lc 497:64-497:65 Nat |
2634 | testdata/Builtins.lc 499:37-499:38 Type -> Type->Type | 2599 | testdata/Builtins.lc 497:66-497:67 Nat |
2635 | testdata/Builtins.lc 499:39-499:55 Type->Type | 2600 | testdata/Builtins.lc 497:68-497:69 Type |
2636 | testdata/Builtins.lc 499:39-499:57 Type | 2601 | testdata/Builtins.lc 499:1-499:13 {a} -> {b} -> {c:Nat} -> {d} -> {e : Num a} -> {f : b ~ VecScalar c a} -> {g : d ~ VecScalar c Bool} -> b -> b->d |
2637 | testdata/Builtins.lc 499:56-499:57 V1 | 2602 | testdata/Builtins.lc 499:15-499:32 {a} -> {b} -> {c:Nat} -> {d} -> {e : Num a} -> {f : b ~ VecScalar c a} -> {g : d ~ VecScalar c Bool} -> b -> b->d |
2638 | testdata/Builtins.lc 499:62-499:63 Type | 2603 | testdata/Builtins.lc 499:34-499:49 {a} -> {b} -> {c:Nat} -> {d} -> {e : Num a} -> {f : b ~ VecScalar c a} -> {g : d ~ VecScalar c Bool} -> b -> b->d |
2639 | testdata/Builtins.lc 499:62-499:76 Type | 2604 | testdata/Builtins.lc 499:51-499:71 {a} -> {b} -> {c:Nat} -> {d} -> {e : Num a} -> {f : b ~ VecScalar c a} -> {g : d ~ VecScalar c Bool} -> b -> b->d |
2640 | testdata/Builtins.lc 499:67-499:68 Type | 2605 | testdata/Builtins.lc 499:73-499:83 {a} -> {b} -> {c:Nat} -> {d} -> {e : Num a} -> {f : b ~ VecScalar c a} -> {g : d ~ VecScalar c Bool} -> b -> b->d |
2641 | testdata/Builtins.lc 499:67-499:76 Type | 2606 | testdata/Builtins.lc 499:85-499:98 {a} -> {b} -> {c:Nat} -> {d} -> {e : Num a} -> {f : b ~ VecScalar c a} -> {g : d ~ VecScalar c Bool} -> b -> b->d |
2642 | testdata/Builtins.lc 499:72-499:76 Type | 2607 | testdata/Builtins.lc 500:34-500:97 Type |
2643 | testdata/Builtins.lc 501:1-501:9 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | 2608 | testdata/Builtins.lc 500:35-500:38 Type->Type |
2644 | testdata/Builtins.lc 501:11-501:19 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | 2609 | testdata/Builtins.lc 500:35-500:40 Type |
2645 | testdata/Builtins.lc 501:21-501:31 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | 2610 | testdata/Builtins.lc 500:39-500:40 V7 |
2646 | testdata/Builtins.lc 502:34-502:57 Type | 2611 | testdata/Builtins.lc 500:42-500:43 V6 |
2647 | testdata/Builtins.lc 502:34-502:67 Type | 2612 | testdata/Builtins.lc 500:42-500:45 Type->Type |
2648 | testdata/Builtins.lc 502:35-502:36 V3 | 2613 | testdata/Builtins.lc 500:42-500:59 Type |
2649 | testdata/Builtins.lc 502:35-502:38 Type->Type | 2614 | testdata/Builtins.lc 500:42-500:97 Type |
2650 | testdata/Builtins.lc 502:37-502:38 Type -> Type->Type | 2615 | testdata/Builtins.lc 500:44-500:45 Type -> Type->Type |
2651 | testdata/Builtins.lc 502:39-502:48 Nat -> Type->Type | 2616 | testdata/Builtins.lc 500:46-500:55 Nat -> Type->Type |
2652 | testdata/Builtins.lc 502:39-502:50 Type->Type | 2617 | testdata/Builtins.lc 500:46-500:57 Type->Type |
2653 | testdata/Builtins.lc 502:39-502:56 Type | 2618 | testdata/Builtins.lc 500:46-500:59 Type |
2654 | testdata/Builtins.lc 502:49-502:50 V1 | 2619 | testdata/Builtins.lc 500:56-500:57 V4 |
2655 | testdata/Builtins.lc 502:51-502:56 Type | 2620 | testdata/Builtins.lc 500:58-500:59 Type |
2656 | testdata/Builtins.lc 502:61-502:62 Type | 2621 | testdata/Builtins.lc 500:61-500:62 V3 |
2657 | testdata/Builtins.lc 502:61-502:67 Type | 2622 | testdata/Builtins.lc 500:61-500:64 Type->Type |
2658 | testdata/Builtins.lc 502:66-502:67 Type | 2623 | testdata/Builtins.lc 500:61-500:81 Type |
2659 | testdata/Builtins.lc 504:1-504:11 {a:Nat} -> VecScalar a Float -> Float | 2624 | testdata/Builtins.lc 500:61-500:97 Type |
2660 | testdata/Builtins.lc 504:34-504:43 Nat -> Type->Type | 2625 | testdata/Builtins.lc 500:63-500:64 Type -> Type->Type |
2661 | testdata/Builtins.lc 504:34-504:45 Type->Type | 2626 | testdata/Builtins.lc 500:65-500:74 Nat -> Type->Type |
2662 | testdata/Builtins.lc 504:34-504:51 Type | 2627 | testdata/Builtins.lc 500:65-500:76 Type->Type |
2663 | testdata/Builtins.lc 504:34-504:60 Type | 2628 | testdata/Builtins.lc 500:65-500:81 Type |
2664 | testdata/Builtins.lc 504:44-504:45 V1 | 2629 | testdata/Builtins.lc 500:75-500:76 Nat |
2665 | testdata/Builtins.lc 504:46-504:51 Type | 2630 | testdata/Builtins.lc 500:77-500:81 Type |
2666 | testdata/Builtins.lc 504:55-504:60 Type | 2631 | testdata/Builtins.lc 500:86-500:87 Type |
2667 | testdata/Builtins.lc 505:1-505:11 {a:Nat} -> VecScalar a Float -> VecS Float 2 | 2632 | testdata/Builtins.lc 500:86-500:97 Type |
2668 | testdata/Builtins.lc 505:34-505:43 Nat -> Type->Type | 2633 | testdata/Builtins.lc 500:91-500:92 Type |
2669 | testdata/Builtins.lc 505:34-505:45 Type->Type | 2634 | testdata/Builtins.lc 500:91-500:97 Type |
2670 | testdata/Builtins.lc 505:34-505:51 Type | 2635 | testdata/Builtins.lc 500:96-500:97 Type |
2671 | testdata/Builtins.lc 505:34-505:66 Type | 2636 | testdata/Builtins.lc 501:1-501:10 {a} -> {b} -> {c : a ~ MatVecScalarElem b} -> b -> b->Bool |
2672 | testdata/Builtins.lc 505:44-505:45 V1 | 2637 | testdata/Builtins.lc 501:12-501:24 {a} -> {b} -> {c : a ~ MatVecScalarElem b} -> b -> b->Bool |
2673 | testdata/Builtins.lc 505:46-505:51 Type | 2638 | testdata/Builtins.lc 501:34-501:58 Type |
2674 | testdata/Builtins.lc 505:55-505:58 Nat -> Type->Type | 2639 | testdata/Builtins.lc 501:34-501:76 Type |
2675 | testdata/Builtins.lc 505:55-505:60 Type->Type | 2640 | testdata/Builtins.lc 501:35-501:36 V3 |
2676 | testdata/Builtins.lc 505:55-505:66 Type | 2641 | testdata/Builtins.lc 501:35-501:38 Type->Type |
2677 | testdata/Builtins.lc 505:59-505:60 V1 | 2642 | testdata/Builtins.lc 501:37-501:38 Type -> Type->Type |
2678 | testdata/Builtins.lc 505:61-505:66 Type | 2643 | testdata/Builtins.lc 501:39-501:55 Type->Type |
2679 | testdata/Builtins.lc 506:1-506:11 {a:Nat} -> VecScalar a Float -> VecS Float 3 | 2644 | testdata/Builtins.lc 501:39-501:57 Type |
2645 | testdata/Builtins.lc 501:56-501:57 V1 | ||
2646 | testdata/Builtins.lc 501:62-501:63 Type | ||
2647 | testdata/Builtins.lc 501:62-501:76 Type | ||
2648 | testdata/Builtins.lc 501:67-501:68 Type | ||
2649 | testdata/Builtins.lc 501:67-501:76 Type | ||
2650 | testdata/Builtins.lc 501:72-501:76 Type | ||
2651 | testdata/Builtins.lc 503:1-503:9 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | ||
2652 | testdata/Builtins.lc 503:11-503:19 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | ||
2653 | testdata/Builtins.lc 503:21-503:31 {a} -> {b:Nat} -> {c : a ~ VecScalar b Float} -> a->a | ||
2654 | testdata/Builtins.lc 504:34-504:57 Type | ||
2655 | testdata/Builtins.lc 504:34-504:67 Type | ||
2656 | testdata/Builtins.lc 504:35-504:36 V3 | ||
2657 | testdata/Builtins.lc 504:35-504:38 Type->Type | ||
2658 | testdata/Builtins.lc 504:37-504:38 Type -> Type->Type | ||
2659 | testdata/Builtins.lc 504:39-504:48 Nat -> Type->Type | ||
2660 | testdata/Builtins.lc 504:39-504:50 Type->Type | ||
2661 | testdata/Builtins.lc 504:39-504:56 Type | ||
2662 | testdata/Builtins.lc 504:49-504:50 V1 | ||
2663 | testdata/Builtins.lc 504:51-504:56 Type | ||
2664 | testdata/Builtins.lc 504:61-504:62 Type | ||
2665 | testdata/Builtins.lc 504:61-504:67 Type | ||
2666 | testdata/Builtins.lc 504:66-504:67 Type | ||
2667 | testdata/Builtins.lc 506:1-506:11 {a:Nat} -> VecScalar a Float -> Float | ||
2680 | testdata/Builtins.lc 506:34-506:43 Nat -> Type->Type | 2668 | testdata/Builtins.lc 506:34-506:43 Nat -> Type->Type |
2681 | testdata/Builtins.lc 506:34-506:45 Type->Type | 2669 | testdata/Builtins.lc 506:34-506:45 Type->Type |
2682 | testdata/Builtins.lc 506:34-506:51 Type | 2670 | testdata/Builtins.lc 506:34-506:51 Type |
2683 | testdata/Builtins.lc 506:34-506:66 Type | 2671 | testdata/Builtins.lc 506:34-506:60 Type |
2684 | testdata/Builtins.lc 506:44-506:45 V1 | 2672 | testdata/Builtins.lc 506:44-506:45 V1 |
2685 | testdata/Builtins.lc 506:46-506:51 Type | 2673 | testdata/Builtins.lc 506:46-506:51 Type |
2686 | testdata/Builtins.lc 506:55-506:58 Nat -> Type->Type | 2674 | testdata/Builtins.lc 506:55-506:60 Type |
2687 | testdata/Builtins.lc 506:55-506:60 Type->Type | 2675 | testdata/Builtins.lc 507:1-507:11 {a:Nat} -> VecScalar a Float -> VecS Float 2 |
2688 | testdata/Builtins.lc 506:55-506:66 Type | ||
2689 | testdata/Builtins.lc 506:59-506:60 V1 | ||
2690 | testdata/Builtins.lc 506:61-506:66 Type | ||
2691 | testdata/Builtins.lc 507:1-507:11 {a:Nat} -> VecScalar a Float -> VecS Float 4 | ||
2692 | testdata/Builtins.lc 507:34-507:43 Nat -> Type->Type | 2676 | testdata/Builtins.lc 507:34-507:43 Nat -> Type->Type |
2693 | testdata/Builtins.lc 507:34-507:45 Type->Type | 2677 | testdata/Builtins.lc 507:34-507:45 Type->Type |
2694 | testdata/Builtins.lc 507:34-507:51 Type | 2678 | testdata/Builtins.lc 507:34-507:51 Type |
@@ -2700,82 +2684,106 @@ testdata/Builtins.lc 507:55-507:60 Type->Type | |||
2700 | testdata/Builtins.lc 507:55-507:66 Type | 2684 | testdata/Builtins.lc 507:55-507:66 Type |
2701 | testdata/Builtins.lc 507:59-507:60 V1 | 2685 | testdata/Builtins.lc 507:59-507:60 V1 |
2702 | testdata/Builtins.lc 507:61-507:66 Type | 2686 | testdata/Builtins.lc 507:61-507:66 Type |
2703 | testdata/Builtins.lc 523:6-523:13 Type | 2687 | testdata/Builtins.lc 508:1-508:11 {a:Nat} -> VecScalar a Float -> VecS Float 3 |
2704 | testdata/Builtins.lc 523:6-527:12 Type | 2688 | testdata/Builtins.lc 508:34-508:43 Nat -> Type->Type |
2705 | testdata/Builtins.lc 524:3-524:16 String->Texture | Texture | Type | 2689 | testdata/Builtins.lc 508:34-508:45 Type->Type |
2706 | testdata/Builtins.lc 524:20-524:26 Type | 2690 | testdata/Builtins.lc 508:34-508:51 Type |
2707 | testdata/Builtins.lc 525:20-525:27 Type | 2691 | testdata/Builtins.lc 508:34-508:66 Type |
2708 | testdata/Builtins.lc 527:3-527:12 Texture | Type | VecS Int 2 -> Image 1 (Color (VecS Float 4)) -> Texture | 2692 | testdata/Builtins.lc 508:44-508:45 V1 |
2709 | testdata/Builtins.lc 527:20-527:23 Nat -> Type->Type | 2693 | testdata/Builtins.lc 508:46-508:51 Type |
2710 | testdata/Builtins.lc 527:20-527:25 Type->Type | 2694 | testdata/Builtins.lc 508:55-508:58 Nat -> Type->Type |
2711 | testdata/Builtins.lc 527:20-527:29 Type | 2695 | testdata/Builtins.lc 508:55-508:60 Type->Type |
2712 | testdata/Builtins.lc 527:24-527:25 V1 | 2696 | testdata/Builtins.lc 508:55-508:66 Type |
2713 | testdata/Builtins.lc 527:26-527:29 Type | 2697 | testdata/Builtins.lc 508:59-508:60 V1 |
2714 | testdata/Builtins.lc 528:20-528:25 Nat -> Type->Type | 2698 | testdata/Builtins.lc 508:61-508:66 Type |
2715 | testdata/Builtins.lc 528:20-528:27 Type->Type | 2699 | testdata/Builtins.lc 509:1-509:11 {a:Nat} -> VecScalar a Float -> VecS Float 4 |
2716 | testdata/Builtins.lc 528:20-528:49 Type | 2700 | testdata/Builtins.lc 509:34-509:43 Nat -> Type->Type |
2717 | testdata/Builtins.lc 528:20-529:27 Type | 2701 | testdata/Builtins.lc 509:34-509:45 Type->Type |
2718 | testdata/Builtins.lc 528:26-528:27 V1 | 2702 | testdata/Builtins.lc 509:34-509:51 Type |
2719 | testdata/Builtins.lc 528:28-528:49 Type | 2703 | testdata/Builtins.lc 509:34-509:66 Type |
2720 | testdata/Builtins.lc 528:29-528:34 Type->Type | 2704 | testdata/Builtins.lc 509:44-509:45 V1 |
2721 | testdata/Builtins.lc 528:35-528:48 Type | 2705 | testdata/Builtins.lc 509:46-509:51 Type |
2722 | testdata/Builtins.lc 528:36-528:39 Nat -> Type->Type | 2706 | testdata/Builtins.lc 509:55-509:58 Nat -> Type->Type |
2723 | testdata/Builtins.lc 528:36-528:41 Type->Type | 2707 | testdata/Builtins.lc 509:55-509:60 Type->Type |
2724 | testdata/Builtins.lc 528:40-528:41 V1 | 2708 | testdata/Builtins.lc 509:55-509:66 Type |
2725 | testdata/Builtins.lc 528:42-528:47 Type | 2709 | testdata/Builtins.lc 509:59-509:60 V1 |
2726 | testdata/Builtins.lc 529:20-529:27 Type | 2710 | testdata/Builtins.lc 509:61-509:66 Type |
2727 | testdata/Builtins.lc 531:6-531:12 Type | 2711 | testdata/Builtins.lc 525:6-525:13 Type |
2728 | testdata/Builtins.lc 531:6-533:17 Type | 2712 | testdata/Builtins.lc 525:6-529:12 Type |
2729 | testdata/Builtins.lc 532:5-532:16 Filter | 2713 | testdata/Builtins.lc 526:3-526:16 String->Texture | Texture | Type |
2730 | testdata/Builtins.lc 533:5-533:17 Filter | 2714 | testdata/Builtins.lc 526:20-526:26 Type |
2731 | testdata/Builtins.lc 535:6-535:14 Type | 2715 | testdata/Builtins.lc 527:20-527:27 Type |
2732 | testdata/Builtins.lc 535:6-538:16 Type | 2716 | testdata/Builtins.lc 529:3-529:12 Texture | Type | VecS Int 2 -> Image 1 (Color (VecS Float 4)) -> Texture |
2733 | testdata/Builtins.lc 536:5-536:11 EdgeMode | 2717 | testdata/Builtins.lc 529:20-529:23 Nat -> Type->Type |
2734 | testdata/Builtins.lc 537:5-537:19 EdgeMode | 2718 | testdata/Builtins.lc 529:20-529:25 Type->Type |
2735 | testdata/Builtins.lc 538:5-538:16 EdgeMode | 2719 | testdata/Builtins.lc 529:20-529:29 Type |
2736 | testdata/Builtins.lc 540:6-540:13 Type | 2720 | testdata/Builtins.lc 529:24-529:25 V1 |
2737 | testdata/Builtins.lc 540:6-540:23 Type | 2721 | testdata/Builtins.lc 529:26-529:29 Type |
2738 | testdata/Builtins.lc 540:6-540:47 Type | 2722 | testdata/Builtins.lc 530:20-530:25 Nat -> Type->Type |
2739 | testdata/Builtins.lc 540:16-540:23 Filter -> EdgeMode -> Texture->Sampler | Sampler | Type | 2723 | testdata/Builtins.lc 530:20-530:27 Type->Type |
2740 | testdata/Builtins.lc 540:24-540:30 Type | 2724 | testdata/Builtins.lc 530:20-530:49 Type |
2741 | testdata/Builtins.lc 540:31-540:39 Type | 2725 | testdata/Builtins.lc 530:20-531:27 Type |
2742 | testdata/Builtins.lc 540:40-540:47 Type | 2726 | testdata/Builtins.lc 530:26-530:27 V1 |
2743 | testdata/Builtins.lc 543:1-543:10 Sampler -> VecS Float 2 -> VecS Float 4 | 2727 | testdata/Builtins.lc 530:28-530:49 Type |
2744 | testdata/Builtins.lc 543:14-543:21 Type | 2728 | testdata/Builtins.lc 530:29-530:34 Type->Type |
2745 | testdata/Builtins.lc 543:25-543:28 Nat -> Type->Type | 2729 | testdata/Builtins.lc 530:35-530:48 Type |
2746 | testdata/Builtins.lc 543:25-543:30 Type->Type | 2730 | testdata/Builtins.lc 530:36-530:39 Nat -> Type->Type |
2747 | testdata/Builtins.lc 543:25-543:36 Type | 2731 | testdata/Builtins.lc 530:36-530:41 Type->Type |
2748 | testdata/Builtins.lc 543:25-543:51 Type | 2732 | testdata/Builtins.lc 530:40-530:41 V1 |
2749 | testdata/Builtins.lc 543:29-543:30 V1 | 2733 | testdata/Builtins.lc 530:42-530:47 Type |
2750 | testdata/Builtins.lc 543:31-543:36 Type | 2734 | testdata/Builtins.lc 531:20-531:27 Type |
2751 | testdata/Builtins.lc 543:40-543:43 Nat -> Type->Type | 2735 | testdata/Builtins.lc 533:6-533:12 Type |
2752 | testdata/Builtins.lc 543:40-543:45 Type->Type | 2736 | testdata/Builtins.lc 533:6-535:17 Type |
2753 | testdata/Builtins.lc 543:40-543:51 Type | 2737 | testdata/Builtins.lc 534:5-534:16 Filter |
2754 | testdata/Builtins.lc 543:44-543:45 V1 | 2738 | testdata/Builtins.lc 535:5-535:17 Filter |
2755 | testdata/Builtins.lc 543:46-543:51 Type | 2739 | testdata/Builtins.lc 537:6-537:14 Type |
2756 | testdata/Builtins.lc 546:1-546:15 {a} -> {b} -> a -> b -> Tuple2 a b | 2740 | testdata/Builtins.lc 537:6-540:16 Type |
2757 | testdata/Builtins.lc 546:24-546:32 Tuple2 V3 V1 | 2741 | testdata/Builtins.lc 538:5-538:11 EdgeMode |
2758 | testdata/Builtins.lc 546:25-546:28 V5 | 2742 | testdata/Builtins.lc 539:5-539:19 EdgeMode |
2759 | testdata/Builtins.lc 546:30-546:31 V2 | 2743 | testdata/Builtins.lc 540:5-540:16 EdgeMode |
2760 | testdata/Builtins.lc 547:1-547:8 {a:Nat} -> {b} -> FrameBuffer a b -> Tuple2 (FragOps' b) (Stream (Fragment a (RemSemantics b))) -> FrameBuffer a b | 2744 | testdata/Builtins.lc 542:6-542:13 Type |
2761 | testdata/Builtins.lc 547:13-547:21 V3 | 2745 | testdata/Builtins.lc 542:6-542:23 Type |
2762 | testdata/Builtins.lc 547:13-547:46 FrameBuffer V1 V0 | 2746 | testdata/Builtins.lc 542:6-542:47 Type |
2763 | testdata/Builtins.lc 547:25-547:35 {a:Nat} -> {b} -> FragOps' b -> Stream (Fragment a (RemSemantics b)) -> FrameBuffer a b -> FrameBuffer a b | 2747 | testdata/Builtins.lc 542:16-542:23 Filter -> EdgeMode -> Texture->Sampler | Sampler | Type |
2764 | testdata/Builtins.lc 547:25-547:39 Stream (Fragment V1 (RemSemantics V0)) -> FrameBuffer V2 V1 -> FrameBuffer V3 V2 | 2748 | testdata/Builtins.lc 542:24-542:30 Type |
2765 | testdata/Builtins.lc 547:25-547:43 FrameBuffer V1 V0 -> FrameBuffer V2 V1 | 2749 | testdata/Builtins.lc 542:31-542:39 Type |
2766 | testdata/Builtins.lc 547:25-547:46 FrameBuffer V1 V0 | V2 -> V2->V2 | V2->V2 | 2750 | testdata/Builtins.lc 542:40-542:47 Type |
2767 | testdata/Builtins.lc 547:36-547:39 V6 | 2751 | testdata/Builtins.lc 545:1-545:10 Sampler -> VecS Float 2 -> VecS Float 4 |
2768 | testdata/Builtins.lc 547:40-547:43 V5 | 2752 | testdata/Builtins.lc 545:14-545:21 Type |
2769 | testdata/Builtins.lc 547:44-547:46 V7 | 2753 | testdata/Builtins.lc 545:25-545:28 Nat -> Type->Type |
2770 | testdata/Builtins.lc 548:1-548:12 {a:Nat} -> {b} -> FrameBuffer a b -> Output | 2754 | testdata/Builtins.lc 545:25-545:30 Type->Type |
2771 | testdata/Builtins.lc 548:15-548:24 {a:Nat} -> {b} -> FrameBuffer a b -> Output | 2755 | testdata/Builtins.lc 545:25-545:36 Type |
2772 | testdata/Builtins.lc 549:1-549:11 {a:Nat} -> {b} -> {c} -> {d : SameLayerCounts c} -> {e : PreFrameBuffer a b ~ TFFrameBuffer c} -> c -> FrameBuffer a b | 2756 | testdata/Builtins.lc 545:25-545:51 Type |
2773 | testdata/Builtins.lc 549:14-549:25 {a:Nat} -> {b} -> {c} -> {d : SameLayerCounts c} -> {e : PreFrameBuffer a b ~ TFFrameBuffer c} -> c -> FrameBuffer a b | 2757 | testdata/Builtins.lc 545:29-545:30 V1 |
2774 | testdata/Builtins.lc 550:1-550:16 Float -> Image 1 (Depth Float) | 2758 | testdata/Builtins.lc 545:31-545:36 Type |
2775 | testdata/Builtins.lc 550:19-550:29 {a:Nat} -> Float -> Image a (Depth Float) | 2759 | testdata/Builtins.lc 545:40-545:43 Nat -> Type->Type |
2776 | testdata/Builtins.lc 550:19-550:32 Float -> Image 1 (Depth Float) | 2760 | testdata/Builtins.lc 545:40-545:45 Type->Type |
2777 | testdata/Builtins.lc 550:31-550:32 V1 | 2761 | testdata/Builtins.lc 545:40-545:51 Type |
2778 | testdata/Builtins.lc 551:1-551:16 {a:Nat} -> {b} -> {c} -> {d : Num b} -> {e : c ~ VecScalar a b} -> c -> Image 1 (Color c) | 2762 | testdata/Builtins.lc 545:44-545:45 V1 |
2779 | testdata/Builtins.lc 551:19-551:29 {a:Nat} -> {b:Nat} -> {c} -> {d} -> {e : Num c} -> {f : d ~ VecScalar b c} -> d -> Image a (Color d) | 2763 | testdata/Builtins.lc 545:46-545:51 Type |
2780 | testdata/Builtins.lc 551:19-551:32 {a:Nat} -> {b} -> {c} -> {d : Num b} -> {e : c ~ VecScalar a b} -> c -> Image 1 (Color c) | 2764 | testdata/Builtins.lc 548:1-548:15 {a} -> {b} -> a -> b -> Tuple2 a b |
2781 | testdata/Builtins.lc 551:31-551:32 V1 | 2765 | testdata/Builtins.lc 548:24-548:32 Tuple2 V3 V1 |
2766 | testdata/Builtins.lc 548:25-548:28 V5 | ||
2767 | testdata/Builtins.lc 548:30-548:31 V2 | ||
2768 | testdata/Builtins.lc 549:1-549:8 {a:Nat} -> {b} -> FrameBuffer a b -> Tuple2 (FragOps' b) (Stream (Fragment a (RemSemantics b))) -> FrameBuffer a b | ||
2769 | testdata/Builtins.lc 549:13-549:21 V3 | ||
2770 | testdata/Builtins.lc 549:13-549:46 FrameBuffer V1 V0 | ||
2771 | testdata/Builtins.lc 549:25-549:35 {a:Nat} -> {b} -> FragOps' b -> Stream (Fragment a (RemSemantics b)) -> FrameBuffer a b -> FrameBuffer a b | ||
2772 | testdata/Builtins.lc 549:25-549:39 Stream (Fragment V1 (RemSemantics V0)) -> FrameBuffer V2 V1 -> FrameBuffer V3 V2 | ||
2773 | testdata/Builtins.lc 549:25-549:43 FrameBuffer V1 V0 -> FrameBuffer V2 V1 | ||
2774 | testdata/Builtins.lc 549:25-549:46 FrameBuffer V1 V0 | V2 -> V2->V2 | V2->V2 | ||
2775 | testdata/Builtins.lc 549:36-549:39 V6 | ||
2776 | testdata/Builtins.lc 549:40-549:43 V5 | ||
2777 | testdata/Builtins.lc 549:44-549:46 V7 | ||
2778 | testdata/Builtins.lc 550:1-550:12 {a:Nat} -> {b} -> FrameBuffer a b -> Output | ||
2779 | testdata/Builtins.lc 550:15-550:24 {a:Nat} -> {b} -> FrameBuffer a b -> Output | ||
2780 | testdata/Builtins.lc 551:1-551:11 {a:Nat} -> {b} -> {c} -> {d : SameLayerCounts c} -> {e : PreFrameBuffer a b ~ TFFrameBuffer c} -> c -> FrameBuffer a b | ||
2781 | testdata/Builtins.lc 551:14-551:25 {a:Nat} -> {b} -> {c} -> {d : SameLayerCounts c} -> {e : PreFrameBuffer a b ~ TFFrameBuffer c} -> c -> FrameBuffer a b | ||
2782 | testdata/Builtins.lc 552:1-552:16 Float -> Image 1 (Depth Float) | ||
2783 | testdata/Builtins.lc 552:19-552:29 {a:Nat} -> Float -> Image a (Depth Float) | ||
2784 | testdata/Builtins.lc 552:19-552:32 Float -> Image 1 (Depth Float) | ||
2785 | testdata/Builtins.lc 552:31-552:32 V1 | ||
2786 | testdata/Builtins.lc 553:1-553:16 {a:Nat} -> {b} -> {c} -> {d : Num b} -> {e : c ~ VecScalar a b} -> c -> Image 1 (Color c) | ||
2787 | testdata/Builtins.lc 553:19-553:29 {a:Nat} -> {b:Nat} -> {c} -> {d} -> {e : Num c} -> {f : d ~ VecScalar b c} -> d -> Image a (Color d) | ||
2788 | testdata/Builtins.lc 553:19-553:32 {a:Nat} -> {b} -> {c} -> {d : Num b} -> {e : c ~ VecScalar a b} -> c -> Image 1 (Color c) | ||
2789 | testdata/Builtins.lc 553:31-553:32 V1 | ||
diff --git a/testdata/Graphics.lc b/testdata/Graphics.lc index 155f92f3..290954aa 100644 --- a/testdata/Graphics.lc +++ b/testdata/Graphics.lc | |||
@@ -30,7 +30,7 @@ drop4 v = V3 v%x v%y v%z | |||
30 | drop3 :: Vec 3 Float -> Vec 2 Float | 30 | drop3 :: Vec 3 Float -> Vec 2 Float |
31 | drop3 v = V2 v%x v%y | 31 | drop3 v = V2 v%x v%y |
32 | 32 | ||
33 | mkRasterContext :: CommonAttrs -> RasterContext Triangle | 33 | mkRasterContext :: CommonAttrs -> RasterContext a Triangle |
34 | mkRasterContext ca = TriangleCtx cull PolygonFill offset LastVertex | 34 | mkRasterContext ca = TriangleCtx cull PolygonFill offset LastVertex |
35 | where | 35 | where |
36 | offset = if caPolygonOffset ca then Offset (-1) (-2) else NoOffset | 36 | offset = if caPolygonOffset ca then Offset (-1) (-2) else NoOffset |
diff --git a/testdata/Graphics.out b/testdata/Graphics.out index 4cd6116d..87c4bcc7 100644 --- a/testdata/Graphics.out +++ b/testdata/Graphics.out | |||
@@ -1 +1 @@ | |||
Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("m2",Parameter {name = "position", ty = V3F}),("n2",Parameter {name = "color", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 m2 ;\nin vec4 n2 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = n2;\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( m2 ).x,( m2 ).y,( m2 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( ( 1.0 ) - ( ( vv0 ).x ),( 1.0 ) - ( ( vv0 ).y ),( 1.0 ) - ( ( vv0 ).z ),1.0 );\n}\n"},Program {programUniforms = fromList [("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("n5",Parameter {name = "position", ty = V3F}),("o5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n5 ;\nin vec4 o5 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( o5 ).x,( o5 ).y,( o5 ).z,0.5 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n5 ).x,( n5 ).y,( n5 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("u9",Parameter {name = "position", ty = V3F}),("v9",Parameter {name = "normal", ty = V3F}),("w9",Parameter {name = "diffuseUV", ty = V2F}),("x9",Parameter {name = "lightmapUV", ty = V2F}),("y9",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 u9 ;\nin vec3 v9 ;\nin vec2 w9 ;\nin vec2 x9 ;\nin vec4 y9 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = x9;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( u9 ).x,( u9 ).y,( u9 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3562558025",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f14",Parameter {name = "position", ty = V3F}),("g14",Parameter {name = "normal", ty = V3F}),("h14",Parameter {name = "diffuseUV", ty = V2F}),("i14",Parameter {name = "lightmapUV", ty = V2F}),("j14",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3562558025",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f14 ;\nin vec3 g14 ;\nin vec2 h14 ;\nin vec2 i14 ;\nin vec4 j14 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = h14;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f14 ).x,( f14 ).y,( f14 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3562558025 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3562558025,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_47037129",FTexture2D),("time",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("i18",Parameter {name = "position", ty = V3F}),("j18",Parameter {name = "normal", ty = V3F}),("k18",Parameter {name = "diffuseUV", ty = V2F}),("l18",Parameter {name = "lightmapUV", ty = V2F}),("m18",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_47037129",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float time ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 i18 ;\nin vec3 j18 ;\nin vec2 k18 ;\nin vec2 l18 ;\nin vec4 m18 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = ( ( ( k18 ) + ( ( vec2 ( 0.0,1.0 ) ) * ( time ) ) ) + ( ( sin ( vec2 ( ( 6.28 ) * ( ( ( ( ( i18 ).x ) + ( ( i18 ).z ) ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 1.6 ) ) ) ),( 6.28 ) * ( ( ( ( i18 ).y ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 1.6 ) ) ) ) ) ) ) * ( 0.25 ) ) ) * ( vec2 ( 4.0,4.0 ) );\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( i18 ).x,( i18 ).y,( i18 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_47037129 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_47037129,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1910997598",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a25",Parameter {name = "diffuseUV", ty = V2F}),("b25",Parameter {name = "lightmapUV", ty = V2F}),("c25",Parameter {name = "color", ty = V4F}),("y24",Parameter {name = "position", ty = V3F}),("z24",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("Tex_1910997598",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 y24 ;\nin vec3 z24 ;\nin vec2 a25 ;\nin vec2 b25 ;\nin vec4 c25 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a25;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( y24 ).x,( y24 ).y,( y24 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1910997598 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1910997598,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b29",Parameter {name = "position", ty = V3F}),("c29",Parameter {name = "normal", ty = V3F}),("d29",Parameter {name = "diffuseUV", ty = V2F}),("e29",Parameter {name = "lightmapUV", ty = V2F}),("f29",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b29 ;\nin vec3 c29 ;\nin vec2 d29 ;\nin vec2 e29 ;\nin vec4 f29 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = e29;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b29 ).x,( b29 ).y,( b29 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("m33",Parameter {name = "position", ty = V3F}),("n33",Parameter {name = "normal", ty = V3F}),("o33",Parameter {name = "diffuseUV", ty = V2F}),("p33",Parameter {name = "lightmapUV", ty = V2F}),("q33",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 m33 ;\nin vec3 n33 ;\nin vec2 o33 ;\nin vec2 p33 ;\nin vec4 q33 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = p33;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( m33 ).x,( m33 ).y,( m33 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4077187607",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a38",Parameter {name = "lightmapUV", ty = V2F}),("b38",Parameter {name = "color", ty = V4F}),("x37",Parameter {name = "position", ty = V3F}),("y37",Parameter {name = "normal", ty = V3F}),("z37",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("Tex_4077187607",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x37 ;\nin vec3 y37 ;\nin vec2 z37 ;\nin vec2 a38 ;\nin vec4 b38 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = z37;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x37 ).x,( x37 ).y,( x37 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_4077187607 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4077187607,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3416962274",FTexture2D),("time",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a42",Parameter {name = "position", ty = V3F}),("b42",Parameter {name = "normal", ty = V3F}),("c42",Parameter {name = "diffuseUV", ty = V2F}),("d42",Parameter {name = "lightmapUV", ty = V2F}),("e42",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3416962274",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float time ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 a42 ;\nin vec3 b42 ;\nin vec2 c42 ;\nin vec2 d42 ;\nin vec4 e42 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = ( ( ( c42 ) + ( ( vec2 ( 0.0,1.0 ) ) * ( time ) ) ) + ( ( sin ( vec2 ( ( 6.28 ) * ( ( ( ( ( a42 ).x ) + ( ( a42 ).z ) ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 5.6 ) ) ) ),( 6.28 ) * ( ( ( ( a42 ).y ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 5.6 ) ) ) ) ) ) ) * ( 0.25 ) ) ) * ( vec2 ( 1.5,1.5 ) );\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( a42 ).x,( a42 ).y,( a42 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3416962274 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3416962274,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("q48",Parameter {name = "position", ty = V3F}),("r48",Parameter {name = "normal", ty = V3F}),("s48",Parameter {name = "diffuseUV", ty = V2F}),("t48",Parameter {name = "lightmapUV", ty = V2F}),("u48",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 q48 ;\nin vec3 r48 ;\nin vec2 s48 ;\nin vec2 t48 ;\nin vec4 u48 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = t48;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( q48 ).x,( q48 ).y,( q48 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4288602201",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a53",Parameter {name = "color", ty = V4F}),("w52",Parameter {name = "position", ty = V3F}),("x52",Parameter {name = "normal", ty = V3F}),("y52",Parameter {name = "diffuseUV", ty = V2F}),("z52",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("Tex_4288602201",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 w52 ;\nin vec3 x52 ;\nin vec2 y52 ;\nin vec2 z52 ;\nin vec4 a53 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = y52;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( w52 ).x,( w52 ).y,( w52 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_4288602201 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4288602201,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("k57",Parameter {name = "position", ty = V3F}),("l57",Parameter {name = "normal", ty = V3F}),("m57",Parameter {name = "diffuseUV", ty = V2F}),("n57",Parameter {name = "lightmapUV", ty = V2F}),("o57",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 k57 ;\nin vec3 l57 ;\nin vec2 m57 ;\nin vec2 n57 ;\nin vec4 o57 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = n57;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( k57 ).x,( k57 ).y,( k57 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3202786139",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("q61",Parameter {name = "position", ty = V3F}),("r61",Parameter {name = "normal", ty = V3F}),("s61",Parameter {name = "diffuseUV", ty = V2F}),("t61",Parameter {name = "lightmapUV", ty = V2F}),("u61",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3202786139",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 q61 ;\nin vec3 r61 ;\nin vec2 s61 ;\nin vec2 t61 ;\nin vec4 u61 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = s61;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( q61 ).x,( q61 ).y,( q61 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3202786139 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3202786139,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e66",Parameter {name = "position", ty = V3F}),("f66",Parameter {name = "normal", ty = V3F}),("g66",Parameter {name = "diffuseUV", ty = V2F}),("h66",Parameter {name = "lightmapUV", ty = V2F}),("i66",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 e66 ;\nin vec3 f66 ;\nin vec2 g66 ;\nin vec2 h66 ;\nin vec4 i66 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = h66;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( e66 ).x,( e66 ).y,( e66 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4255130505",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("k70",Parameter {name = "position", ty = V3F}),("l70",Parameter {name = "normal", ty = V3F}),("m70",Parameter {name = "diffuseUV", ty = V2F}),("n70",Parameter {name = "lightmapUV", ty = V2F}),("o70",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_4255130505",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 k70 ;\nin vec3 l70 ;\nin vec2 m70 ;\nin vec2 n70 ;\nin vec4 o70 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = m70;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( k70 ).x,( k70 ).y,( k70 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_4255130505 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4255130505,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a75",Parameter {name = "diffuseUV", ty = V2F}),("b75",Parameter {name = "lightmapUV", ty = V2F}),("c75",Parameter {name = "color", ty = V4F}),("y74",Parameter {name = "position", ty = V3F}),("z74",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 y74 ;\nin vec3 z74 ;\nin vec2 a75 ;\nin vec2 b75 ;\nin vec4 c75 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = b75;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( y74 ).x,( y74 ).y,( y74 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_564811775",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e79",Parameter {name = "position", ty = V3F}),("f79",Parameter {name = "normal", ty = V3F}),("g79",Parameter {name = "diffuseUV", ty = V2F}),("h79",Parameter {name = "lightmapUV", ty = V2F}),("i79",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_564811775",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 e79 ;\nin vec3 f79 ;\nin vec2 g79 ;\nin vec2 h79 ;\nin vec4 i79 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = g79;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( e79 ).x,( e79 ).y,( e79 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_564811775 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_564811775,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("s83",Parameter {name = "position", ty = V3F}),("t83",Parameter {name = "normal", ty = V3F}),("u83",Parameter {name = "diffuseUV", ty = V2F}),("v83",Parameter {name = "lightmapUV", ty = V2F}),("w83",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 s83 ;\nin vec3 t83 ;\nin vec2 u83 ;\nin vec2 v83 ;\nin vec4 w83 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = v83;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( s83 ).x,( s83 ).y,( s83 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2073154888",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a88",Parameter {name = "diffuseUV", ty = V2F}),("b88",Parameter {name = "lightmapUV", ty = V2F}),("c88",Parameter {name = "color", ty = V4F}),("y87",Parameter {name = "position", ty = V3F}),("z87",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("Tex_2073154888",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 y87 ;\nin vec3 z87 ;\nin vec2 a88 ;\nin vec2 b88 ;\nin vec4 c88 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a88;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( y87 ).x,( y87 ).y,( y87 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2073154888 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2073154888,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("m92",Parameter {name = "position", ty = V3F}),("n92",Parameter {name = "normal", ty = V3F}),("o92",Parameter {name = "diffuseUV", ty = V2F}),("p92",Parameter {name = "lightmapUV", ty = V2F}),("q92",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 m92 ;\nin vec3 n92 ;\nin vec2 o92 ;\nin vec2 p92 ;\nin vec4 q92 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = p92;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( m92 ).x,( m92 ).y,( m92 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2099456856",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("s96",Parameter {name = "position", ty = V3F}),("t96",Parameter {name = "normal", ty = V3F}),("u96",Parameter {name = "diffuseUV", ty = V2F}),("v96",Parameter {name = "lightmapUV", ty = V2F}),("w96",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2099456856",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 s96 ;\nin vec3 t96 ;\nin vec2 u96 ;\nin vec2 v96 ;\nin vec4 w96 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = u96;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( s96 ).x,( s96 ).y,( s96 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2099456856 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2099456856,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("g101",Parameter {name = "position", ty = V3F}),("h101",Parameter {name = "normal", ty = V3F}),("i101",Parameter {name = "diffuseUV", ty = V2F}),("j101",Parameter {name = "lightmapUV", ty = V2F}),("k101",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 g101 ;\nin vec3 h101 ;\nin vec2 i101 ;\nin vec2 j101 ;\nin vec4 k101 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = j101;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( g101 ).x,( g101 ).y,( g101 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1581337759",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("m105",Parameter {name = "position", ty = V3F}),("n105",Parameter {name = "normal", ty = V3F}),("o105",Parameter {name = "diffuseUV", ty = V2F}),("p105",Parameter {name = "lightmapUV", ty = V2F}),("q105",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1581337759",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 m105 ;\nin vec3 n105 ;\nin vec2 o105 ;\nin vec2 p105 ;\nin vec4 q105 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = o105;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( m105 ).x,( m105 ).y,( m105 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1581337759 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1581337759,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a110",Parameter {name = "position", ty = V3F}),("b110",Parameter {name = "normal", ty = V3F}),("c110",Parameter {name = "diffuseUV", ty = V2F}),("d110",Parameter {name = "lightmapUV", ty = V2F}),("e110",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 a110 ;\nin vec3 b110 ;\nin vec2 c110 ;\nin vec2 d110 ;\nin vec4 e110 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = d110;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( a110 ).x,( a110 ).y,( a110 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1062467595",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("g114",Parameter {name = "position", ty = V3F}),("h114",Parameter {name = "normal", ty = V3F}),("i114",Parameter {name = "diffuseUV", ty = V2F}),("j114",Parameter {name = "lightmapUV", ty = V2F}),("k114",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1062467595",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 g114 ;\nin vec3 h114 ;\nin vec2 i114 ;\nin vec2 j114 ;\nin vec4 k114 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = i114;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( g114 ).x,( g114 ).y,( g114 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1062467595 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1062467595,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("u118",Parameter {name = "position", ty = V3F}),("v118",Parameter {name = "normal", ty = V3F}),("w118",Parameter {name = "diffuseUV", ty = V2F}),("x118",Parameter {name = "lightmapUV", ty = V2F}),("y118",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 u118 ;\nin vec3 v118 ;\nin vec2 w118 ;\nin vec2 x118 ;\nin vec4 y118 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = x118;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( u118 ).x,( u118 ).y,( u118 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2024854890",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a123",Parameter {name = "position", ty = V3F}),("b123",Parameter {name = "normal", ty = V3F}),("c123",Parameter {name = "diffuseUV", ty = V2F}),("d123",Parameter {name = "lightmapUV", ty = V2F}),("e123",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2024854890",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 a123 ;\nin vec3 b123 ;\nin vec2 c123 ;\nin vec2 d123 ;\nin vec4 e123 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = c123;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( a123 ).x,( a123 ).y,( a123 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2024854890 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2024854890,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("o127",Parameter {name = "position", ty = V3F}),("p127",Parameter {name = "normal", ty = V3F}),("q127",Parameter {name = "diffuseUV", ty = V2F}),("r127",Parameter {name = "lightmapUV", ty = V2F}),("s127",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 o127 ;\nin vec3 p127 ;\nin vec2 q127 ;\nin vec2 r127 ;\nin vec4 s127 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = r127;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( o127 ).x,( o127 ).y,( o127 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1284708166",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("u131",Parameter {name = "position", ty = V3F}),("v131",Parameter {name = "normal", ty = V3F}),("w131",Parameter {name = "diffuseUV", ty = V2F}),("x131",Parameter {name = "lightmapUV", ty = V2F}),("y131",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1284708166",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 u131 ;\nin vec3 v131 ;\nin vec2 w131 ;\nin vec2 x131 ;\nin vec4 y131 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = w131;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( u131 ).x,( u131 ).y,( u131 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1284708166 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1284708166,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("i136",Parameter {name = "position", ty = V3F}),("j136",Parameter {name = "normal", ty = V3F}),("k136",Parameter {name = "diffuseUV", ty = V2F}),("l136",Parameter {name = "lightmapUV", ty = V2F}),("m136",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 i136 ;\nin vec3 j136 ;\nin vec2 k136 ;\nin vec2 l136 ;\nin vec4 m136 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = l136;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( i136 ).x,( i136 ).y,( i136 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2432583247",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("o140",Parameter {name = "position", ty = V3F}),("p140",Parameter {name = "normal", ty = V3F}),("q140",Parameter {name = "diffuseUV", ty = V2F}),("r140",Parameter {name = "lightmapUV", ty = V2F}),("s140",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2432583247",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 o140 ;\nin vec3 p140 ;\nin vec2 q140 ;\nin vec2 r140 ;\nin vec4 s140 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q140;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( o140 ).x,( o140 ).y,( o140 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2432583247 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2432583247,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c145",Parameter {name = "position", ty = V3F}),("d145",Parameter {name = "normal", ty = V3F}),("e145",Parameter {name = "diffuseUV", ty = V2F}),("f145",Parameter {name = "lightmapUV", ty = V2F}),("g145",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 c145 ;\nin vec3 d145 ;\nin vec2 e145 ;\nin vec2 f145 ;\nin vec4 g145 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = f145;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( c145 ).x,( c145 ).y,( c145 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1002517541",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("i149",Parameter {name = "position", ty = V3F}),("j149",Parameter {name = "normal", ty = V3F}),("k149",Parameter {name = "diffuseUV", ty = V2F}),("l149",Parameter {name = "lightmapUV", ty = V2F}),("m149",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1002517541",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 i149 ;\nin vec3 j149 ;\nin vec2 k149 ;\nin vec2 l149 ;\nin vec4 m149 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = k149;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( i149 ).x,( i149 ).y,( i149 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1002517541 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1002517541,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a154",Parameter {name = "color", ty = V4F}),("w153",Parameter {name = "position", ty = V3F}),("x153",Parameter {name = "normal", ty = V3F}),("y153",Parameter {name = "diffuseUV", ty = V2F}),("z153",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 w153 ;\nin vec3 x153 ;\nin vec2 y153 ;\nin vec2 z153 ;\nin vec4 a154 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = z153;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( w153 ).x,( w153 ).y,( w153 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2639119078",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c158",Parameter {name = "position", ty = V3F}),("d158",Parameter {name = "normal", ty = V3F}),("e158",Parameter {name = "diffuseUV", ty = V2F}),("f158",Parameter {name = "lightmapUV", ty = V2F}),("g158",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2639119078",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 c158 ;\nin vec3 d158 ;\nin vec2 e158 ;\nin vec2 f158 ;\nin vec4 g158 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = e158;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( c158 ).x,( c158 ).y,( c158 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2639119078 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2639119078,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("q162",Parameter {name = "position", ty = V3F}),("r162",Parameter {name = "normal", ty = V3F}),("s162",Parameter {name = "diffuseUV", ty = V2F}),("t162",Parameter {name = "lightmapUV", ty = V2F}),("u162",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 q162 ;\nin vec3 r162 ;\nin vec2 s162 ;\nin vec2 t162 ;\nin vec4 u162 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = t162;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( q162 ).x,( q162 ).y,( q162 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3479185666",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a167",Parameter {name = "color", ty = V4F}),("w166",Parameter {name = "position", ty = V3F}),("x166",Parameter {name = "normal", ty = V3F}),("y166",Parameter {name = "diffuseUV", ty = V2F}),("z166",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("Tex_3479185666",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 w166 ;\nin vec3 x166 ;\nin vec2 y166 ;\nin vec2 z166 ;\nin vec4 a167 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = y166;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( w166 ).x,( w166 ).y,( w166 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3479185666 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3479185666,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("k171",Parameter {name = "position", ty = V3F}),("l171",Parameter {name = "normal", ty = V3F}),("m171",Parameter {name = "diffuseUV", ty = V2F}),("n171",Parameter {name = "lightmapUV", ty = V2F}),("o171",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 k171 ;\nin vec3 l171 ;\nin vec2 m171 ;\nin vec2 n171 ;\nin vec4 o171 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = n171;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( k171 ).x,( k171 ).y,( k171 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3448884269",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("q175",Parameter {name = "position", ty = V3F}),("r175",Parameter {name = "normal", ty = V3F}),("s175",Parameter {name = "diffuseUV", ty = V2F}),("t175",Parameter {name = "lightmapUV", ty = V2F}),("u175",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3448884269",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 q175 ;\nin vec3 r175 ;\nin vec2 s175 ;\nin vec2 t175 ;\nin vec4 u175 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = s175;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( q175 ).x,( q175 ).y,( q175 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3448884269 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3448884269,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e180",Parameter {name = "position", ty = V3F}),("f180",Parameter {name = "normal", ty = V3F}),("g180",Parameter {name = "diffuseUV", ty = V2F}),("h180",Parameter {name = "lightmapUV", ty = V2F}),("i180",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 e180 ;\nin vec3 f180 ;\nin vec2 g180 ;\nin vec2 h180 ;\nin vec4 i180 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = h180;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( e180 ).x,( e180 ).y,( e180 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1201212243",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("k184",Parameter {name = "position", ty = V3F}),("l184",Parameter {name = "normal", ty = V3F}),("m184",Parameter {name = "diffuseUV", ty = V2F}),("n184",Parameter {name = "lightmapUV", ty = V2F}),("o184",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1201212243",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 k184 ;\nin vec3 l184 ;\nin vec2 m184 ;\nin vec2 n184 ;\nin vec4 o184 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = m184;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( k184 ).x,( k184 ).y,( k184 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1201212243 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1201212243,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a189",Parameter {name = "diffuseUV", ty = V2F}),("b189",Parameter {name = "lightmapUV", ty = V2F}),("c189",Parameter {name = "color", ty = V4F}),("y188",Parameter {name = "position", ty = V3F}),("z188",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 y188 ;\nin vec3 z188 ;\nin vec2 a189 ;\nin vec2 b189 ;\nin vec4 c189 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = b189;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( y188 ).x,( y188 ).y,( y188 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3389727963",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e193",Parameter {name = "position", ty = V3F}),("f193",Parameter {name = "normal", ty = V3F}),("g193",Parameter {name = "diffuseUV", ty = V2F}),("h193",Parameter {name = "lightmapUV", ty = V2F}),("i193",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3389727963",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 e193 ;\nin vec3 f193 ;\nin vec2 g193 ;\nin vec2 h193 ;\nin vec4 i193 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = g193;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( e193 ).x,( e193 ).y,( e193 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3389727963 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3389727963,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("s197",Parameter {name = "position", ty = V3F}),("t197",Parameter {name = "normal", ty = V3F}),("u197",Parameter {name = "diffuseUV", ty = V2F}),("v197",Parameter {name = "lightmapUV", ty = V2F}),("w197",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 s197 ;\nin vec3 t197 ;\nin vec2 u197 ;\nin vec2 v197 ;\nin vec4 w197 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = v197;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( s197 ).x,( s197 ).y,( s197 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3836020895",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a202",Parameter {name = "diffuseUV", ty = V2F}),("b202",Parameter {name = "lightmapUV", ty = V2F}),("c202",Parameter {name = "color", ty = V4F}),("y201",Parameter {name = "position", ty = V3F}),("z201",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("Tex_3836020895",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 y201 ;\nin vec3 z201 ;\nin vec2 a202 ;\nin vec2 b202 ;\nin vec4 c202 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a202;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( y201 ).x,( y201 ).y,( y201 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3836020895 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3836020895,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("m206",Parameter {name = "position", ty = V3F}),("n206",Parameter {name = "normal", ty = V3F}),("o206",Parameter {name = "diffuseUV", ty = V2F}),("p206",Parameter {name = "lightmapUV", ty = V2F}),("q206",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 m206 ;\nin vec3 n206 ;\nin vec2 o206 ;\nin vec2 p206 ;\nin vec4 q206 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = p206;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( m206 ).x,( m206 ).y,( m206 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_209322640",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("s210",Parameter {name = "position", ty = V3F}),("t210",Parameter {name = "normal", ty = V3F}),("u210",Parameter {name = "diffuseUV", ty = V2F}),("v210",Parameter {name = "lightmapUV", ty = V2F}),("w210",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_209322640",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 s210 ;\nin vec3 t210 ;\nin vec2 u210 ;\nin vec2 v210 ;\nin vec4 w210 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = u210;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( s210 ).x,( s210 ).y,( s210 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_209322640 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_209322640,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("g215",Parameter {name = "position", ty = V3F}),("h215",Parameter {name = "normal", ty = V3F}),("i215",Parameter {name = "diffuseUV", ty = V2F}),("j215",Parameter {name = "lightmapUV", ty = V2F}),("k215",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 g215 ;\nin vec3 h215 ;\nin vec2 i215 ;\nin vec2 j215 ;\nin vec4 k215 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = j215;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( g215 ).x,( g215 ).y,( g215 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2893650486",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("m219",Parameter {name = "position", ty = V3F}),("n219",Parameter {name = "normal", ty = V3F}),("o219",Parameter {name = "diffuseUV", ty = V2F}),("p219",Parameter {name = "lightmapUV", ty = V2F}),("q219",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2893650486",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 m219 ;\nin vec3 n219 ;\nin vec2 o219 ;\nin vec2 p219 ;\nin vec4 q219 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = o219;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( m219 ).x,( m219 ).y,( m219 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2893650486 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2893650486,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a224",Parameter {name = "position", ty = V3F}),("b224",Parameter {name = "normal", ty = V3F}),("c224",Parameter {name = "diffuseUV", ty = V2F}),("d224",Parameter {name = "lightmapUV", ty = V2F}),("e224",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 a224 ;\nin vec3 b224 ;\nin vec2 c224 ;\nin vec2 d224 ;\nin vec4 e224 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = d224;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( a224 ).x,( a224 ).y,( a224 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3814342582",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("g228",Parameter {name = "position", ty = V3F}),("h228",Parameter {name = "normal", ty = V3F}),("i228",Parameter {name = "diffuseUV", ty = V2F}),("j228",Parameter {name = "lightmapUV", ty = V2F}),("k228",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3814342582",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 g228 ;\nin vec3 h228 ;\nin vec2 i228 ;\nin vec2 j228 ;\nin vec4 k228 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = i228;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( g228 ).x,( g228 ).y,( g228 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3814342582 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3814342582,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("u232",Parameter {name = "position", ty = V3F}),("v232",Parameter {name = "normal", ty = V3F}),("w232",Parameter {name = "diffuseUV", ty = V2F}),("x232",Parameter {name = "lightmapUV", ty = V2F}),("y232",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 u232 ;\nin vec3 v232 ;\nin vec2 w232 ;\nin vec2 x232 ;\nin vec4 y232 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = x232;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( u232 ).x,( u232 ).y,( u232 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4189195777",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a237",Parameter {name = "position", ty = V3F}),("b237",Parameter {name = "normal", ty = V3F}),("c237",Parameter {name = "diffuseUV", ty = V2F}),("d237",Parameter {name = "lightmapUV", ty = V2F}),("e237",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_4189195777",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 a237 ;\nin vec3 b237 ;\nin vec2 c237 ;\nin vec2 d237 ;\nin vec4 e237 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = c237;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( a237 ).x,( a237 ).y,( a237 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_4189195777 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4189195777,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("o241",Parameter {name = "position", ty = V3F}),("p241",Parameter {name = "normal", ty = V3F}),("q241",Parameter {name = "diffuseUV", ty = V2F}),("r241",Parameter {name = "lightmapUV", ty = V2F}),("s241",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 o241 ;\nin vec3 p241 ;\nin vec2 q241 ;\nin vec2 r241 ;\nin vec4 s241 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = r241;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( o241 ).x,( o241 ).y,( o241 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2239853403",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("u245",Parameter {name = "position", ty = V3F}),("v245",Parameter {name = "normal", ty = V3F}),("w245",Parameter {name = "diffuseUV", ty = V2F}),("x245",Parameter {name = "lightmapUV", ty = V2F}),("y245",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2239853403",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 u245 ;\nin vec3 v245 ;\nin vec2 w245 ;\nin vec2 x245 ;\nin vec4 y245 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = w245;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( u245 ).x,( u245 ).y,( u245 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2239853403 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2239853403,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("i250",Parameter {name = "position", ty = V3F}),("j250",Parameter {name = "normal", ty = V3F}),("k250",Parameter {name = "diffuseUV", ty = V2F}),("l250",Parameter {name = "lightmapUV", ty = V2F}),("m250",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 i250 ;\nin vec3 j250 ;\nin vec2 k250 ;\nin vec2 l250 ;\nin vec4 m250 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = l250;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( i250 ).x,( i250 ).y,( i250 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2367525081",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("o254",Parameter {name = "position", ty = V3F}),("p254",Parameter {name = "normal", ty = V3F}),("q254",Parameter {name = "diffuseUV", ty = V2F}),("r254",Parameter {name = "lightmapUV", ty = V2F}),("s254",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2367525081",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 o254 ;\nin vec3 p254 ;\nin vec2 q254 ;\nin vec2 r254 ;\nin vec4 s254 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q254;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( o254 ).x,( o254 ).y,( o254 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2367525081 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2367525081,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c259",Parameter {name = "position", ty = V3F}),("d259",Parameter {name = "normal", ty = V3F}),("e259",Parameter {name = "diffuseUV", ty = V2F}),("f259",Parameter {name = "lightmapUV", ty = V2F}),("g259",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 c259 ;\nin vec3 d259 ;\nin vec2 e259 ;\nin vec2 f259 ;\nin vec4 g259 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = f259;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( c259 ).x,( c259 ).y,( c259 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2523116863",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("i263",Parameter {name = "position", ty = V3F}),("j263",Parameter {name = "normal", ty = V3F}),("k263",Parameter {name = "diffuseUV", ty = V2F}),("l263",Parameter {name = "lightmapUV", ty = V2F}),("m263",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2523116863",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 i263 ;\nin vec3 j263 ;\nin vec2 k263 ;\nin vec2 l263 ;\nin vec4 m263 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = k263;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( i263 ).x,( i263 ).y,( i263 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2523116863 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2523116863,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a268",Parameter {name = "color", ty = V4F}),("w267",Parameter {name = "position", ty = V3F}),("x267",Parameter {name = "normal", ty = V3F}),("y267",Parameter {name = "diffuseUV", ty = V2F}),("z267",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 w267 ;\nin vec3 x267 ;\nin vec2 y267 ;\nin vec2 z267 ;\nin vec4 a268 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = z267;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( w267 ).x,( w267 ).y,( w267 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2512757607",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c272",Parameter {name = "position", ty = V3F}),("d272",Parameter {name = "normal", ty = V3F}),("e272",Parameter {name = "diffuseUV", ty = V2F}),("f272",Parameter {name = "lightmapUV", ty = V2F}),("g272",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2512757607",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 c272 ;\nin vec3 d272 ;\nin vec2 e272 ;\nin vec2 f272 ;\nin vec4 g272 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = e272;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( c272 ).x,( c272 ).y,( c272 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2512757607 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2512757607,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("q276",Parameter {name = "position", ty = V3F}),("r276",Parameter {name = "normal", ty = V3F}),("s276",Parameter {name = "diffuseUV", ty = V2F}),("t276",Parameter {name = "lightmapUV", ty = V2F}),("u276",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 q276 ;\nin vec3 r276 ;\nin vec2 s276 ;\nin vec2 t276 ;\nin vec4 u276 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = t276;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( q276 ).x,( q276 ).y,( q276 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4289279309",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a281",Parameter {name = "color", ty = V4F}),("w280",Parameter {name = "position", ty = V3F}),("x280",Parameter {name = "normal", ty = V3F}),("y280",Parameter {name = "diffuseUV", ty = V2F}),("z280",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("Tex_4289279309",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 w280 ;\nin vec3 x280 ;\nin vec2 y280 ;\nin vec2 z280 ;\nin vec4 a281 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = y280;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( w280 ).x,( w280 ).y,( w280 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_4289279309 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4289279309,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("k285",Parameter {name = "position", ty = V3F}),("l285",Parameter {name = "normal", ty = V3F}),("m285",Parameter {name = "diffuseUV", ty = V2F}),("n285",Parameter {name = "lightmapUV", ty = V2F}),("o285",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 k285 ;\nin vec3 l285 ;\nin vec2 m285 ;\nin vec2 n285 ;\nin vec4 o285 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = n285;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( k285 ).x,( k285 ).y,( k285 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2525124732",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("q289",Parameter {name = "position", ty = V3F}),("r289",Parameter {name = "normal", ty = V3F}),("s289",Parameter {name = "diffuseUV", ty = V2F}),("t289",Parameter {name = "lightmapUV", ty = V2F}),("u289",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2525124732",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 q289 ;\nin vec3 r289 ;\nin vec2 s289 ;\nin vec2 t289 ;\nin vec4 u289 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = s289;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( q289 ).x,( q289 ).y,( q289 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2525124732 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2525124732,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e294",Parameter {name = "position", ty = V3F}),("f294",Parameter {name = "normal", ty = V3F}),("g294",Parameter {name = "diffuseUV", ty = V2F}),("h294",Parameter {name = "lightmapUV", ty = V2F}),("i294",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 e294 ;\nin vec3 f294 ;\nin vec2 g294 ;\nin vec2 h294 ;\nin vec4 i294 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = h294;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( e294 ).x,( e294 ).y,( e294 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3071107621",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("k298",Parameter {name = "position", ty = V3F}),("l298",Parameter {name = "normal", ty = V3F}),("m298",Parameter {name = "diffuseUV", ty = V2F}),("n298",Parameter {name = "lightmapUV", ty = V2F}),("o298",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3071107621",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 k298 ;\nin vec3 l298 ;\nin vec2 m298 ;\nin vec2 n298 ;\nin vec4 o298 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = m298;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( k298 ).x,( k298 ).y,( k298 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3071107621 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3071107621,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a303",Parameter {name = "diffuseUV", ty = V2F}),("b303",Parameter {name = "lightmapUV", ty = V2F}),("c303",Parameter {name = "color", ty = V4F}),("y302",Parameter {name = "position", ty = V3F}),("z302",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 y302 ;\nin vec3 z302 ;\nin vec2 a303 ;\nin vec2 b303 ;\nin vec4 c303 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = b303;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( y302 ).x,( y302 ).y,( y302 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3921745736",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e307",Parameter {name = "position", ty = V3F}),("f307",Parameter {name = "normal", ty = V3F}),("g307",Parameter {name = "diffuseUV", ty = V2F}),("h307",Parameter {name = "lightmapUV", ty = V2F}),("i307",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3921745736",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 e307 ;\nin vec3 f307 ;\nin vec2 g307 ;\nin vec2 h307 ;\nin vec4 i307 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = g307;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( e307 ).x,( e307 ).y,( e307 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3921745736 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3921745736,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("s311",Parameter {name = "position", ty = V3F}),("t311",Parameter {name = "normal", ty = V3F}),("u311",Parameter {name = "diffuseUV", ty = V2F}),("v311",Parameter {name = "lightmapUV", ty = V2F}),("w311",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 s311 ;\nin vec3 t311 ;\nin vec2 u311 ;\nin vec2 v311 ;\nin vec4 w311 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = v311;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( s311 ).x,( s311 ).y,( s311 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3647563961",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a316",Parameter {name = "diffuseUV", ty = V2F}),("b316",Parameter {name = "lightmapUV", ty = V2F}),("c316",Parameter {name = "color", ty = V4F}),("y315",Parameter {name = "position", ty = V3F}),("z315",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("Tex_3647563961",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 y315 ;\nin vec3 z315 ;\nin vec2 a316 ;\nin vec2 b316 ;\nin vec4 c316 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a316;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( y315 ).x,( y315 ).y,( y315 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3647563961 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3647563961,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("m320",Parameter {name = "position", ty = V3F}),("n320",Parameter {name = "normal", ty = V3F}),("o320",Parameter {name = "diffuseUV", ty = V2F}),("p320",Parameter {name = "lightmapUV", ty = V2F}),("q320",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 m320 ;\nin vec3 n320 ;\nin vec2 o320 ;\nin vec2 p320 ;\nin vec4 q320 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = p320;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( m320 ).x,( m320 ).y,( m320 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3593923076",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("s324",Parameter {name = "position", ty = V3F}),("t324",Parameter {name = "normal", ty = V3F}),("u324",Parameter {name = "diffuseUV", ty = V2F}),("v324",Parameter {name = "lightmapUV", ty = V2F}),("w324",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3593923076",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 s324 ;\nin vec3 t324 ;\nin vec2 u324 ;\nin vec2 v324 ;\nin vec4 w324 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = u324;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( s324 ).x,( s324 ).y,( s324 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3593923076 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3593923076,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("g329",Parameter {name = "position", ty = V3F}),("h329",Parameter {name = "normal", ty = V3F}),("i329",Parameter {name = "diffuseUV", ty = V2F}),("j329",Parameter {name = "lightmapUV", ty = V2F}),("k329",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 g329 ;\nin vec3 h329 ;\nin vec2 i329 ;\nin vec2 j329 ;\nin vec4 k329 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = j329;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( g329 ).x,( g329 ).y,( g329 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1435187472",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("m333",Parameter {name = "position", ty = V3F}),("n333",Parameter {name = "normal", ty = V3F}),("o333",Parameter {name = "diffuseUV", ty = V2F}),("p333",Parameter {name = "lightmapUV", ty = V2F}),("q333",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1435187472",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 m333 ;\nin vec3 n333 ;\nin vec2 o333 ;\nin vec2 p333 ;\nin vec4 q333 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = o333;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( m333 ).x,( m333 ).y,( m333 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1435187472 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1435187472,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a338",Parameter {name = "position", ty = V3F}),("b338",Parameter {name = "normal", ty = V3F}),("c338",Parameter {name = "diffuseUV", ty = V2F}),("d338",Parameter {name = "lightmapUV", ty = V2F}),("e338",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 a338 ;\nin vec3 b338 ;\nin vec2 c338 ;\nin vec2 d338 ;\nin vec4 e338 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = d338;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( a338 ).x,( a338 ).y,( a338 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1318715778",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("g342",Parameter {name = "position", ty = V3F}),("h342",Parameter {name = "normal", ty = V3F}),("i342",Parameter {name = "diffuseUV", ty = V2F}),("j342",Parameter {name = "lightmapUV", ty = V2F}),("k342",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1318715778",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 g342 ;\nin vec3 h342 ;\nin vec2 i342 ;\nin vec2 j342 ;\nin vec4 k342 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = i342;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( g342 ).x,( g342 ).y,( g342 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1318715778 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1318715778,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("u346",Parameter {name = "position", ty = V3F}),("v346",Parameter {name = "normal", ty = V3F}),("w346",Parameter {name = "diffuseUV", ty = V2F}),("x346",Parameter {name = "lightmapUV", ty = V2F}),("y346",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 u346 ;\nin vec3 v346 ;\nin vec2 w346 ;\nin vec2 x346 ;\nin vec4 y346 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = x346;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( u346 ).x,( u346 ).y,( u346 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_442868841",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a351",Parameter {name = "position", ty = V3F}),("b351",Parameter {name = "normal", ty = V3F}),("c351",Parameter {name = "diffuseUV", ty = V2F}),("d351",Parameter {name = "lightmapUV", ty = V2F}),("e351",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_442868841",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 a351 ;\nin vec3 b351 ;\nin vec2 c351 ;\nin vec2 d351 ;\nin vec4 e351 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = c351;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( a351 ).x,( a351 ).y,( a351 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_442868841 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_442868841,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("o355",Parameter {name = "position", ty = V3F}),("p355",Parameter {name = "normal", ty = V3F}),("q355",Parameter {name = "diffuseUV", ty = V2F}),("r355",Parameter {name = "lightmapUV", ty = V2F}),("s355",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 o355 ;\nin vec3 p355 ;\nin vec2 q355 ;\nin vec2 r355 ;\nin vec4 s355 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = r355;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( o355 ).x,( o355 ).y,( o355 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2289735512",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("u359",Parameter {name = "position", ty = V3F}),("v359",Parameter {name = "normal", ty = V3F}),("w359",Parameter {name = "diffuseUV", ty = V2F}),("x359",Parameter {name = "lightmapUV", ty = V2F}),("y359",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2289735512",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 u359 ;\nin vec3 v359 ;\nin vec2 w359 ;\nin vec2 x359 ;\nin vec4 y359 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = w359;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( u359 ).x,( u359 ).y,( u359 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2289735512 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2289735512,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("i364",Parameter {name = "position", ty = V3F}),("j364",Parameter {name = "normal", ty = V3F}),("k364",Parameter {name = "diffuseUV", ty = V2F}),("l364",Parameter {name = "lightmapUV", ty = V2F}),("m364",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 i364 ;\nin vec3 j364 ;\nin vec2 k364 ;\nin vec2 l364 ;\nin vec4 m364 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = l364;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( i364 ).x,( i364 ).y,( i364 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3939430064",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("o368",Parameter {name = "position", ty = V3F}),("p368",Parameter {name = "normal", ty = V3F}),("q368",Parameter {name = "diffuseUV", ty = V2F}),("r368",Parameter {name = "lightmapUV", ty = V2F}),("s368",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3939430064",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 o368 ;\nin vec3 p368 ;\nin vec2 q368 ;\nin vec2 r368 ;\nin vec4 s368 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q368;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( o368 ).x,( o368 ).y,( o368 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3939430064 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3939430064,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c373",Parameter {name = "position", ty = V3F}),("d373",Parameter {name = "normal", ty = V3F}),("e373",Parameter {name = "diffuseUV", ty = V2F}),("f373",Parameter {name = "lightmapUV", ty = V2F}),("g373",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 c373 ;\nin vec3 d373 ;\nin vec2 e373 ;\nin vec2 f373 ;\nin vec4 g373 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = f373;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( c373 ).x,( c373 ).y,( c373 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3012001075",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("i377",Parameter {name = "position", ty = V3F}),("j377",Parameter {name = "normal", ty = V3F}),("k377",Parameter {name = "diffuseUV", ty = V2F}),("l377",Parameter {name = "lightmapUV", ty = V2F}),("m377",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3012001075",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 i377 ;\nin vec3 j377 ;\nin vec2 k377 ;\nin vec2 l377 ;\nin vec4 m377 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = k377;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( i377 ).x,( i377 ).y,( i377 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3012001075 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3012001075,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a382",Parameter {name = "color", ty = V4F}),("w381",Parameter {name = "position", ty = V3F}),("x381",Parameter {name = "normal", ty = V3F}),("y381",Parameter {name = "diffuseUV", ty = V2F}),("z381",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 w381 ;\nin vec3 x381 ;\nin vec2 y381 ;\nin vec2 z381 ;\nin vec4 a382 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = z381;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( w381 ).x,( w381 ).y,( w381 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3768122504",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c386",Parameter {name = "position", ty = V3F}),("d386",Parameter {name = "normal", ty = V3F}),("e386",Parameter {name = "diffuseUV", ty = V2F}),("f386",Parameter {name = "lightmapUV", ty = V2F}),("g386",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3768122504",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 c386 ;\nin vec3 d386 ;\nin vec2 e386 ;\nin vec2 f386 ;\nin vec4 g386 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = e386;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( c386 ).x,( c386 ).y,( c386 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3768122504 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3768122504,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("q390",Parameter {name = "position", ty = V3F}),("r390",Parameter {name = "normal", ty = V3F}),("s390",Parameter {name = "diffuseUV", ty = V2F}),("t390",Parameter {name = "lightmapUV", ty = V2F}),("u390",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 q390 ;\nin vec3 r390 ;\nin vec2 s390 ;\nin vec2 t390 ;\nin vec4 u390 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = t390;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( q390 ).x,( q390 ).y,( q390 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2634868983",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a395",Parameter {name = "color", ty = V4F}),("w394",Parameter {name = "position", ty = V3F}),("x394",Parameter {name = "normal", ty = V3F}),("y394",Parameter {name = "diffuseUV", ty = V2F}),("z394",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("Tex_2634868983",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 w394 ;\nin vec3 x394 ;\nin vec2 y394 ;\nin vec2 z394 ;\nin vec4 a395 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = y394;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( w394 ).x,( w394 ).y,( w394 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2634868983 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2634868983,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("k399",Parameter {name = "position", ty = V3F}),("l399",Parameter {name = "normal", ty = V3F}),("m399",Parameter {name = "diffuseUV", ty = V2F}),("n399",Parameter {name = "lightmapUV", ty = V2F}),("o399",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 k399 ;\nin vec3 l399 ;\nin vec2 m399 ;\nin vec2 n399 ;\nin vec4 o399 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = n399;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( k399 ).x,( k399 ).y,( k399 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3269743316",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("q403",Parameter {name = "position", ty = V3F}),("r403",Parameter {name = "normal", ty = V3F}),("s403",Parameter {name = "diffuseUV", ty = V2F}),("t403",Parameter {name = "lightmapUV", ty = V2F}),("u403",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3269743316",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 q403 ;\nin vec3 r403 ;\nin vec2 s403 ;\nin vec2 t403 ;\nin vec4 u403 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = s403;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( q403 ).x,( q403 ).y,( q403 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3269743316 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3269743316,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e408",Parameter {name = "position", ty = V3F}),("f408",Parameter {name = "normal", ty = V3F}),("g408",Parameter {name = "diffuseUV", ty = V2F}),("h408",Parameter {name = "lightmapUV", ty = V2F}),("i408",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 e408 ;\nin vec3 f408 ;\nin vec2 g408 ;\nin vec2 h408 ;\nin vec4 i408 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = h408;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( e408 ).x,( e408 ).y,( e408 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3617993418",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("k412",Parameter {name = "position", ty = V3F}),("l412",Parameter {name = "normal", ty = V3F}),("m412",Parameter {name = "diffuseUV", ty = V2F}),("n412",Parameter {name = "lightmapUV", ty = V2F}),("o412",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3617993418",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 k412 ;\nin vec3 l412 ;\nin vec2 m412 ;\nin vec2 n412 ;\nin vec4 o412 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = m412;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( k412 ).x,( k412 ).y,( k412 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3617993418 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3617993418,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a417",Parameter {name = "diffuseUV", ty = V2F}),("b417",Parameter {name = "lightmapUV", ty = V2F}),("c417",Parameter {name = "color", ty = V4F}),("y416",Parameter {name = "position", ty = V3F}),("z416",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 y416 ;\nin vec3 z416 ;\nin vec2 a417 ;\nin vec2 b417 ;\nin vec4 c417 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = b417;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( y416 ).x,( y416 ).y,( y416 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1243894392",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e421",Parameter {name = "position", ty = V3F}),("f421",Parameter {name = "normal", ty = V3F}),("g421",Parameter {name = "diffuseUV", ty = V2F}),("h421",Parameter {name = "lightmapUV", ty = V2F}),("i421",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1243894392",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 e421 ;\nin vec3 f421 ;\nin vec2 g421 ;\nin vec2 h421 ;\nin vec4 i421 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = g421;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( e421 ).x,( e421 ).y,( e421 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1243894392 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1243894392,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("s425",Parameter {name = "position", ty = V3F}),("t425",Parameter {name = "normal", ty = V3F}),("u425",Parameter {name = "diffuseUV", ty = V2F}),("v425",Parameter {name = "lightmapUV", ty = V2F}),("w425",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 s425 ;\nin vec3 t425 ;\nin vec2 u425 ;\nin vec2 v425 ;\nin vec4 w425 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = v425;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( s425 ).x,( s425 ).y,( s425 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2966885788",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a430",Parameter {name = "diffuseUV", ty = V2F}),("b430",Parameter {name = "lightmapUV", ty = V2F}),("c430",Parameter {name = "color", ty = V4F}),("y429",Parameter {name = "position", ty = V3F}),("z429",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("Tex_2966885788",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 y429 ;\nin vec3 z429 ;\nin vec2 a430 ;\nin vec2 b430 ;\nin vec4 c430 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a430;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( y429 ).x,( y429 ).y,( y429 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2966885788 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2966885788,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("m434",Parameter {name = "position", ty = V3F}),("n434",Parameter {name = "normal", ty = V3F}),("o434",Parameter {name = "diffuseUV", ty = V2F}),("p434",Parameter {name = "lightmapUV", ty = V2F}),("q434",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 m434 ;\nin vec3 n434 ;\nin vec2 o434 ;\nin vec2 p434 ;\nin vec4 q434 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = p434;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( m434 ).x,( m434 ).y,( m434 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1250438154",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("s438",Parameter {name = "position", ty = V3F}),("t438",Parameter {name = "normal", ty = V3F}),("u438",Parameter {name = "diffuseUV", ty = V2F}),("v438",Parameter {name = "lightmapUV", ty = V2F}),("w438",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1250438154",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 s438 ;\nin vec3 t438 ;\nin vec2 u438 ;\nin vec2 v438 ;\nin vec4 w438 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = u438;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( s438 ).x,( s438 ).y,( s438 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1250438154 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1250438154,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("g443",Parameter {name = "position", ty = V3F}),("h443",Parameter {name = "normal", ty = V3F}),("i443",Parameter {name = "diffuseUV", ty = V2F}),("j443",Parameter {name = "lightmapUV", ty = V2F}),("k443",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 g443 ;\nin vec3 h443 ;\nin vec2 i443 ;\nin vec2 j443 ;\nin vec4 k443 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = j443;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( g443 ).x,( g443 ).y,( g443 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2490648334",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("m447",Parameter {name = "position", ty = V3F}),("n447",Parameter {name = "normal", ty = V3F}),("o447",Parameter {name = "diffuseUV", ty = V2F}),("p447",Parameter {name = "lightmapUV", ty = V2F}),("q447",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2490648334",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 m447 ;\nin vec3 n447 ;\nin vec2 o447 ;\nin vec2 p447 ;\nin vec4 q447 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = o447;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( m447 ).x,( m447 ).y,( m447 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2490648334 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2490648334,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a452",Parameter {name = "position", ty = V3F}),("b452",Parameter {name = "normal", ty = V3F}),("c452",Parameter {name = "diffuseUV", ty = V2F}),("d452",Parameter {name = "lightmapUV", ty = V2F}),("e452",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 a452 ;\nin vec3 b452 ;\nin vec2 c452 ;\nin vec2 d452 ;\nin vec4 e452 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = d452;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( a452 ).x,( a452 ).y,( a452 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3694494180",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("g456",Parameter {name = "position", ty = V3F}),("h456",Parameter {name = "normal", ty = V3F}),("i456",Parameter {name = "diffuseUV", ty = V2F}),("j456",Parameter {name = "lightmapUV", ty = V2F}),("k456",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3694494180",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 g456 ;\nin vec3 h456 ;\nin vec2 i456 ;\nin vec2 j456 ;\nin vec4 k456 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = i456;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( g456 ).x,( g456 ).y,( g456 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3694494180 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3694494180,vv0 ) );\n}\n"}], slots = [Slot {slotName = "missing shader", slotStreams = fromList [("color",V4F),("position",V3F)], slotUniforms = fromList [("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [0,1]},Slot {slotName = "textures/gothic_block/demon_block15fx", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3562558025",FTexture2D),("Tex_47037129",FTexture2D),("time",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [2,3,4]},Slot {slotName = "textures/gothic_trim/pitted_rust2_trans", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_1910997598",FTexture2D),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [5,6]},Slot {slotName = "textures/gothic_door/skullarch_b", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3416962274",FTexture2D),("Tex_4077187607",FTexture2D),("time",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [7,8,9]},Slot {slotName = "textures/gothic_block/blocks11b", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_4288602201",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [10,11]},Slot {slotName = "textures/gothic_trim/baseboard09_l2", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3202786139",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [12,13]},Slot {slotName = "textures/gothic_door/skull_door_e", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_4255130505",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [14,15]},Slot {slotName = "textures/gothic_wall/supportborder_blue_b", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_564811775",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [16,17]},Slot {slotName = "textures/gothic_door/km_arena1archfinalc_mid", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_2073154888",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [18,19]},Slot {slotName = "textures/gothic_trim/pitted_rust2", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_2099456856",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [20,21]},Slot {slotName = "textures/gothic_floor/metalbridge06", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_1581337759",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [22,23]},Slot {slotName = "textures/gothic_trim/metaldemonkillblock", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_1062467595",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [24,25]},Slot {slotName = "textures/gothic_door/skullarch_c", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_2024854890",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [26,27]},Slot {slotName = "textures/gothic_door/skull_door_a", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_1284708166",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [28,29]},Slot {slotName = "textures/gothic_wall/iron01_e", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_2432583247",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [30,31]},Slot {slotName = "textures/gothic_trim/baseboard04", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_1002517541",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [32,33]},Slot {slotName = "textures/gothic_block/blocks18b", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_2639119078",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [34,35]},Slot {slotName = "textures/gothic_trim/km_arena1tower4", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3479185666",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [36,37]},Slot {slotName = "textures/gothic_door/skullarch_a", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3448884269",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [38,39]},Slot {slotName = "textures/gothic_door/km_arena1archfinald_bot", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_1201212243",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [40,41]},Slot {slotName = "textures/gothic_trim/pitted_rust3", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3389727963",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [42,43]},Slot {slotName = "textures/gothic_floor/xstairtop4", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3836020895",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [44,45]},Slot {slotName = "textures/gothic_block/killblock_i", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_209322640",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [46,47]},Slot {slotName = "textures/gothic_trim/metalsupsolid", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_2893650486",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [48,49]},Slot {slotName = "textures/gothic_floor/blocks17floor2", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3814342582",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [50,51]},Slot {slotName = "textures/gothic_door/skull_door_c", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_4189195777",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [52,53]},Slot {slotName = "textures/gothic_wall/skull4", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_2239853403",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [54,55]},Slot {slotName = "textures/gothic_trim/baseboard09_e", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_2367525081",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [56,57]},Slot {slotName = "textures/gothic_block/blocks15", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_2523116863",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [58,59]},Slot {slotName = "textures/gothic_trim/baseboard09_o3", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_2512757607",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [60,61]},Slot {slotName = "textures/gothic_door/skull_door_f", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_4289279309",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [62,63]},Slot {slotName = "textures/gothic_wall/supportborder_blue_c", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_2525124732",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [64,65]},Slot {slotName = "textures/gothic_door/km_arena1archfinalc_top", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3071107621",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [66,67]},Slot {slotName = "textures/gothic_floor/metalbridge06broke", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3921745736",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [68,69]},Slot {slotName = "textures/gothic_block/killblock", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3647563961",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [70,71]},Slot {slotName = "textures/gothic_trim/metalsupport4b", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3593923076",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [72,73]},Slot {slotName = "textures/gothic_door/xian_tourneyarch_inside2", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_1435187472",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [74,75]},Slot {slotName = "textures/gothic_door/skull_door_b", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_1318715778",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [76,77]},Slot {slotName = "textures/gothic_wall/iron01_ntech3", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_442868841",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [78,79]},Slot {slotName = "textures/gothic_trim/baseboard09_c3", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_2289735512",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [80,81]},Slot {slotName = "textures/gothic_block/blocks18c_3", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3939430064",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [82,83]},Slot {slotName = "textures/gothic_trim/km_arena1tower4_a", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3012001075",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [84,85]},Slot {slotName = "textures/gothic_door/km_arena1archfinald_mid", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3768122504",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [86,87]},Slot {slotName = "textures/gothic_trim/skullsvertgray02b", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_2634868983",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [88,89]},Slot {slotName = "textures/gothic_floor/xstepborder3", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3269743316",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [90,91]},Slot {slotName = "textures/gothic_block/killblock_i4", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3617993418",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [92,93]},Slot {slotName = "textures/gothic_trim/pitted_rust", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_1243894392",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [94,95]},Slot {slotName = "textures/gothic_floor/largerblock3b", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_2966885788",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [96,97]},Slot {slotName = "textures/gothic_door/skull_door_d", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_1250438154",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [98,99]},Slot {slotName = "textures/gothic_wall/slateroofc", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_2490648334",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [100,101]},Slot {slotName = "textures/gothic_trim/baseboard09_e2", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3694494180",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [102,103]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 0.0)}],SetProgram 103,SetSamplerUniform "Tex_3694494180" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 50,SetProgram 102,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 50,SetProgram 101,SetSamplerUniform "Tex_2490648334" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 49,SetProgram 100,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 49,SetProgram 99,SetSamplerUniform "Tex_1250438154" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 48,SetProgram 98,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 48,SetProgram 97,SetSamplerUniform "Tex_2966885788" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 47,SetProgram 96,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 47,SetProgram 95,SetSamplerUniform "Tex_1243894392" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 46,SetProgram 94,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 46,SetProgram 93,SetSamplerUniform "Tex_3617993418" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 45,SetProgram 92,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 45,SetProgram 91,SetSamplerUniform "Tex_3269743316" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 44,SetProgram 90,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 44,SetProgram 89,SetSamplerUniform "Tex_2634868983" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 43,SetProgram 88,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 43,SetProgram 87,SetSamplerUniform "Tex_3768122504" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 42,SetProgram 86,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 42,SetProgram 85,SetSamplerUniform "Tex_3012001075" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 41,SetProgram 84,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 41,SetProgram 83,SetSamplerUniform "Tex_3939430064" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 40,SetProgram 82,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 40,SetProgram 81,SetSamplerUniform "Tex_2289735512" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 39,SetProgram 80,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 39,SetProgram 79,SetSamplerUniform "Tex_442868841" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 38,SetProgram 78,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 38,SetProgram 77,SetSamplerUniform "Tex_1318715778" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 37,SetProgram 76,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 37,SetProgram 75,SetSamplerUniform "Tex_1435187472" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 36,SetProgram 74,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 36,SetProgram 73,SetSamplerUniform "Tex_3593923076" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 35,SetProgram 72,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 35,SetProgram 71,SetSamplerUniform "Tex_3647563961" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 34,SetProgram 70,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 34,SetProgram 69,SetSamplerUniform "Tex_3921745736" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 33,SetProgram 68,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 33,SetProgram 67,SetSamplerUniform "Tex_3071107621" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 32,SetProgram 66,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 32,SetProgram 65,SetSamplerUniform "Tex_2525124732" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 31,SetProgram 64,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 31,SetProgram 63,SetSamplerUniform "Tex_4289279309" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 30,SetProgram 62,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 30,SetProgram 61,SetSamplerUniform "Tex_2512757607" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 29,SetProgram 60,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 29,SetProgram 59,SetSamplerUniform "Tex_2523116863" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 28,SetProgram 58,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 28,SetProgram 57,SetSamplerUniform "Tex_2367525081" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 27,SetProgram 56,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 27,SetProgram 55,SetSamplerUniform "Tex_2239853403" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 26,SetProgram 54,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 26,SetProgram 53,SetSamplerUniform "Tex_4189195777" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 25,SetProgram 52,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 25,SetProgram 51,SetSamplerUniform "Tex_3814342582" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 24,SetProgram 50,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 24,SetProgram 49,SetSamplerUniform "Tex_2893650486" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 23,SetProgram 48,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 23,SetProgram 47,SetSamplerUniform "Tex_209322640" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 22,SetProgram 46,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 22,SetProgram 45,SetSamplerUniform "Tex_3836020895" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 21,SetProgram 44,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 21,SetProgram 43,SetSamplerUniform "Tex_3389727963" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 20,SetProgram 42,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 20,SetProgram 41,SetSamplerUniform "Tex_1201212243" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 19,SetProgram 40,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 19,SetProgram 39,SetSamplerUniform "Tex_3448884269" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 18,SetProgram 38,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 18,SetProgram 37,SetSamplerUniform "Tex_3479185666" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 17,SetProgram 36,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 17,SetProgram 35,SetSamplerUniform "Tex_2639119078" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 16,SetProgram 34,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 16,SetProgram 33,SetSamplerUniform "Tex_1002517541" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 15,SetProgram 32,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 15,SetProgram 31,SetSamplerUniform "Tex_2432583247" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 14,SetProgram 30,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 14,SetProgram 29,SetSamplerUniform "Tex_1284708166" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 13,SetProgram 28,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 13,SetProgram 27,SetSamplerUniform "Tex_2024854890" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 12,SetProgram 26,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 12,SetProgram 25,SetSamplerUniform "Tex_1062467595" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 11,SetProgram 24,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 11,SetProgram 23,SetSamplerUniform "Tex_1581337759" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 10,SetProgram 22,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 10,SetProgram 21,SetSamplerUniform "Tex_2099456856" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 9,SetProgram 20,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 9,SetProgram 19,SetSamplerUniform "Tex_2073154888" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 8,SetProgram 18,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 8,SetProgram 17,SetSamplerUniform "Tex_564811775" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 7,SetProgram 16,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 7,SetProgram 15,SetSamplerUniform "Tex_4255130505" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 6,SetProgram 14,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 6,SetProgram 13,SetSamplerUniform "Tex_3202786139" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 5,SetProgram 12,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 5,SetProgram 11,SetSamplerUniform "Tex_4288602201" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 4,SetProgram 10,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 4,SetProgram 9,SetSamplerUniform "Tex_3416962274" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 3,SetProgram 8,SetSamplerUniform "Tex_4077187607" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 3,SetProgram 7,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 3,SetProgram 6,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 2,SetProgram 5,SetSamplerUniform "Tex_1910997598" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 2,SetProgram 4,SetSamplerUniform "Tex_47037129" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 3,SetSamplerUniform "Tex_3562558025" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 2,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = OneMinusDstAlpha, alphaFSrc = DstColor, alphaFDst = OneMinusDstAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = Min, colorFSrc = One, colorFDst = One, alphaFSrc = One, alphaFDst = One, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 0,SetRasterContext (TriangleCtx CullNone (PolygonLine 1.0) NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("n2",Parameter {name = "position", ty = V3F}),("o2",Parameter {name = "color", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n2 ;\nin vec4 o2 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = o2;\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n2 ).x,( n2 ).y,( n2 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( ( 1.0 ) - ( ( vv0 ).x ),( 1.0 ) - ( ( vv0 ).y ),( 1.0 ) - ( ( vv0 ).z ),1.0 );\n}\n"},Program {programUniforms = fromList [("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("p5",Parameter {name = "position", ty = V3F}),("q5",Parameter {name = "color", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p5 ;\nin vec4 q5 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( q5 ).x,( q5 ).y,( q5 ).z,0.5 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p5 ).x,( p5 ).y,( p5 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a10",Parameter {name = "lightmapUV", ty = V2F}),("b10",Parameter {name = "color", ty = V4F}),("x9",Parameter {name = "position", ty = V3F}),("y9",Parameter {name = "normal", ty = V3F}),("z9",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x9 ;\nin vec3 y9 ;\nin vec2 z9 ;\nin vec2 a10 ;\nin vec4 b10 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a10;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x9 ).x,( x9 ).y,( x9 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3562558025",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("j14",Parameter {name = "position", ty = V3F}),("k14",Parameter {name = "normal", ty = V3F}),("l14",Parameter {name = "diffuseUV", ty = V2F}),("m14",Parameter {name = "lightmapUV", ty = V2F}),("n14",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3562558025",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j14 ;\nin vec3 k14 ;\nin vec2 l14 ;\nin vec2 m14 ;\nin vec4 n14 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = l14;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j14 ).x,( j14 ).y,( j14 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3562558025 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3562558025,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_47037129",FTexture2D),("time",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("n18",Parameter {name = "position", ty = V3F}),("o18",Parameter {name = "normal", ty = V3F}),("p18",Parameter {name = "diffuseUV", ty = V2F}),("q18",Parameter {name = "lightmapUV", ty = V2F}),("r18",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_47037129",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float time ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n18 ;\nin vec3 o18 ;\nin vec2 p18 ;\nin vec2 q18 ;\nin vec4 r18 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = ( ( ( p18 ) + ( ( vec2 ( 0.0,1.0 ) ) * ( time ) ) ) + ( ( sin ( vec2 ( ( 6.28 ) * ( ( ( ( ( n18 ).x ) + ( ( n18 ).z ) ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 1.6 ) ) ) ),( 6.28 ) * ( ( ( ( n18 ).y ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 1.6 ) ) ) ) ) ) ) * ( 0.25 ) ) ) * ( vec2 ( 4.0,4.0 ) );\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n18 ).x,( n18 ).y,( n18 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_47037129 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_47037129,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1910997598",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e25",Parameter {name = "position", ty = V3F}),("f25",Parameter {name = "normal", ty = V3F}),("g25",Parameter {name = "diffuseUV", ty = V2F}),("h25",Parameter {name = "lightmapUV", ty = V2F}),("i25",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1910997598",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 e25 ;\nin vec3 f25 ;\nin vec2 g25 ;\nin vec2 h25 ;\nin vec4 i25 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = g25;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( e25 ).x,( e25 ).y,( e25 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1910997598 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1910997598,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("i29",Parameter {name = "position", ty = V3F}),("j29",Parameter {name = "normal", ty = V3F}),("k29",Parameter {name = "diffuseUV", ty = V2F}),("l29",Parameter {name = "lightmapUV", ty = V2F}),("m29",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 i29 ;\nin vec3 j29 ;\nin vec2 k29 ;\nin vec2 l29 ;\nin vec4 m29 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = l29;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( i29 ).x,( i29 ).y,( i29 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("u33",Parameter {name = "position", ty = V3F}),("v33",Parameter {name = "normal", ty = V3F}),("w33",Parameter {name = "diffuseUV", ty = V2F}),("x33",Parameter {name = "lightmapUV", ty = V2F}),("y33",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 u33 ;\nin vec3 v33 ;\nin vec2 w33 ;\nin vec2 x33 ;\nin vec4 y33 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = x33;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( u33 ).x,( u33 ).y,( u33 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4077187607",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("g38",Parameter {name = "position", ty = V3F}),("h38",Parameter {name = "normal", ty = V3F}),("i38",Parameter {name = "diffuseUV", ty = V2F}),("j38",Parameter {name = "lightmapUV", ty = V2F}),("k38",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_4077187607",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 g38 ;\nin vec3 h38 ;\nin vec2 i38 ;\nin vec2 j38 ;\nin vec4 k38 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = i38;\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( g38 ).x,( g38 ).y,( g38 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_4077187607 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4077187607,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3416962274",FTexture2D),("time",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("k42",Parameter {name = "position", ty = V3F}),("l42",Parameter {name = "normal", ty = V3F}),("m42",Parameter {name = "diffuseUV", ty = V2F}),("n42",Parameter {name = "lightmapUV", ty = V2F}),("o42",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3416962274",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float time ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 k42 ;\nin vec3 l42 ;\nin vec2 m42 ;\nin vec2 n42 ;\nin vec4 o42 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = ( ( ( m42 ) + ( ( vec2 ( 0.0,1.0 ) ) * ( time ) ) ) + ( ( sin ( vec2 ( ( 6.28 ) * ( ( ( ( ( k42 ).x ) + ( ( k42 ).z ) ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 5.6 ) ) ) ),( 6.28 ) * ( ( ( ( k42 ).y ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 5.6 ) ) ) ) ) ) ) * ( 0.25 ) ) ) * ( vec2 ( 1.5,1.5 ) );\nvv1 = vec4 ( 1.0,1.0,1.0,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( k42 ).x,( k42 ).y,( k42 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3416962274 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3416962274,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b49",Parameter {name = "position", ty = V3F}),("c49",Parameter {name = "normal", ty = V3F}),("d49",Parameter {name = "diffuseUV", ty = V2F}),("e49",Parameter {name = "lightmapUV", ty = V2F}),("f49",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b49 ;\nin vec3 c49 ;\nin vec2 d49 ;\nin vec2 e49 ;\nin vec4 f49 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = e49;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b49 ).x,( b49 ).y,( b49 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4288602201",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("i53",Parameter {name = "position", ty = V3F}),("j53",Parameter {name = "normal", ty = V3F}),("k53",Parameter {name = "diffuseUV", ty = V2F}),("l53",Parameter {name = "lightmapUV", ty = V2F}),("m53",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_4288602201",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 i53 ;\nin vec3 j53 ;\nin vec2 k53 ;\nin vec2 l53 ;\nin vec4 m53 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = k53;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( i53 ).x,( i53 ).y,( i53 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_4288602201 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4288602201,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a58",Parameter {name = "lightmapUV", ty = V2F}),("b58",Parameter {name = "color", ty = V4F}),("x57",Parameter {name = "position", ty = V3F}),("y57",Parameter {name = "normal", ty = V3F}),("z57",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x57 ;\nin vec3 y57 ;\nin vec2 z57 ;\nin vec2 a58 ;\nin vec4 b58 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a58;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x57 ).x,( x57 ).y,( x57 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3202786139",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e62",Parameter {name = "position", ty = V3F}),("f62",Parameter {name = "normal", ty = V3F}),("g62",Parameter {name = "diffuseUV", ty = V2F}),("h62",Parameter {name = "lightmapUV", ty = V2F}),("i62",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3202786139",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 e62 ;\nin vec3 f62 ;\nin vec2 g62 ;\nin vec2 h62 ;\nin vec4 i62 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = g62;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( e62 ).x,( e62 ).y,( e62 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3202786139 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3202786139,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("t66",Parameter {name = "position", ty = V3F}),("u66",Parameter {name = "normal", ty = V3F}),("v66",Parameter {name = "diffuseUV", ty = V2F}),("w66",Parameter {name = "lightmapUV", ty = V2F}),("x66",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 t66 ;\nin vec3 u66 ;\nin vec2 v66 ;\nin vec2 w66 ;\nin vec4 x66 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = w66;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( t66 ).x,( t66 ).y,( t66 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4255130505",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a71",Parameter {name = "position", ty = V3F}),("b71",Parameter {name = "normal", ty = V3F}),("c71",Parameter {name = "diffuseUV", ty = V2F}),("d71",Parameter {name = "lightmapUV", ty = V2F}),("e71",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_4255130505",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 a71 ;\nin vec3 b71 ;\nin vec2 c71 ;\nin vec2 d71 ;\nin vec4 e71 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = c71;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( a71 ).x,( a71 ).y,( a71 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_4255130505 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4255130505,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("p75",Parameter {name = "position", ty = V3F}),("q75",Parameter {name = "normal", ty = V3F}),("r75",Parameter {name = "diffuseUV", ty = V2F}),("s75",Parameter {name = "lightmapUV", ty = V2F}),("t75",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p75 ;\nin vec3 q75 ;\nin vec2 r75 ;\nin vec2 s75 ;\nin vec4 t75 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = s75;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p75 ).x,( p75 ).y,( p75 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_564811775",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a80",Parameter {name = "color", ty = V4F}),("w79",Parameter {name = "position", ty = V3F}),("x79",Parameter {name = "normal", ty = V3F}),("y79",Parameter {name = "diffuseUV", ty = V2F}),("z79",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("Tex_564811775",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 w79 ;\nin vec3 x79 ;\nin vec2 y79 ;\nin vec2 z79 ;\nin vec4 a80 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = y79;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( w79 ).x,( w79 ).y,( w79 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_564811775 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_564811775,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("l84",Parameter {name = "position", ty = V3F}),("m84",Parameter {name = "normal", ty = V3F}),("n84",Parameter {name = "diffuseUV", ty = V2F}),("o84",Parameter {name = "lightmapUV", ty = V2F}),("p84",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l84 ;\nin vec3 m84 ;\nin vec2 n84 ;\nin vec2 o84 ;\nin vec4 p84 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = o84;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l84 ).x,( l84 ).y,( l84 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2073154888",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("s88",Parameter {name = "position", ty = V3F}),("t88",Parameter {name = "normal", ty = V3F}),("u88",Parameter {name = "diffuseUV", ty = V2F}),("v88",Parameter {name = "lightmapUV", ty = V2F}),("w88",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2073154888",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 s88 ;\nin vec3 t88 ;\nin vec2 u88 ;\nin vec2 v88 ;\nin vec4 w88 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = u88;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( s88 ).x,( s88 ).y,( s88 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2073154888 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2073154888,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("h93",Parameter {name = "position", ty = V3F}),("i93",Parameter {name = "normal", ty = V3F}),("j93",Parameter {name = "diffuseUV", ty = V2F}),("k93",Parameter {name = "lightmapUV", ty = V2F}),("l93",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h93 ;\nin vec3 i93 ;\nin vec2 j93 ;\nin vec2 k93 ;\nin vec4 l93 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = k93;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h93 ).x,( h93 ).y,( h93 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2099456856",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("o97",Parameter {name = "position", ty = V3F}),("p97",Parameter {name = "normal", ty = V3F}),("q97",Parameter {name = "diffuseUV", ty = V2F}),("r97",Parameter {name = "lightmapUV", ty = V2F}),("s97",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2099456856",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 o97 ;\nin vec3 p97 ;\nin vec2 q97 ;\nin vec2 r97 ;\nin vec4 s97 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q97;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( o97 ).x,( o97 ).y,( o97 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2099456856 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2099456856,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d102",Parameter {name = "position", ty = V3F}),("e102",Parameter {name = "normal", ty = V3F}),("f102",Parameter {name = "diffuseUV", ty = V2F}),("g102",Parameter {name = "lightmapUV", ty = V2F}),("h102",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d102 ;\nin vec3 e102 ;\nin vec2 f102 ;\nin vec2 g102 ;\nin vec4 h102 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = g102;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d102 ).x,( d102 ).y,( d102 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1581337759",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("k106",Parameter {name = "position", ty = V3F}),("l106",Parameter {name = "normal", ty = V3F}),("m106",Parameter {name = "diffuseUV", ty = V2F}),("n106",Parameter {name = "lightmapUV", ty = V2F}),("o106",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1581337759",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 k106 ;\nin vec3 l106 ;\nin vec2 m106 ;\nin vec2 n106 ;\nin vec4 o106 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = m106;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( k106 ).x,( k106 ).y,( k106 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1581337759 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1581337759,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a111",Parameter {name = "normal", ty = V3F}),("b111",Parameter {name = "diffuseUV", ty = V2F}),("c111",Parameter {name = "lightmapUV", ty = V2F}),("d111",Parameter {name = "color", ty = V4F}),("z110",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z110 ;\nin vec3 a111 ;\nin vec2 b111 ;\nin vec2 c111 ;\nin vec4 d111 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = c111;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z110 ).x,( z110 ).y,( z110 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1062467595",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("g115",Parameter {name = "position", ty = V3F}),("h115",Parameter {name = "normal", ty = V3F}),("i115",Parameter {name = "diffuseUV", ty = V2F}),("j115",Parameter {name = "lightmapUV", ty = V2F}),("k115",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1062467595",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 g115 ;\nin vec3 h115 ;\nin vec2 i115 ;\nin vec2 j115 ;\nin vec4 k115 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = i115;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( g115 ).x,( g115 ).y,( g115 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1062467595 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1062467595,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("v119",Parameter {name = "position", ty = V3F}),("w119",Parameter {name = "normal", ty = V3F}),("x119",Parameter {name = "diffuseUV", ty = V2F}),("y119",Parameter {name = "lightmapUV", ty = V2F}),("z119",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v119 ;\nin vec3 w119 ;\nin vec2 x119 ;\nin vec2 y119 ;\nin vec4 z119 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = y119;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v119 ).x,( v119 ).y,( v119 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2024854890",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c124",Parameter {name = "position", ty = V3F}),("d124",Parameter {name = "normal", ty = V3F}),("e124",Parameter {name = "diffuseUV", ty = V2F}),("f124",Parameter {name = "lightmapUV", ty = V2F}),("g124",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2024854890",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 c124 ;\nin vec3 d124 ;\nin vec2 e124 ;\nin vec2 f124 ;\nin vec4 g124 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = e124;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( c124 ).x,( c124 ).y,( c124 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2024854890 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2024854890,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("r128",Parameter {name = "position", ty = V3F}),("s128",Parameter {name = "normal", ty = V3F}),("t128",Parameter {name = "diffuseUV", ty = V2F}),("u128",Parameter {name = "lightmapUV", ty = V2F}),("v128",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r128 ;\nin vec3 s128 ;\nin vec2 t128 ;\nin vec2 u128 ;\nin vec4 v128 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = u128;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r128 ).x,( r128 ).y,( r128 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1284708166",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a133",Parameter {name = "diffuseUV", ty = V2F}),("b133",Parameter {name = "lightmapUV", ty = V2F}),("c133",Parameter {name = "color", ty = V4F}),("y132",Parameter {name = "position", ty = V3F}),("z132",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("Tex_1284708166",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 y132 ;\nin vec3 z132 ;\nin vec2 a133 ;\nin vec2 b133 ;\nin vec4 c133 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a133;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( y132 ).x,( y132 ).y,( y132 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1284708166 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1284708166,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("n137",Parameter {name = "position", ty = V3F}),("o137",Parameter {name = "normal", ty = V3F}),("p137",Parameter {name = "diffuseUV", ty = V2F}),("q137",Parameter {name = "lightmapUV", ty = V2F}),("r137",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n137 ;\nin vec3 o137 ;\nin vec2 p137 ;\nin vec2 q137 ;\nin vec4 r137 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q137;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n137 ).x,( n137 ).y,( n137 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2432583247",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("u141",Parameter {name = "position", ty = V3F}),("v141",Parameter {name = "normal", ty = V3F}),("w141",Parameter {name = "diffuseUV", ty = V2F}),("x141",Parameter {name = "lightmapUV", ty = V2F}),("y141",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2432583247",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 u141 ;\nin vec3 v141 ;\nin vec2 w141 ;\nin vec2 x141 ;\nin vec4 y141 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = w141;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( u141 ).x,( u141 ).y,( u141 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2432583247 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2432583247,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("j146",Parameter {name = "position", ty = V3F}),("k146",Parameter {name = "normal", ty = V3F}),("l146",Parameter {name = "diffuseUV", ty = V2F}),("m146",Parameter {name = "lightmapUV", ty = V2F}),("n146",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j146 ;\nin vec3 k146 ;\nin vec2 l146 ;\nin vec2 m146 ;\nin vec4 n146 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = m146;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j146 ).x,( j146 ).y,( j146 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1002517541",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("q150",Parameter {name = "position", ty = V3F}),("r150",Parameter {name = "normal", ty = V3F}),("s150",Parameter {name = "diffuseUV", ty = V2F}),("t150",Parameter {name = "lightmapUV", ty = V2F}),("u150",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1002517541",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 q150 ;\nin vec3 r150 ;\nin vec2 s150 ;\nin vec2 t150 ;\nin vec4 u150 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = s150;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( q150 ).x,( q150 ).y,( q150 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1002517541 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1002517541,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f155",Parameter {name = "position", ty = V3F}),("g155",Parameter {name = "normal", ty = V3F}),("h155",Parameter {name = "diffuseUV", ty = V2F}),("i155",Parameter {name = "lightmapUV", ty = V2F}),("j155",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f155 ;\nin vec3 g155 ;\nin vec2 h155 ;\nin vec2 i155 ;\nin vec4 j155 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = i155;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f155 ).x,( f155 ).y,( f155 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2639119078",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("m159",Parameter {name = "position", ty = V3F}),("n159",Parameter {name = "normal", ty = V3F}),("o159",Parameter {name = "diffuseUV", ty = V2F}),("p159",Parameter {name = "lightmapUV", ty = V2F}),("q159",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2639119078",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 m159 ;\nin vec3 n159 ;\nin vec2 o159 ;\nin vec2 p159 ;\nin vec4 q159 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = o159;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( m159 ).x,( m159 ).y,( m159 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2639119078 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2639119078,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b164",Parameter {name = "position", ty = V3F}),("c164",Parameter {name = "normal", ty = V3F}),("d164",Parameter {name = "diffuseUV", ty = V2F}),("e164",Parameter {name = "lightmapUV", ty = V2F}),("f164",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b164 ;\nin vec3 c164 ;\nin vec2 d164 ;\nin vec2 e164 ;\nin vec4 f164 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = e164;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b164 ).x,( b164 ).y,( b164 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3479185666",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("i168",Parameter {name = "position", ty = V3F}),("j168",Parameter {name = "normal", ty = V3F}),("k168",Parameter {name = "diffuseUV", ty = V2F}),("l168",Parameter {name = "lightmapUV", ty = V2F}),("m168",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3479185666",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 i168 ;\nin vec3 j168 ;\nin vec2 k168 ;\nin vec2 l168 ;\nin vec4 m168 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = k168;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( i168 ).x,( i168 ).y,( i168 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3479185666 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3479185666,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a173",Parameter {name = "lightmapUV", ty = V2F}),("b173",Parameter {name = "color", ty = V4F}),("x172",Parameter {name = "position", ty = V3F}),("y172",Parameter {name = "normal", ty = V3F}),("z172",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x172 ;\nin vec3 y172 ;\nin vec2 z172 ;\nin vec2 a173 ;\nin vec4 b173 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a173;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x172 ).x,( x172 ).y,( x172 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3448884269",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e177",Parameter {name = "position", ty = V3F}),("f177",Parameter {name = "normal", ty = V3F}),("g177",Parameter {name = "diffuseUV", ty = V2F}),("h177",Parameter {name = "lightmapUV", ty = V2F}),("i177",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3448884269",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 e177 ;\nin vec3 f177 ;\nin vec2 g177 ;\nin vec2 h177 ;\nin vec4 i177 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = g177;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( e177 ).x,( e177 ).y,( e177 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3448884269 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3448884269,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("t181",Parameter {name = "position", ty = V3F}),("u181",Parameter {name = "normal", ty = V3F}),("v181",Parameter {name = "diffuseUV", ty = V2F}),("w181",Parameter {name = "lightmapUV", ty = V2F}),("x181",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 t181 ;\nin vec3 u181 ;\nin vec2 v181 ;\nin vec2 w181 ;\nin vec4 x181 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = w181;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( t181 ).x,( t181 ).y,( t181 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1201212243",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a186",Parameter {name = "position", ty = V3F}),("b186",Parameter {name = "normal", ty = V3F}),("c186",Parameter {name = "diffuseUV", ty = V2F}),("d186",Parameter {name = "lightmapUV", ty = V2F}),("e186",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1201212243",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 a186 ;\nin vec3 b186 ;\nin vec2 c186 ;\nin vec2 d186 ;\nin vec4 e186 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = c186;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( a186 ).x,( a186 ).y,( a186 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1201212243 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1201212243,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("p190",Parameter {name = "position", ty = V3F}),("q190",Parameter {name = "normal", ty = V3F}),("r190",Parameter {name = "diffuseUV", ty = V2F}),("s190",Parameter {name = "lightmapUV", ty = V2F}),("t190",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p190 ;\nin vec3 q190 ;\nin vec2 r190 ;\nin vec2 s190 ;\nin vec4 t190 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = s190;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p190 ).x,( p190 ).y,( p190 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3389727963",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a195",Parameter {name = "color", ty = V4F}),("w194",Parameter {name = "position", ty = V3F}),("x194",Parameter {name = "normal", ty = V3F}),("y194",Parameter {name = "diffuseUV", ty = V2F}),("z194",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("Tex_3389727963",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 w194 ;\nin vec3 x194 ;\nin vec2 y194 ;\nin vec2 z194 ;\nin vec4 a195 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = y194;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( w194 ).x,( w194 ).y,( w194 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3389727963 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3389727963,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("l199",Parameter {name = "position", ty = V3F}),("m199",Parameter {name = "normal", ty = V3F}),("n199",Parameter {name = "diffuseUV", ty = V2F}),("o199",Parameter {name = "lightmapUV", ty = V2F}),("p199",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l199 ;\nin vec3 m199 ;\nin vec2 n199 ;\nin vec2 o199 ;\nin vec4 p199 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = o199;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l199 ).x,( l199 ).y,( l199 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3836020895",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("s203",Parameter {name = "position", ty = V3F}),("t203",Parameter {name = "normal", ty = V3F}),("u203",Parameter {name = "diffuseUV", ty = V2F}),("v203",Parameter {name = "lightmapUV", ty = V2F}),("w203",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3836020895",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 s203 ;\nin vec3 t203 ;\nin vec2 u203 ;\nin vec2 v203 ;\nin vec4 w203 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = u203;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( s203 ).x,( s203 ).y,( s203 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3836020895 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3836020895,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("h208",Parameter {name = "position", ty = V3F}),("i208",Parameter {name = "normal", ty = V3F}),("j208",Parameter {name = "diffuseUV", ty = V2F}),("k208",Parameter {name = "lightmapUV", ty = V2F}),("l208",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h208 ;\nin vec3 i208 ;\nin vec2 j208 ;\nin vec2 k208 ;\nin vec4 l208 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = k208;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h208 ).x,( h208 ).y,( h208 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_209322640",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("o212",Parameter {name = "position", ty = V3F}),("p212",Parameter {name = "normal", ty = V3F}),("q212",Parameter {name = "diffuseUV", ty = V2F}),("r212",Parameter {name = "lightmapUV", ty = V2F}),("s212",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_209322640",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 o212 ;\nin vec3 p212 ;\nin vec2 q212 ;\nin vec2 r212 ;\nin vec4 s212 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q212;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( o212 ).x,( o212 ).y,( o212 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_209322640 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_209322640,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d217",Parameter {name = "position", ty = V3F}),("e217",Parameter {name = "normal", ty = V3F}),("f217",Parameter {name = "diffuseUV", ty = V2F}),("g217",Parameter {name = "lightmapUV", ty = V2F}),("h217",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d217 ;\nin vec3 e217 ;\nin vec2 f217 ;\nin vec2 g217 ;\nin vec4 h217 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = g217;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d217 ).x,( d217 ).y,( d217 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2893650486",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("k221",Parameter {name = "position", ty = V3F}),("l221",Parameter {name = "normal", ty = V3F}),("m221",Parameter {name = "diffuseUV", ty = V2F}),("n221",Parameter {name = "lightmapUV", ty = V2F}),("o221",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2893650486",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 k221 ;\nin vec3 l221 ;\nin vec2 m221 ;\nin vec2 n221 ;\nin vec4 o221 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = m221;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( k221 ).x,( k221 ).y,( k221 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2893650486 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2893650486,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a226",Parameter {name = "normal", ty = V3F}),("b226",Parameter {name = "diffuseUV", ty = V2F}),("c226",Parameter {name = "lightmapUV", ty = V2F}),("d226",Parameter {name = "color", ty = V4F}),("z225",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z225 ;\nin vec3 a226 ;\nin vec2 b226 ;\nin vec2 c226 ;\nin vec4 d226 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = c226;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z225 ).x,( z225 ).y,( z225 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3814342582",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("g230",Parameter {name = "position", ty = V3F}),("h230",Parameter {name = "normal", ty = V3F}),("i230",Parameter {name = "diffuseUV", ty = V2F}),("j230",Parameter {name = "lightmapUV", ty = V2F}),("k230",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3814342582",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 g230 ;\nin vec3 h230 ;\nin vec2 i230 ;\nin vec2 j230 ;\nin vec4 k230 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = i230;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( g230 ).x,( g230 ).y,( g230 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3814342582 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3814342582,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("v234",Parameter {name = "position", ty = V3F}),("w234",Parameter {name = "normal", ty = V3F}),("x234",Parameter {name = "diffuseUV", ty = V2F}),("y234",Parameter {name = "lightmapUV", ty = V2F}),("z234",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v234 ;\nin vec3 w234 ;\nin vec2 x234 ;\nin vec2 y234 ;\nin vec4 z234 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = y234;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v234 ).x,( v234 ).y,( v234 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4189195777",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c239",Parameter {name = "position", ty = V3F}),("d239",Parameter {name = "normal", ty = V3F}),("e239",Parameter {name = "diffuseUV", ty = V2F}),("f239",Parameter {name = "lightmapUV", ty = V2F}),("g239",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_4189195777",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 c239 ;\nin vec3 d239 ;\nin vec2 e239 ;\nin vec2 f239 ;\nin vec4 g239 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = e239;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( c239 ).x,( c239 ).y,( c239 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_4189195777 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4189195777,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("r243",Parameter {name = "position", ty = V3F}),("s243",Parameter {name = "normal", ty = V3F}),("t243",Parameter {name = "diffuseUV", ty = V2F}),("u243",Parameter {name = "lightmapUV", ty = V2F}),("v243",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r243 ;\nin vec3 s243 ;\nin vec2 t243 ;\nin vec2 u243 ;\nin vec4 v243 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = u243;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r243 ).x,( r243 ).y,( r243 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2239853403",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a248",Parameter {name = "diffuseUV", ty = V2F}),("b248",Parameter {name = "lightmapUV", ty = V2F}),("c248",Parameter {name = "color", ty = V4F}),("y247",Parameter {name = "position", ty = V3F}),("z247",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("Tex_2239853403",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 y247 ;\nin vec3 z247 ;\nin vec2 a248 ;\nin vec2 b248 ;\nin vec4 c248 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a248;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( y247 ).x,( y247 ).y,( y247 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2239853403 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2239853403,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("n252",Parameter {name = "position", ty = V3F}),("o252",Parameter {name = "normal", ty = V3F}),("p252",Parameter {name = "diffuseUV", ty = V2F}),("q252",Parameter {name = "lightmapUV", ty = V2F}),("r252",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n252 ;\nin vec3 o252 ;\nin vec2 p252 ;\nin vec2 q252 ;\nin vec4 r252 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q252;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n252 ).x,( n252 ).y,( n252 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2367525081",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("u256",Parameter {name = "position", ty = V3F}),("v256",Parameter {name = "normal", ty = V3F}),("w256",Parameter {name = "diffuseUV", ty = V2F}),("x256",Parameter {name = "lightmapUV", ty = V2F}),("y256",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2367525081",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 u256 ;\nin vec3 v256 ;\nin vec2 w256 ;\nin vec2 x256 ;\nin vec4 y256 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = w256;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( u256 ).x,( u256 ).y,( u256 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2367525081 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2367525081,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("j261",Parameter {name = "position", ty = V3F}),("k261",Parameter {name = "normal", ty = V3F}),("l261",Parameter {name = "diffuseUV", ty = V2F}),("m261",Parameter {name = "lightmapUV", ty = V2F}),("n261",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j261 ;\nin vec3 k261 ;\nin vec2 l261 ;\nin vec2 m261 ;\nin vec4 n261 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = m261;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j261 ).x,( j261 ).y,( j261 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2523116863",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("q265",Parameter {name = "position", ty = V3F}),("r265",Parameter {name = "normal", ty = V3F}),("s265",Parameter {name = "diffuseUV", ty = V2F}),("t265",Parameter {name = "lightmapUV", ty = V2F}),("u265",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2523116863",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 q265 ;\nin vec3 r265 ;\nin vec2 s265 ;\nin vec2 t265 ;\nin vec4 u265 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = s265;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( q265 ).x,( q265 ).y,( q265 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2523116863 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2523116863,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f270",Parameter {name = "position", ty = V3F}),("g270",Parameter {name = "normal", ty = V3F}),("h270",Parameter {name = "diffuseUV", ty = V2F}),("i270",Parameter {name = "lightmapUV", ty = V2F}),("j270",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f270 ;\nin vec3 g270 ;\nin vec2 h270 ;\nin vec2 i270 ;\nin vec4 j270 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = i270;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f270 ).x,( f270 ).y,( f270 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2512757607",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("m274",Parameter {name = "position", ty = V3F}),("n274",Parameter {name = "normal", ty = V3F}),("o274",Parameter {name = "diffuseUV", ty = V2F}),("p274",Parameter {name = "lightmapUV", ty = V2F}),("q274",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2512757607",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 m274 ;\nin vec3 n274 ;\nin vec2 o274 ;\nin vec2 p274 ;\nin vec4 q274 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = o274;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( m274 ).x,( m274 ).y,( m274 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2512757607 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2512757607,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b279",Parameter {name = "position", ty = V3F}),("c279",Parameter {name = "normal", ty = V3F}),("d279",Parameter {name = "diffuseUV", ty = V2F}),("e279",Parameter {name = "lightmapUV", ty = V2F}),("f279",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b279 ;\nin vec3 c279 ;\nin vec2 d279 ;\nin vec2 e279 ;\nin vec4 f279 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = e279;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b279 ).x,( b279 ).y,( b279 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4289279309",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("i283",Parameter {name = "position", ty = V3F}),("j283",Parameter {name = "normal", ty = V3F}),("k283",Parameter {name = "diffuseUV", ty = V2F}),("l283",Parameter {name = "lightmapUV", ty = V2F}),("m283",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_4289279309",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 i283 ;\nin vec3 j283 ;\nin vec2 k283 ;\nin vec2 l283 ;\nin vec4 m283 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = k283;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( i283 ).x,( i283 ).y,( i283 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_4289279309 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_4289279309,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a288",Parameter {name = "lightmapUV", ty = V2F}),("b288",Parameter {name = "color", ty = V4F}),("x287",Parameter {name = "position", ty = V3F}),("y287",Parameter {name = "normal", ty = V3F}),("z287",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x287 ;\nin vec3 y287 ;\nin vec2 z287 ;\nin vec2 a288 ;\nin vec4 b288 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a288;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x287 ).x,( x287 ).y,( x287 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2525124732",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e292",Parameter {name = "position", ty = V3F}),("f292",Parameter {name = "normal", ty = V3F}),("g292",Parameter {name = "diffuseUV", ty = V2F}),("h292",Parameter {name = "lightmapUV", ty = V2F}),("i292",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2525124732",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 e292 ;\nin vec3 f292 ;\nin vec2 g292 ;\nin vec2 h292 ;\nin vec4 i292 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = g292;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( e292 ).x,( e292 ).y,( e292 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2525124732 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2525124732,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("t296",Parameter {name = "position", ty = V3F}),("u296",Parameter {name = "normal", ty = V3F}),("v296",Parameter {name = "diffuseUV", ty = V2F}),("w296",Parameter {name = "lightmapUV", ty = V2F}),("x296",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 t296 ;\nin vec3 u296 ;\nin vec2 v296 ;\nin vec2 w296 ;\nin vec4 x296 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = w296;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( t296 ).x,( t296 ).y,( t296 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3071107621",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a301",Parameter {name = "position", ty = V3F}),("b301",Parameter {name = "normal", ty = V3F}),("c301",Parameter {name = "diffuseUV", ty = V2F}),("d301",Parameter {name = "lightmapUV", ty = V2F}),("e301",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3071107621",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 a301 ;\nin vec3 b301 ;\nin vec2 c301 ;\nin vec2 d301 ;\nin vec4 e301 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = c301;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( a301 ).x,( a301 ).y,( a301 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3071107621 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3071107621,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("p305",Parameter {name = "position", ty = V3F}),("q305",Parameter {name = "normal", ty = V3F}),("r305",Parameter {name = "diffuseUV", ty = V2F}),("s305",Parameter {name = "lightmapUV", ty = V2F}),("t305",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p305 ;\nin vec3 q305 ;\nin vec2 r305 ;\nin vec2 s305 ;\nin vec4 t305 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = s305;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p305 ).x,( p305 ).y,( p305 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3921745736",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a310",Parameter {name = "color", ty = V4F}),("w309",Parameter {name = "position", ty = V3F}),("x309",Parameter {name = "normal", ty = V3F}),("y309",Parameter {name = "diffuseUV", ty = V2F}),("z309",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("Tex_3921745736",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 w309 ;\nin vec3 x309 ;\nin vec2 y309 ;\nin vec2 z309 ;\nin vec4 a310 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = y309;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( w309 ).x,( w309 ).y,( w309 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3921745736 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3921745736,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("l314",Parameter {name = "position", ty = V3F}),("m314",Parameter {name = "normal", ty = V3F}),("n314",Parameter {name = "diffuseUV", ty = V2F}),("o314",Parameter {name = "lightmapUV", ty = V2F}),("p314",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l314 ;\nin vec3 m314 ;\nin vec2 n314 ;\nin vec2 o314 ;\nin vec4 p314 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = o314;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l314 ).x,( l314 ).y,( l314 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3647563961",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("s318",Parameter {name = "position", ty = V3F}),("t318",Parameter {name = "normal", ty = V3F}),("u318",Parameter {name = "diffuseUV", ty = V2F}),("v318",Parameter {name = "lightmapUV", ty = V2F}),("w318",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3647563961",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 s318 ;\nin vec3 t318 ;\nin vec2 u318 ;\nin vec2 v318 ;\nin vec4 w318 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = u318;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( s318 ).x,( s318 ).y,( s318 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3647563961 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3647563961,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("h323",Parameter {name = "position", ty = V3F}),("i323",Parameter {name = "normal", ty = V3F}),("j323",Parameter {name = "diffuseUV", ty = V2F}),("k323",Parameter {name = "lightmapUV", ty = V2F}),("l323",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h323 ;\nin vec3 i323 ;\nin vec2 j323 ;\nin vec2 k323 ;\nin vec4 l323 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = k323;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h323 ).x,( h323 ).y,( h323 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3593923076",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("o327",Parameter {name = "position", ty = V3F}),("p327",Parameter {name = "normal", ty = V3F}),("q327",Parameter {name = "diffuseUV", ty = V2F}),("r327",Parameter {name = "lightmapUV", ty = V2F}),("s327",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3593923076",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 o327 ;\nin vec3 p327 ;\nin vec2 q327 ;\nin vec2 r327 ;\nin vec4 s327 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q327;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( o327 ).x,( o327 ).y,( o327 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3593923076 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3593923076,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d332",Parameter {name = "position", ty = V3F}),("e332",Parameter {name = "normal", ty = V3F}),("f332",Parameter {name = "diffuseUV", ty = V2F}),("g332",Parameter {name = "lightmapUV", ty = V2F}),("h332",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d332 ;\nin vec3 e332 ;\nin vec2 f332 ;\nin vec2 g332 ;\nin vec4 h332 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = g332;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d332 ).x,( d332 ).y,( d332 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1435187472",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("k336",Parameter {name = "position", ty = V3F}),("l336",Parameter {name = "normal", ty = V3F}),("m336",Parameter {name = "diffuseUV", ty = V2F}),("n336",Parameter {name = "lightmapUV", ty = V2F}),("o336",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1435187472",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 k336 ;\nin vec3 l336 ;\nin vec2 m336 ;\nin vec2 n336 ;\nin vec4 o336 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = m336;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( k336 ).x,( k336 ).y,( k336 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1435187472 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1435187472,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a341",Parameter {name = "normal", ty = V3F}),("b341",Parameter {name = "diffuseUV", ty = V2F}),("c341",Parameter {name = "lightmapUV", ty = V2F}),("d341",Parameter {name = "color", ty = V4F}),("z340",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z340 ;\nin vec3 a341 ;\nin vec2 b341 ;\nin vec2 c341 ;\nin vec4 d341 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = c341;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z340 ).x,( z340 ).y,( z340 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1318715778",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("g345",Parameter {name = "position", ty = V3F}),("h345",Parameter {name = "normal", ty = V3F}),("i345",Parameter {name = "diffuseUV", ty = V2F}),("j345",Parameter {name = "lightmapUV", ty = V2F}),("k345",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1318715778",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 g345 ;\nin vec3 h345 ;\nin vec2 i345 ;\nin vec2 j345 ;\nin vec4 k345 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = i345;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( g345 ).x,( g345 ).y,( g345 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1318715778 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1318715778,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("v349",Parameter {name = "position", ty = V3F}),("w349",Parameter {name = "normal", ty = V3F}),("x349",Parameter {name = "diffuseUV", ty = V2F}),("y349",Parameter {name = "lightmapUV", ty = V2F}),("z349",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 v349 ;\nin vec3 w349 ;\nin vec2 x349 ;\nin vec2 y349 ;\nin vec4 z349 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = y349;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( v349 ).x,( v349 ).y,( v349 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_442868841",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("c354",Parameter {name = "position", ty = V3F}),("d354",Parameter {name = "normal", ty = V3F}),("e354",Parameter {name = "diffuseUV", ty = V2F}),("f354",Parameter {name = "lightmapUV", ty = V2F}),("g354",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_442868841",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 c354 ;\nin vec3 d354 ;\nin vec2 e354 ;\nin vec2 f354 ;\nin vec4 g354 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = e354;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( c354 ).x,( c354 ).y,( c354 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_442868841 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_442868841,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("r358",Parameter {name = "position", ty = V3F}),("s358",Parameter {name = "normal", ty = V3F}),("t358",Parameter {name = "diffuseUV", ty = V2F}),("u358",Parameter {name = "lightmapUV", ty = V2F}),("v358",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 r358 ;\nin vec3 s358 ;\nin vec2 t358 ;\nin vec2 u358 ;\nin vec4 v358 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = u358;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( r358 ).x,( r358 ).y,( r358 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2289735512",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a363",Parameter {name = "diffuseUV", ty = V2F}),("b363",Parameter {name = "lightmapUV", ty = V2F}),("c363",Parameter {name = "color", ty = V4F}),("y362",Parameter {name = "position", ty = V3F}),("z362",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [("Tex_2289735512",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 y362 ;\nin vec3 z362 ;\nin vec2 a363 ;\nin vec2 b363 ;\nin vec4 c363 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a363;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( y362 ).x,( y362 ).y,( y362 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2289735512 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2289735512,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("n367",Parameter {name = "position", ty = V3F}),("o367",Parameter {name = "normal", ty = V3F}),("p367",Parameter {name = "diffuseUV", ty = V2F}),("q367",Parameter {name = "lightmapUV", ty = V2F}),("r367",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 n367 ;\nin vec3 o367 ;\nin vec2 p367 ;\nin vec2 q367 ;\nin vec4 r367 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q367;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( n367 ).x,( n367 ).y,( n367 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3939430064",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("u371",Parameter {name = "position", ty = V3F}),("v371",Parameter {name = "normal", ty = V3F}),("w371",Parameter {name = "diffuseUV", ty = V2F}),("x371",Parameter {name = "lightmapUV", ty = V2F}),("y371",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3939430064",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 u371 ;\nin vec3 v371 ;\nin vec2 w371 ;\nin vec2 x371 ;\nin vec4 y371 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = w371;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( u371 ).x,( u371 ).y,( u371 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3939430064 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3939430064,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("j376",Parameter {name = "position", ty = V3F}),("k376",Parameter {name = "normal", ty = V3F}),("l376",Parameter {name = "diffuseUV", ty = V2F}),("m376",Parameter {name = "lightmapUV", ty = V2F}),("n376",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 j376 ;\nin vec3 k376 ;\nin vec2 l376 ;\nin vec2 m376 ;\nin vec4 n376 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = m376;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( j376 ).x,( j376 ).y,( j376 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3012001075",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("q380",Parameter {name = "position", ty = V3F}),("r380",Parameter {name = "normal", ty = V3F}),("s380",Parameter {name = "diffuseUV", ty = V2F}),("t380",Parameter {name = "lightmapUV", ty = V2F}),("u380",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3012001075",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 q380 ;\nin vec3 r380 ;\nin vec2 s380 ;\nin vec2 t380 ;\nin vec4 u380 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = s380;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( q380 ).x,( q380 ).y,( q380 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3012001075 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3012001075,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("f385",Parameter {name = "position", ty = V3F}),("g385",Parameter {name = "normal", ty = V3F}),("h385",Parameter {name = "diffuseUV", ty = V2F}),("i385",Parameter {name = "lightmapUV", ty = V2F}),("j385",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 f385 ;\nin vec3 g385 ;\nin vec2 h385 ;\nin vec2 i385 ;\nin vec4 j385 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = i385;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( f385 ).x,( f385 ).y,( f385 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3768122504",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("m389",Parameter {name = "position", ty = V3F}),("n389",Parameter {name = "normal", ty = V3F}),("o389",Parameter {name = "diffuseUV", ty = V2F}),("p389",Parameter {name = "lightmapUV", ty = V2F}),("q389",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3768122504",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 m389 ;\nin vec3 n389 ;\nin vec2 o389 ;\nin vec2 p389 ;\nin vec4 q389 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = o389;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( m389 ).x,( m389 ).y,( m389 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3768122504 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3768122504,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("b394",Parameter {name = "position", ty = V3F}),("c394",Parameter {name = "normal", ty = V3F}),("d394",Parameter {name = "diffuseUV", ty = V2F}),("e394",Parameter {name = "lightmapUV", ty = V2F}),("f394",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 b394 ;\nin vec3 c394 ;\nin vec2 d394 ;\nin vec2 e394 ;\nin vec4 f394 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = e394;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( b394 ).x,( b394 ).y,( b394 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2634868983",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("i398",Parameter {name = "position", ty = V3F}),("j398",Parameter {name = "normal", ty = V3F}),("k398",Parameter {name = "diffuseUV", ty = V2F}),("l398",Parameter {name = "lightmapUV", ty = V2F}),("m398",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2634868983",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 i398 ;\nin vec3 j398 ;\nin vec2 k398 ;\nin vec2 l398 ;\nin vec4 m398 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = k398;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( i398 ).x,( i398 ).y,( i398 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2634868983 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2634868983,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a403",Parameter {name = "lightmapUV", ty = V2F}),("b403",Parameter {name = "color", ty = V4F}),("x402",Parameter {name = "position", ty = V3F}),("y402",Parameter {name = "normal", ty = V3F}),("z402",Parameter {name = "diffuseUV", ty = V2F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 x402 ;\nin vec3 y402 ;\nin vec2 z402 ;\nin vec2 a403 ;\nin vec4 b403 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = a403;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( x402 ).x,( x402 ).y,( x402 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3269743316",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("e407",Parameter {name = "position", ty = V3F}),("f407",Parameter {name = "normal", ty = V3F}),("g407",Parameter {name = "diffuseUV", ty = V2F}),("h407",Parameter {name = "lightmapUV", ty = V2F}),("i407",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3269743316",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 e407 ;\nin vec3 f407 ;\nin vec2 g407 ;\nin vec2 h407 ;\nin vec4 i407 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = g407;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( e407 ).x,( e407 ).y,( e407 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3269743316 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3269743316,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("t411",Parameter {name = "position", ty = V3F}),("u411",Parameter {name = "normal", ty = V3F}),("v411",Parameter {name = "diffuseUV", ty = V2F}),("w411",Parameter {name = "lightmapUV", ty = V2F}),("x411",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 t411 ;\nin vec3 u411 ;\nin vec2 v411 ;\nin vec2 w411 ;\nin vec4 x411 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = w411;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( t411 ).x,( t411 ).y,( t411 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3617993418",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a416",Parameter {name = "position", ty = V3F}),("b416",Parameter {name = "normal", ty = V3F}),("c416",Parameter {name = "diffuseUV", ty = V2F}),("d416",Parameter {name = "lightmapUV", ty = V2F}),("e416",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3617993418",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 a416 ;\nin vec3 b416 ;\nin vec2 c416 ;\nin vec2 d416 ;\nin vec4 e416 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = c416;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( a416 ).x,( a416 ).y,( a416 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3617993418 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3617993418,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("p420",Parameter {name = "position", ty = V3F}),("q420",Parameter {name = "normal", ty = V3F}),("r420",Parameter {name = "diffuseUV", ty = V2F}),("s420",Parameter {name = "lightmapUV", ty = V2F}),("t420",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 p420 ;\nin vec3 q420 ;\nin vec2 r420 ;\nin vec2 s420 ;\nin vec4 t420 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = s420;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( p420 ).x,( p420 ).y,( p420 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1243894392",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a425",Parameter {name = "color", ty = V4F}),("w424",Parameter {name = "position", ty = V3F}),("x424",Parameter {name = "normal", ty = V3F}),("y424",Parameter {name = "diffuseUV", ty = V2F}),("z424",Parameter {name = "lightmapUV", ty = V2F})], programInTextures = fromList [("Tex_1243894392",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 w424 ;\nin vec3 x424 ;\nin vec2 y424 ;\nin vec2 z424 ;\nin vec4 a425 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = y424;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( w424 ).x,( w424 ).y,( w424 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1243894392 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1243894392,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("l429",Parameter {name = "position", ty = V3F}),("m429",Parameter {name = "normal", ty = V3F}),("n429",Parameter {name = "diffuseUV", ty = V2F}),("o429",Parameter {name = "lightmapUV", ty = V2F}),("p429",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 l429 ;\nin vec3 m429 ;\nin vec2 n429 ;\nin vec2 o429 ;\nin vec4 p429 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = o429;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( l429 ).x,( l429 ).y,( l429 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2966885788",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("s433",Parameter {name = "position", ty = V3F}),("t433",Parameter {name = "normal", ty = V3F}),("u433",Parameter {name = "diffuseUV", ty = V2F}),("v433",Parameter {name = "lightmapUV", ty = V2F}),("w433",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2966885788",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 s433 ;\nin vec3 t433 ;\nin vec2 u433 ;\nin vec2 v433 ;\nin vec4 w433 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = u433;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( s433 ).x,( s433 ).y,( s433 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2966885788 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2966885788,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("h438",Parameter {name = "position", ty = V3F}),("i438",Parameter {name = "normal", ty = V3F}),("j438",Parameter {name = "diffuseUV", ty = V2F}),("k438",Parameter {name = "lightmapUV", ty = V2F}),("l438",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 h438 ;\nin vec3 i438 ;\nin vec2 j438 ;\nin vec2 k438 ;\nin vec4 l438 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = k438;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( h438 ).x,( h438 ).y,( h438 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1250438154",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("o442",Parameter {name = "position", ty = V3F}),("p442",Parameter {name = "normal", ty = V3F}),("q442",Parameter {name = "diffuseUV", ty = V2F}),("r442",Parameter {name = "lightmapUV", ty = V2F}),("s442",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_1250438154",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 o442 ;\nin vec3 p442 ;\nin vec2 q442 ;\nin vec2 r442 ;\nin vec4 s442 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = q442;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( o442 ).x,( o442 ).y,( o442 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_1250438154 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_1250438154,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("d447",Parameter {name = "position", ty = V3F}),("e447",Parameter {name = "normal", ty = V3F}),("f447",Parameter {name = "diffuseUV", ty = V2F}),("g447",Parameter {name = "lightmapUV", ty = V2F}),("h447",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 d447 ;\nin vec3 e447 ;\nin vec2 f447 ;\nin vec2 g447 ;\nin vec4 h447 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = g447;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( d447 ).x,( d447 ).y,( d447 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2490648334",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("k451",Parameter {name = "position", ty = V3F}),("l451",Parameter {name = "normal", ty = V3F}),("m451",Parameter {name = "diffuseUV", ty = V2F}),("n451",Parameter {name = "lightmapUV", ty = V2F}),("o451",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_2490648334",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 k451 ;\nin vec3 l451 ;\nin vec2 m451 ;\nin vec2 n451 ;\nin vec4 o451 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = m451;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( k451 ).x,( k451 ).y,( k451 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_2490648334 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_2490648334,vv0 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("a456",Parameter {name = "normal", ty = V3F}),("b456",Parameter {name = "diffuseUV", ty = V2F}),("c456",Parameter {name = "lightmapUV", ty = V2F}),("d456",Parameter {name = "color", ty = V4F}),("z455",Parameter {name = "position", ty = V3F})], programInTextures = fromList [("LightMap",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 z455 ;\nin vec3 a456 ;\nin vec2 b456 ;\nin vec2 c456 ;\nin vec4 d456 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = c456;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( z455 ).x,( z455 ).y,( z455 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( LightMap,vv0 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3694494180",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("g460",Parameter {name = "position", ty = V3F}),("h460",Parameter {name = "normal", ty = V3F}),("i460",Parameter {name = "diffuseUV", ty = V2F}),("j460",Parameter {name = "lightmapUV", ty = V2F}),("k460",Parameter {name = "color", ty = V4F})], programInTextures = fromList [("Tex_3694494180",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float identityLight ;\nuniform mat4 viewProj ;\nuniform mat4 worldMat ;\nin vec3 g460 ;\nin vec3 h460 ;\nin vec2 i460 ;\nin vec2 j460 ;\nin vec4 k460 ;\nsmooth out vec2 vv0 ;\nsmooth out vec4 vv1 ;\nvoid main() {\nvv0 = i460;\nvv1 = vec4 ( identityLight,identityLight,identityLight,1.0 );\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( g460 ).x,( g460 ).y,( g460 ).z,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D Tex_3694494180 ;\nsmooth in vec2 vv0 ;\nsmooth in vec4 vv1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv1 ) * ( texture2D ( Tex_3694494180,vv0 ) );\n}\n"}], slots = [Slot {slotName = "missing shader", slotStreams = fromList [("color",V4F),("position",V3F)], slotUniforms = fromList [("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [0,1]},Slot {slotName = "textures/gothic_block/demon_block15fx", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3562558025",FTexture2D),("Tex_47037129",FTexture2D),("time",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [2,3,4]},Slot {slotName = "textures/gothic_trim/pitted_rust2_trans", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_1910997598",FTexture2D),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [5,6]},Slot {slotName = "textures/gothic_door/skullarch_b", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3416962274",FTexture2D),("Tex_4077187607",FTexture2D),("time",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [7,8,9]},Slot {slotName = "textures/gothic_block/blocks11b", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_4288602201",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [10,11]},Slot {slotName = "textures/gothic_trim/baseboard09_l2", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3202786139",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [12,13]},Slot {slotName = "textures/gothic_door/skull_door_e", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_4255130505",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [14,15]},Slot {slotName = "textures/gothic_wall/supportborder_blue_b", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_564811775",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [16,17]},Slot {slotName = "textures/gothic_door/km_arena1archfinalc_mid", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_2073154888",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [18,19]},Slot {slotName = "textures/gothic_trim/pitted_rust2", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_2099456856",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [20,21]},Slot {slotName = "textures/gothic_floor/metalbridge06", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_1581337759",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [22,23]},Slot {slotName = "textures/gothic_trim/metaldemonkillblock", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_1062467595",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [24,25]},Slot {slotName = "textures/gothic_door/skullarch_c", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_2024854890",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [26,27]},Slot {slotName = "textures/gothic_door/skull_door_a", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_1284708166",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [28,29]},Slot {slotName = "textures/gothic_wall/iron01_e", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_2432583247",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [30,31]},Slot {slotName = "textures/gothic_trim/baseboard04", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_1002517541",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [32,33]},Slot {slotName = "textures/gothic_block/blocks18b", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_2639119078",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [34,35]},Slot {slotName = "textures/gothic_trim/km_arena1tower4", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3479185666",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [36,37]},Slot {slotName = "textures/gothic_door/skullarch_a", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3448884269",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [38,39]},Slot {slotName = "textures/gothic_door/km_arena1archfinald_bot", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_1201212243",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [40,41]},Slot {slotName = "textures/gothic_trim/pitted_rust3", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3389727963",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [42,43]},Slot {slotName = "textures/gothic_floor/xstairtop4", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3836020895",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [44,45]},Slot {slotName = "textures/gothic_block/killblock_i", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_209322640",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [46,47]},Slot {slotName = "textures/gothic_trim/metalsupsolid", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_2893650486",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [48,49]},Slot {slotName = "textures/gothic_floor/blocks17floor2", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3814342582",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [50,51]},Slot {slotName = "textures/gothic_door/skull_door_c", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_4189195777",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [52,53]},Slot {slotName = "textures/gothic_wall/skull4", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_2239853403",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [54,55]},Slot {slotName = "textures/gothic_trim/baseboard09_e", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_2367525081",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [56,57]},Slot {slotName = "textures/gothic_block/blocks15", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_2523116863",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [58,59]},Slot {slotName = "textures/gothic_trim/baseboard09_o3", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_2512757607",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [60,61]},Slot {slotName = "textures/gothic_door/skull_door_f", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_4289279309",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [62,63]},Slot {slotName = "textures/gothic_wall/supportborder_blue_c", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_2525124732",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [64,65]},Slot {slotName = "textures/gothic_door/km_arena1archfinalc_top", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3071107621",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [66,67]},Slot {slotName = "textures/gothic_floor/metalbridge06broke", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3921745736",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [68,69]},Slot {slotName = "textures/gothic_block/killblock", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3647563961",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [70,71]},Slot {slotName = "textures/gothic_trim/metalsupport4b", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3593923076",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [72,73]},Slot {slotName = "textures/gothic_door/xian_tourneyarch_inside2", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_1435187472",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [74,75]},Slot {slotName = "textures/gothic_door/skull_door_b", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_1318715778",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [76,77]},Slot {slotName = "textures/gothic_wall/iron01_ntech3", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_442868841",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [78,79]},Slot {slotName = "textures/gothic_trim/baseboard09_c3", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_2289735512",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [80,81]},Slot {slotName = "textures/gothic_block/blocks18c_3", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3939430064",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [82,83]},Slot {slotName = "textures/gothic_trim/km_arena1tower4_a", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3012001075",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [84,85]},Slot {slotName = "textures/gothic_door/km_arena1archfinald_mid", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3768122504",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [86,87]},Slot {slotName = "textures/gothic_trim/skullsvertgray02b", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_2634868983",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [88,89]},Slot {slotName = "textures/gothic_floor/xstepborder3", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3269743316",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [90,91]},Slot {slotName = "textures/gothic_block/killblock_i4", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3617993418",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [92,93]},Slot {slotName = "textures/gothic_trim/pitted_rust", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_1243894392",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [94,95]},Slot {slotName = "textures/gothic_floor/largerblock3b", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_2966885788",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [96,97]},Slot {slotName = "textures/gothic_door/skull_door_d", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_1250438154",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [98,99]},Slot {slotName = "textures/gothic_wall/slateroofc", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_2490648334",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [100,101]},Slot {slotName = "textures/gothic_trim/baseboard09_e2", slotStreams = fromList [("color",V4F),("diffuseUV",V2F),("lightmapUV",V2F),("normal",V3F),("position",V3F)], slotUniforms = fromList [("LightMap",FTexture2D),("Tex_3694494180",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], slotPrimitive = Triangles, slotPrograms = [102,103]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 0.0)}],SetProgram 103,SetSamplerUniform "Tex_3694494180" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 50,SetProgram 102,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 50,SetProgram 101,SetSamplerUniform "Tex_2490648334" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 49,SetProgram 100,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 49,SetProgram 99,SetSamplerUniform "Tex_1250438154" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 48,SetProgram 98,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 48,SetProgram 97,SetSamplerUniform "Tex_2966885788" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 47,SetProgram 96,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 47,SetProgram 95,SetSamplerUniform "Tex_1243894392" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 46,SetProgram 94,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 46,SetProgram 93,SetSamplerUniform "Tex_3617993418" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 45,SetProgram 92,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 45,SetProgram 91,SetSamplerUniform "Tex_3269743316" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 44,SetProgram 90,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 44,SetProgram 89,SetSamplerUniform "Tex_2634868983" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 43,SetProgram 88,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 43,SetProgram 87,SetSamplerUniform "Tex_3768122504" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 42,SetProgram 86,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 42,SetProgram 85,SetSamplerUniform "Tex_3012001075" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 41,SetProgram 84,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 41,SetProgram 83,SetSamplerUniform "Tex_3939430064" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 40,SetProgram 82,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 40,SetProgram 81,SetSamplerUniform "Tex_2289735512" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 39,SetProgram 80,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 39,SetProgram 79,SetSamplerUniform "Tex_442868841" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 38,SetProgram 78,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 38,SetProgram 77,SetSamplerUniform "Tex_1318715778" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 37,SetProgram 76,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 37,SetProgram 75,SetSamplerUniform "Tex_1435187472" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 36,SetProgram 74,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 36,SetProgram 73,SetSamplerUniform "Tex_3593923076" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 35,SetProgram 72,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 35,SetProgram 71,SetSamplerUniform "Tex_3647563961" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 34,SetProgram 70,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 34,SetProgram 69,SetSamplerUniform "Tex_3921745736" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 33,SetProgram 68,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 33,SetProgram 67,SetSamplerUniform "Tex_3071107621" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 32,SetProgram 66,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 32,SetProgram 65,SetSamplerUniform "Tex_2525124732" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 31,SetProgram 64,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 31,SetProgram 63,SetSamplerUniform "Tex_4289279309" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 30,SetProgram 62,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 30,SetProgram 61,SetSamplerUniform "Tex_2512757607" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 29,SetProgram 60,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 29,SetProgram 59,SetSamplerUniform "Tex_2523116863" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 28,SetProgram 58,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 28,SetProgram 57,SetSamplerUniform "Tex_2367525081" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 27,SetProgram 56,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 27,SetProgram 55,SetSamplerUniform "Tex_2239853403" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 26,SetProgram 54,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 26,SetProgram 53,SetSamplerUniform "Tex_4189195777" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 25,SetProgram 52,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 25,SetProgram 51,SetSamplerUniform "Tex_3814342582" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 24,SetProgram 50,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 24,SetProgram 49,SetSamplerUniform "Tex_2893650486" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 23,SetProgram 48,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 23,SetProgram 47,SetSamplerUniform "Tex_209322640" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 22,SetProgram 46,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 22,SetProgram 45,SetSamplerUniform "Tex_3836020895" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 21,SetProgram 44,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 21,SetProgram 43,SetSamplerUniform "Tex_3389727963" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 20,SetProgram 42,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 20,SetProgram 41,SetSamplerUniform "Tex_1201212243" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 19,SetProgram 40,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 19,SetProgram 39,SetSamplerUniform "Tex_3448884269" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 18,SetProgram 38,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 18,SetProgram 37,SetSamplerUniform "Tex_3479185666" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 17,SetProgram 36,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 17,SetProgram 35,SetSamplerUniform "Tex_2639119078" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 16,SetProgram 34,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 16,SetProgram 33,SetSamplerUniform "Tex_1002517541" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 15,SetProgram 32,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 15,SetProgram 31,SetSamplerUniform "Tex_2432583247" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 14,SetProgram 30,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 14,SetProgram 29,SetSamplerUniform "Tex_1284708166" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 13,SetProgram 28,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 13,SetProgram 27,SetSamplerUniform "Tex_2024854890" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 12,SetProgram 26,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 12,SetProgram 25,SetSamplerUniform "Tex_1062467595" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 11,SetProgram 24,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 11,SetProgram 23,SetSamplerUniform "Tex_1581337759" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 10,SetProgram 22,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 10,SetProgram 21,SetSamplerUniform "Tex_2099456856" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 9,SetProgram 20,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 9,SetProgram 19,SetSamplerUniform "Tex_2073154888" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 8,SetProgram 18,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 8,SetProgram 17,SetSamplerUniform "Tex_564811775" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 7,SetProgram 16,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 7,SetProgram 15,SetSamplerUniform "Tex_4255130505" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 6,SetProgram 14,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 6,SetProgram 13,SetSamplerUniform "Tex_3202786139" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 5,SetProgram 12,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 5,SetProgram 11,SetSamplerUniform "Tex_4288602201" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 4,SetProgram 10,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 4,SetProgram 9,SetSamplerUniform "Tex_3416962274" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 3,SetProgram 8,SetSamplerUniform "Tex_4077187607" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 3,SetProgram 7,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 3,SetProgram 6,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 2,SetProgram 5,SetSamplerUniform "Tex_1910997598" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 2,SetProgram 4,SetSamplerUniform "Tex_47037129" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 3,SetSamplerUniform "Tex_3562558025" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 2,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = OneMinusDstAlpha, alphaFSrc = DstColor, alphaFDst = OneMinusDstAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = Min, colorFSrc = One, colorFDst = One, alphaFSrc = One, alphaFDst = One, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 0,SetRasterContext (TriangleCtx CullNone (PolygonLine 1.0) NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | ||
diff --git a/testdata/NewStyle.out b/testdata/NewStyle.out index 4e46dbcc..24cf5cb0 100644 --- a/testdata/NewStyle.out +++ b/testdata/NewStyle.out | |||
@@ -1 +1 @@ | |||
Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("m1",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 m1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = m1;\ngl_Position = ( ( MVP ) * ( m1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.1 0.0 0.2 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("n1",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 n1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = n1;\ngl_Position = ( ( MVP ) * ( n1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.1 0.0 0.2 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | ||
diff --git a/testdata/PrimReduce.out b/testdata/PrimReduce.out index 3db2cf03..6ed70995 100644 --- a/testdata/PrimReduce.out +++ b/testdata/PrimReduce.out | |||
@@ -1 +1 @@ | |||
Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [], programStreams = fromList [("k1",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 k1 ;\nvoid main() {\ngl_Position = ( ( mat4 ( vec4 ( cos ( 3.0 ),( 0.0 ) - ( sin ( 3.0 ) ),0.0,0.0 ),vec4 ( sin ( 3.0 ),cos ( 3.0 ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( k1 ) ) * ( vec4 ( 0.1,0.1,0.1,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( 0.0,0.0,1.0,1.0 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [], programStreams = fromList [("l1",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 l1 ;\nvoid main() {\ngl_Position = ( ( mat4 ( vec4 ( cos ( 3.0 ),( 0.0 ) - ( sin ( 3.0 ) ),0.0,0.0 ),vec4 ( sin ( 3.0 ),cos ( 3.0 ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( l1 ) ) * ( vec4 ( 0.1,0.1,0.1,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( 0.0,0.0,1.0,1.0 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | ||
diff --git a/testdata/example06.out b/testdata/example06.out index 3d234fa5..11f412ec 100644 --- a/testdata/example06.out +++ b/testdata/example06.out | |||
@@ -1 +1 @@ | |||
Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("m1",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 m1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = m1;\ngl_Position = ( ( MVP ) * ( m1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("n1",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 n1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = n1;\ngl_Position = ( ( MVP ) * ( n1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | ||
diff --git a/testdata/example07.out b/testdata/example07.out index f2df20ed..95177070 100644 --- a/testdata/example07.out +++ b/testdata/example07.out | |||
@@ -1 +1 @@ | |||
Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("x1",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 x1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = x1;\ngl_Position = ( ( MVP ) * ( x1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( vv0 ).x ) < ( 0.5 ) ? vec4 ( 0.0,0.0,1.0,1.0 ) : vec4 ( 1.0,0.0,0.0,1.0 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.1 0.0 0.2 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("y1",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 y1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = y1;\ngl_Position = ( ( MVP ) * ( y1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( vv0 ).x ) < ( 0.5 ) ? vec4 ( 0.0,0.0,1.0,1.0 ) : vec4 ( 1.0,0.0,0.0,1.0 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.1 0.0 0.2 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | ||
diff --git a/testdata/example08.out b/testdata/example08.out index 0adb17dc..6bf8b064 100644 --- a/testdata/example08.out +++ b/testdata/example08.out | |||
@@ -1 +1 @@ | |||
Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("m1",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float Time ;\nuniform mat4 MVP ;\nin vec4 m1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = m1;\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 2.0 ) ),sin ( ( Time ) * ( 2.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 2.0 ) ) ),cos ( ( Time ) * ( 2.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 1.0 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 2.0 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 2.0 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 2.0 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 2.0 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( m1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("a7",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float Time ;\nuniform mat4 MVP ;\nin vec4 a7 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = a7;\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 1.0 ) ),sin ( ( Time ) * ( 1.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 1.0 ) ) ),cos ( ( Time ) * ( 1.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.5 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 1.0 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 1.0 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 1.0 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 1.0 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( a7 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("o12",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float Time ;\nuniform mat4 MVP ;\nin vec4 o12 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = o12;\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.0 ) ),sin ( ( Time ) * ( 0.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.0 ) ) ),cos ( ( Time ) * ( 0.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.0 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( o12 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("c18",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float Time ;\nuniform mat4 MVP ;\nin vec4 c18 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = c18;\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( -1.0 ) ),sin ( ( Time ) * ( -1.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( -1.0 ) ) ),cos ( ( Time ) * ( -1.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( -0.5 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( -1.0 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( -1.0 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( -1.0 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( -1.0 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( c18 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("q23",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float Time ;\nuniform mat4 MVP ;\nin vec4 q23 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = q23;\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.75 ) ),sin ( ( Time ) * ( 0.75 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.75 ) ) ),cos ( ( Time ) * ( 0.75 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.375 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.75 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.75 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.75 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.75 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( q23 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("e29",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float Time ;\nuniform mat4 MVP ;\nin vec4 e29 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = e29;\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.3 ) ),sin ( ( Time ) * ( 0.3 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.3 ) ) ),cos ( ( Time ) * ( 0.3 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.15 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.3 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.3 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.3 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.3 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( e29 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("s34",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float Time ;\nuniform mat4 MVP ;\nin vec4 s34 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = s34;\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.5 ) ),sin ( ( Time ) * ( 0.5 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.5 ) ) ),cos ( ( Time ) * ( 0.5 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.25 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.5 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.5 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.5 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.5 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( s34 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("g40",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float Time ;\nuniform mat4 MVP ;\nin vec4 g40 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = g40;\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.0 ) ),sin ( ( Time ) * ( 0.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.0 ) ) ),cos ( ( Time ) * ( 0.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.0 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( g40 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("u45",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float Time ;\nuniform mat4 MVP ;\nin vec4 u45 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = u45;\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( -0.5 ) ),sin ( ( Time ) * ( -0.5 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( -0.5 ) ) ),cos ( ( Time ) * ( -0.5 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( -0.25 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( -0.5 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( -0.5 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( -0.5 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( -0.5 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( u45 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F),("Time",Float)], slotPrimitive = Triangles, slotPrograms = [0,1,2,3,4,5,6,7,8]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.5 1.0)}],SetProgram 8,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 7,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 6,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 5,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 4,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 3,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 2,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("n1",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float Time ;\nuniform mat4 MVP ;\nin vec4 n1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = n1;\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 2.0 ) ),sin ( ( Time ) * ( 2.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 2.0 ) ) ),cos ( ( Time ) * ( 2.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 1.0 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 2.0 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 2.0 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 2.0 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 2.0 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( n1 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("c7",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float Time ;\nuniform mat4 MVP ;\nin vec4 c7 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = c7;\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 1.0 ) ),sin ( ( Time ) * ( 1.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 1.0 ) ) ),cos ( ( Time ) * ( 1.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.5 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 1.0 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 1.0 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 1.0 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 1.0 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( c7 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("r12",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float Time ;\nuniform mat4 MVP ;\nin vec4 r12 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = r12;\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.0 ) ),sin ( ( Time ) * ( 0.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.0 ) ) ),cos ( ( Time ) * ( 0.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.0 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( r12 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("g18",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float Time ;\nuniform mat4 MVP ;\nin vec4 g18 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = g18;\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( -1.0 ) ),sin ( ( Time ) * ( -1.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( -1.0 ) ) ),cos ( ( Time ) * ( -1.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( -0.5 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( -1.0 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( -1.0 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( -1.0 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( -1.0 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( g18 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("v23",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float Time ;\nuniform mat4 MVP ;\nin vec4 v23 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = v23;\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.75 ) ),sin ( ( Time ) * ( 0.75 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.75 ) ) ),cos ( ( Time ) * ( 0.75 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.375 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.75 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.75 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.75 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.75 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( v23 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("k29",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float Time ;\nuniform mat4 MVP ;\nin vec4 k29 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = k29;\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.3 ) ),sin ( ( Time ) * ( 0.3 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.3 ) ) ),cos ( ( Time ) * ( 0.3 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.15 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.3 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.3 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.3 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.3 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( k29 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("z34",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float Time ;\nuniform mat4 MVP ;\nin vec4 z34 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = z34;\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.5 ) ),sin ( ( Time ) * ( 0.5 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.5 ) ) ),cos ( ( Time ) * ( 0.5 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.25 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.5 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.5 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.5 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.5 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( z34 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("o40",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float Time ;\nuniform mat4 MVP ;\nin vec4 o40 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = o40;\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( 0.0 ) ),sin ( ( Time ) * ( 0.0 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( 0.0 ) ) ),cos ( ( Time ) * ( 0.0 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( 0.0 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( 0.0 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( o40 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"},Program {programUniforms = fromList [("MVP",M44F),("Time",Float)], programStreams = fromList [("d46",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float Time ;\nuniform mat4 MVP ;\nin vec4 d46 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = d46;\ngl_Position = ( mat4 ( vec4 ( cos ( ( Time ) * ( -0.5 ) ),sin ( ( Time ) * ( -0.5 ) ),0.0,0.0 ),vec4 ( ( 0.0 ) - ( sin ( ( Time ) * ( -0.5 ) ) ),cos ( ( Time ) * ( -0.5 ) ),0.0,0.0 ),vec4 ( 0.0,0.0,1.0,0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( ( MVP ) * ( ( vec4 ( ( -0.25 ) + ( ( sin ( Time ) ) * ( 0.1 ) ),0.0,0.0,0.0 ) ) + ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( ( ( Time ) * ( 2.0 ) ) * ( -0.5 ) ),sin ( ( ( Time ) * ( 2.0 ) ) * ( -0.5 ) ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( ( ( Time ) * ( 2.0 ) ) * ( -0.5 ) ) ),cos ( ( ( Time ) * ( 2.0 ) ) * ( -0.5 ) ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( d46 ) ) * ( vec4 ( 4.0e-2,4.0e-2,4.0e-2,1.0 ) ) ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F),("Time",Float)], slotPrimitive = Triangles, slotPrograms = [0,1,2,3,4,5,6,7,8]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.5 1.0)}],SetProgram 8,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 7,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 6,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 5,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 4,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 3,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 2,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | ||
diff --git a/testdata/fetcharrays01.out b/testdata/fetcharrays01.out index 0dd3542b..5b66be08 100644 --- a/testdata/fetcharrays01.out +++ b/testdata/fetcharrays01.out | |||
@@ -1 +1 @@ | |||
Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("w1",Parameter {name = "attribute_0", ty = V3F}),("x1",Parameter {name = "attribute_1", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec3 w1 ;\nin vec3 x1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( w1 ).x,( w1 ).y,( w1 ).z,1.0 );\ngl_Position = ( ( MVP ) * ( vec4 ( ( w1 ).x,( w1 ).y,( w1 ).z,1.0 ) ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [], streams = [StreamData {streamData = fromList [("attribute_0",VFloatArray [1.0,1.0,1.0,-1.0,1.0,1.0,-1.0,1.0,-1.0,-1.0,1.0,-1.0,1.0,1.0,-1.0,1.0,1.0,1.0,1.0,-1.0,-1.0,-1.0,-1.0,-1.0,-1.0,-1.0,1.0,-1.0,-1.0,1.0,1.0,-1.0,1.0,1.0,-1.0,-1.0,1.0,-1.0,1.0,-1.0,-1.0,1.0,-1.0,1.0,1.0,-1.0,1.0,1.0,1.0,1.0,1.0,1.0,-1.0,1.0,1.0,1.0,-1.0,-1.0,1.0,-1.0,-1.0,-1.0,-1.0,-1.0,-1.0,-1.0,1.0,-1.0,-1.0,1.0,1.0,-1.0,-1.0,-1.0,1.0,-1.0,-1.0,-1.0,-1.0,1.0,-1.0,-1.0,1.0,-1.0,-1.0,1.0,1.0,-1.0,-1.0,1.0,1.0,-1.0,-1.0,1.0,-1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,-1.0,1.0,-1.0,-1.0]),("attribute_1",VFloatArray [0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0])], streamType = fromList [("attribute_0",V3F),("attribute_1",V3F)], streamPrimitive = Triangles, streamPrograms = [0]}], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderStream 0]} \ No newline at end of file | Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("x1",Parameter {name = "attribute_0", ty = V3F}),("y1",Parameter {name = "attribute_1", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec3 x1 ;\nin vec3 y1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( x1 ).x,( x1 ).y,( x1 ).z,1.0 );\ngl_Position = ( ( MVP ) * ( vec4 ( ( x1 ).x,( x1 ).y,( x1 ).z,1.0 ) ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [], streams = [StreamData {streamData = fromList [("attribute_0",VFloatArray [1.0,1.0,1.0,-1.0,1.0,1.0,-1.0,1.0,-1.0,-1.0,1.0,-1.0,1.0,1.0,-1.0,1.0,1.0,1.0,1.0,-1.0,-1.0,-1.0,-1.0,-1.0,-1.0,-1.0,1.0,-1.0,-1.0,1.0,1.0,-1.0,1.0,1.0,-1.0,-1.0,1.0,-1.0,1.0,-1.0,-1.0,1.0,-1.0,1.0,1.0,-1.0,1.0,1.0,1.0,1.0,1.0,1.0,-1.0,1.0,1.0,1.0,-1.0,-1.0,1.0,-1.0,-1.0,-1.0,-1.0,-1.0,-1.0,-1.0,1.0,-1.0,-1.0,1.0,1.0,-1.0,-1.0,-1.0,1.0,-1.0,-1.0,-1.0,-1.0,1.0,-1.0,-1.0,1.0,-1.0,-1.0,1.0,1.0,-1.0,-1.0,1.0,1.0,-1.0,-1.0,1.0,-1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,-1.0,1.0,-1.0,-1.0]),("attribute_1",VFloatArray [0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0])], streamType = fromList [("attribute_0",V3F),("attribute_1",V3F)], streamPrimitive = Triangles, streamPrograms = [0]}], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderStream 0]} \ No newline at end of file | ||
diff --git a/testdata/fragment01.out b/testdata/fragment01.out index b6b1ee3b..f3fac456 100644 --- a/testdata/fragment01.out +++ b/testdata/fragment01.out | |||
@@ -1 +1 @@ | |||
Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [], programStreams = fromList [("k1",Parameter {name = "position", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 k1 ;\nvoid main() {\ngl_Position = k1;\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( 0.0,0.0,1.0,1.0 );\n}\n"}], slots = [Slot {slotName = "quad", slotStreams = fromList [("position",V4F)], slotUniforms = fromList [], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 0.5)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [], programStreams = fromList [("l1",Parameter {name = "position", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 l1 ;\nvoid main() {\ngl_Position = l1;\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( 0.0,0.0,1.0,1.0 );\n}\n"}], slots = [Slot {slotName = "quad", slotStreams = fromList [("position",V4F)], slotUniforms = fromList [], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 0.5)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | ||
diff --git a/testdata/fragment03swizzling.out b/testdata/fragment03swizzling.out index 99b43679..610ba302 100644 --- a/testdata/fragment03swizzling.out +++ b/testdata/fragment03swizzling.out | |||
@@ -1 +1 @@ | |||
Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [], programStreams = fromList [("t1",Parameter {name = "position", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 t1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = t1;\ngl_Position = t1;\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( vv0 ).xxxw ) + ( ( vv0 ).yyyw );\n}\n"}], slots = [Slot {slotName = "quad", slotStreams = fromList [("position",V4F)], slotUniforms = fromList [], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 0.5)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [], programStreams = fromList [("u1",Parameter {name = "position", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 u1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = u1;\ngl_Position = u1;\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( vv0 ).xxxw ) + ( ( vv0 ).yyyw );\n}\n"}], slots = [Slot {slotName = "quad", slotStreams = fromList [("position",V4F)], slotUniforms = fromList [], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 0.5)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | ||
diff --git a/testdata/fragment04ifthenelse.out b/testdata/fragment04ifthenelse.out index 8de32a3c..9fe9bb21 100644 --- a/testdata/fragment04ifthenelse.out +++ b/testdata/fragment04ifthenelse.out | |||
@@ -1 +1 @@ | |||
Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("Time",Float)], programStreams = fromList [("t1",Parameter {name = "position", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 t1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = t1;\ngl_Position = t1;\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float Time ;\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( Time ) < ( 0.5 ) ? vv0 : vec4 ( 0.0,0.0,1.0,1.0 );\n}\n"}], slots = [Slot {slotName = "quad", slotStreams = fromList [("position",V4F)], slotUniforms = fromList [("Time",Float)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 0.5)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("Time",Float)], programStreams = fromList [("u1",Parameter {name = "position", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 u1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = u1;\ngl_Position = u1;\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float Time ;\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( Time ) < ( 0.5 ) ? vv0 : vec4 ( 0.0,0.0,1.0,1.0 );\n}\n"}], slots = [Slot {slotName = "quad", slotStreams = fromList [("position",V4F)], slotUniforms = fromList [("Time",Float)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 0.5)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | ||
diff --git a/testdata/fragment07let.out b/testdata/fragment07let.out index 0b86288b..e936cdde 100644 --- a/testdata/fragment07let.out +++ b/testdata/fragment07let.out | |||
@@ -1 +1 @@ | |||
Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [], programStreams = fromList [("q1",Parameter {name = "position", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 q1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = q1;\ngl_Position = q1;\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = sin ( sin ( vv0 ) );\n}\n"}], slots = [Slot {slotName = "quad", slotStreams = fromList [("position",V4F)], slotUniforms = fromList [], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 0.5)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [], programStreams = fromList [("r1",Parameter {name = "position", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 r1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = r1;\ngl_Position = r1;\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = sin ( sin ( vv0 ) );\n}\n"}], slots = [Slot {slotName = "quad", slotStreams = fromList [("position",V4F)], slotUniforms = fromList [], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 0.5)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | ||
diff --git a/testdata/gfx02.out b/testdata/gfx02.out index cdef68ba..c4ceecf1 100644 --- a/testdata/gfx02.out +++ b/testdata/gfx02.out | |||
@@ -1 +1 @@ | |||
Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [], programStreams = fromList [("k1",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 k1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = k1;\ngl_Position = k1;\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.4 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [], programStreams = fromList [("l1",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 l1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = l1;\ngl_Position = l1;\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.4 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | ||
diff --git a/testdata/gfx03.out b/testdata/gfx03.out index 069c7286..0deef166 100644 --- a/testdata/gfx03.out +++ b/testdata/gfx03.out | |||
@@ -1 +1 @@ | |||
Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("MVP2",M44F)], programStreams = fromList [("m1",Parameter {name = "position", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP2 ;\nin vec3 m1 ;\nvoid main() {\ngl_Position = ( MVP2 ) * ( vec4 ( ( m1 ).x,( m1 ).y,( m1 ).z,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( 0.0,0.4,0.0,1.0 );\n}\n"},Program {programUniforms = fromList [("MVP2",M44F)], programStreams = fromList [("n3",Parameter {name = "position", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP2 ;\nin vec3 n3 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( n3 ).x,( n3 ).y,( n3 ).z,1.0 );\ngl_Position = ( MVP2 ) * ( vec4 ( ( n3 ).x,( n3 ).y,( n3 ).z,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv0 ) + ( vec4 ( 1.0,1.4,1.0,0.6 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("f6",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 f6 ;\nflat out vec4 vv0 ;\nvoid main() {\nvv0 = f6;\ngl_Position = ( MVP ) * ( f6 );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nflat in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv0 ) * ( vec4 ( 1.0,1.4,1.0,0.6 ) );\n}\n"}], slots = [Slot {slotName = "stream", slotStreams = fromList [("position",V3F)], slotUniforms = fromList [("MVP2",M44F)], slotPrimitive = Triangles, slotPrograms = [0,1]},Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [2]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.4 1.0)}],SetProgram 2,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less False,ColorOp NoBlending (VV4B (V4 True True False False))]}),RenderSlot 0,SetProgram 0,SetRasterContext (TriangleCtx CullNone (PolygonLine 20.0) NoOffset FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Always False,ColorOp NoBlending (VV4B (V4 True True False False))]}),RenderSlot 0]} \ No newline at end of file | Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("MVP2",M44F)], programStreams = fromList [("n1",Parameter {name = "position", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP2 ;\nin vec3 n1 ;\nvoid main() {\ngl_Position = ( MVP2 ) * ( vec4 ( ( n1 ).x,( n1 ).y,( n1 ).z,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( 0.0,0.4,0.0,1.0 );\n}\n"},Program {programUniforms = fromList [("MVP2",M44F)], programStreams = fromList [("p3",Parameter {name = "position", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP2 ;\nin vec3 p3 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( p3 ).x,( p3 ).y,( p3 ).z,1.0 );\ngl_Position = ( MVP2 ) * ( vec4 ( ( p3 ).x,( p3 ).y,( p3 ).z,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv0 ) + ( vec4 ( 1.0,1.4,1.0,0.6 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("i6",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 i6 ;\nflat out vec4 vv0 ;\nvoid main() {\nvv0 = i6;\ngl_Position = ( MVP ) * ( i6 );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nflat in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv0 ) * ( vec4 ( 1.0,1.4,1.0,0.6 ) );\n}\n"}], slots = [Slot {slotName = "stream", slotStreams = fromList [("position",V3F)], slotUniforms = fromList [("MVP2",M44F)], slotPrimitive = Triangles, slotPrograms = [0,1]},Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [2]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.4 1.0)}],SetProgram 2,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less False,ColorOp NoBlending (VV4B (V4 True True False False))]}),RenderSlot 0,SetProgram 0,SetRasterContext (TriangleCtx CullNone (PolygonLine 20.0) NoOffset FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Always False,ColorOp NoBlending (VV4B (V4 True True False False))]}),RenderSlot 0]} \ No newline at end of file | ||
diff --git a/testdata/gfx04.out b/testdata/gfx04.out index 0ec80c29..dc374540 100644 --- a/testdata/gfx04.out +++ b/testdata/gfx04.out | |||
@@ -1 +1 @@ | |||
Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("g2",Parameter {name = "position", ty = V3F}),("h2",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec3 g2 ;\nin vec3 h2 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( h2 ).x,( h2 ).y,( h2 ).z,1.0 );\ngl_Position = ( MVP ) * ( vec4 ( ( g2 ).x,( g2 ).y,( g2 ).z,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv0 ) * ( vec4 ( 1.0,1.4,1.0,0.6 ) );\n}\n"}], slots = [Slot {slotName = "stream", slotStreams = fromList [("normal",V3F),("position",V3F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.4 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("h2",Parameter {name = "position", ty = V3F}),("i2",Parameter {name = "normal", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec3 h2 ;\nin vec3 i2 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( i2 ).x,( i2 ).y,( i2 ).z,1.0 );\ngl_Position = ( MVP ) * ( vec4 ( ( h2 ).x,( h2 ).y,( h2 ).z,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv0 ) * ( vec4 ( 1.0,1.4,1.0,0.6 ) );\n}\n"}], slots = [Slot {slotName = "stream", slotStreams = fromList [("normal",V3F),("position",V3F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.4 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | ||
diff --git a/testdata/gfx05.out b/testdata/gfx05.out index 6ca36ea7..eacff67d 100644 --- a/testdata/gfx05.out +++ b/testdata/gfx05.out | |||
@@ -1 +1 @@ | |||
Pipeline {backend = OpenGL33, textures = [TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0}], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 0 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 1 0 Nothing)}]}], programs = [Program {programUniforms = fromList [("MVP2",M44F)], programStreams = fromList [("m1",Parameter {name = "position", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP2 ;\nin vec3 m1 ;\nvoid main() {\ngl_Position = ( MVP2 ) * ( vec4 ( ( m1 ).x,( m1 ).y,( m1 ).z,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( 0.0,0.4,0.0,1.0 );\n}\n"},Program {programUniforms = fromList [("MVP2",M44F)], programStreams = fromList [("n3",Parameter {name = "position", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP2 ;\nin vec3 n3 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( n3 ).x,( n3 ).y,( n3 ).z,1.0 );\ngl_Position = ( MVP2 ) * ( vec4 ( ( n3 ).x,( n3 ).y,( n3 ).z,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv0 ) + ( vec4 ( 1.0,1.4,1.0,0.6 ) );\n}\n"},Program {programUniforms = fromList [("MVP2",M44F)], programStreams = fromList [("b7",Parameter {name = "position", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP2 ;\nin vec3 b7 ;\nvoid main() {\ngl_Position = ( MVP2 ) * ( vec4 ( ( b7 ).x,( b7 ).y,( b7 ).z,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( 0.0,0.4,0.0,1.0 );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("i9",Parameter {name = "position4", ty = V4F}),("j9",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("p5",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 i9 ;\nin vec2 j9 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = j9;\ngl_Position = ( MVP ) * ( i9 );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D p5 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( p5,( vv0 ).xy ) ) * ( 0.7 );\n}\n"}], slots = [Slot {slotName = "stream", slotStreams = fromList [("position",V3F)], slotUniforms = fromList [("MVP2",M44F)], slotPrimitive = Triangles, slotPrograms = [0,1,2]},Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [3]}], streams = [], commands = [SetRenderTarget 1,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.1 0.0 0.3 1.0)}],SetProgram 2,SetRasterContext (TriangleCtx CullNone (PolygonLine 20.0) NoOffset FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Always False,ColorOp NoBlending (VV4B (V4 True True False False))]}),RenderSlot 0,SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.4 1.0)}],SetProgram 3,SetTexture 0 1,SetSamplerUniform "p5" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less False,ColorOp NoBlending (VV4B (V4 True True False False))]}),RenderSlot 0,SetProgram 0,SetRasterContext (TriangleCtx CullNone (PolygonLine 20.0) NoOffset FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Always False,ColorOp NoBlending (VV4B (V4 True True False False))]}),RenderSlot 0]} \ No newline at end of file | Pipeline {backend = OpenGL33, textures = [TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0}], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 0 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 1 0 Nothing)}]}], programs = [Program {programUniforms = fromList [("MVP2",M44F)], programStreams = fromList [("n1",Parameter {name = "position", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP2 ;\nin vec3 n1 ;\nvoid main() {\ngl_Position = ( MVP2 ) * ( vec4 ( ( n1 ).x,( n1 ).y,( n1 ).z,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( 0.0,0.4,0.0,1.0 );\n}\n"},Program {programUniforms = fromList [("MVP2",M44F)], programStreams = fromList [("p3",Parameter {name = "position", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP2 ;\nin vec3 p3 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( p3 ).x,( p3 ).y,( p3 ).z,1.0 );\ngl_Position = ( MVP2 ) * ( vec4 ( ( p3 ).x,( p3 ).y,( p3 ).z,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv0 ) + ( vec4 ( 1.0,1.4,1.0,0.6 ) );\n}\n"},Program {programUniforms = fromList [("MVP2",M44F)], programStreams = fromList [("e7",Parameter {name = "position", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP2 ;\nin vec3 e7 ;\nvoid main() {\ngl_Position = ( MVP2 ) * ( vec4 ( ( e7 ).x,( e7 ).y,( e7 ).z,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( 0.0,0.4,0.0,1.0 );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("m9",Parameter {name = "position4", ty = V4F}),("n9",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("r5",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 m9 ;\nin vec2 n9 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = n9;\ngl_Position = ( MVP ) * ( m9 );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D r5 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( r5,( vv0 ).xy ) ) * ( 0.7 );\n}\n"}], slots = [Slot {slotName = "stream", slotStreams = fromList [("position",V3F)], slotUniforms = fromList [("MVP2",M44F)], slotPrimitive = Triangles, slotPrograms = [0,1,2]},Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [3]}], streams = [], commands = [SetRenderTarget 1,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.1 0.0 0.3 1.0)}],SetProgram 2,SetRasterContext (TriangleCtx CullNone (PolygonLine 20.0) NoOffset FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Always False,ColorOp NoBlending (VV4B (V4 True True False False))]}),RenderSlot 0,SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.4 1.0)}],SetProgram 3,SetTexture 0 1,SetSamplerUniform "r5" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less False,ColorOp NoBlending (VV4B (V4 True True False False))]}),RenderSlot 0,SetProgram 0,SetRasterContext (TriangleCtx CullNone (PolygonLine 20.0) NoOffset FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Always False,ColorOp NoBlending (VV4B (V4 True True False False))]}),RenderSlot 0]} \ No newline at end of file | ||
diff --git a/testdata/heartbeat01.out b/testdata/heartbeat01.out index 7a1cb528..2ec90817 100644 --- a/testdata/heartbeat01.out +++ b/testdata/heartbeat01.out | |||
@@ -1 +1 @@ | |||
Pipeline {backend = OpenGL33, textures = [TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 128 128), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 128 128), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0}], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 0 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 1 0 Nothing)}]}], programs = [Program {programUniforms = fromList [("Time",Float)], programStreams = fromList [("q12",Parameter {name = "position4", ty = V4F}),("r12",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 q12 ;\nin vec2 r12 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = r12;\ngl_Position = ( q12 ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float Time ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).x ) - ( 0.85 ) ) * ( ( ( vv0 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vv0 ).y ) - ( 0.85 ) ) * ( ( ( vv0 ).y ) - ( 0.85 ) ) ) ) + ( ( 5.0e-4 ) * ( sin ( ( ( 3.0 ) * ( atan ( ( ( vv0 ).x ) - ( 0.85 ),( ( vv0 ).y ) - ( 0.85 ) ) ) ) + ( ( 15.0 ) * ( Time ) ) ) ) ) ) < ( ( 5.0e-3 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 0.0,0.0,0.5,1.0 ) : ( ( ( ( ( ( vv0 ).x ) - ( 0.85 ) ) * ( ( ( vv0 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vv0 ).y ) - ( 0.85 ) ) * ( ( ( vv0 ).y ) - ( 0.85 ) ) ) ) + ( ( 2.0e-3 ) * ( sin ( ( ( 5.0 ) * ( atan ( ( ( vv0 ).x ) - ( 0.85 ),( ( vv0 ).y ) - ( 0.85 ) ) ) ) - ( ( 5.0 ) * ( Time ) ) ) ) ) ) < ( ( 2.0e-2 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 0.0,0.0,1.0,1.0 ) : ( ( ( ( ( ( vv0 ).x ) - ( 0.85 ) ) * ( ( ( vv0 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vv0 ).y ) - ( 0.85 ) ) * ( ( ( vv0 ).y ) - ( 0.85 ) ) ) ) + ( ( 2.0e-3 ) * ( sin ( ( ( 7.0 ) * ( atan ( ( ( vv0 ).x ) - ( 0.85 ),( ( vv0 ).y ) - ( 0.85 ) ) ) ) + ( ( 3.0 ) * ( Time ) ) ) ) ) ) < ( ( 5.0e-2 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 1.0,1.0,1.0,1.0 ) : vec4 ( 1.0,1.0,0.0,1.0 );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("q14",Parameter {name = "position4", ty = V4F}),("r14",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("v0",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 q14 ;\nin vec2 r14 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = r14;\ngl_Position = ( ( MVP ) * ( q14 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D v0 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = texture2D ( v0,vv0 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F),("Time",Float)], slotPrimitive = Triangles, slotPrograms = [0,1]}], streams = [], commands = [SetRenderTarget 1,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 1.0)}],SetProgram 1,SetTexture 0 1,SetSamplerUniform "v0" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | Pipeline {backend = OpenGL33, textures = [TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 128 128), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 128 128), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0}], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 0 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 1 0 Nothing)}]}], programs = [Program {programUniforms = fromList [("Time",Float)], programStreams = fromList [("r12",Parameter {name = "position4", ty = V4F}),("s12",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 r12 ;\nin vec2 s12 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = s12;\ngl_Position = ( r12 ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform float Time ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).x ) - ( 0.85 ) ) * ( ( ( vv0 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vv0 ).y ) - ( 0.85 ) ) * ( ( ( vv0 ).y ) - ( 0.85 ) ) ) ) + ( ( 5.0e-4 ) * ( sin ( ( ( 3.0 ) * ( atan ( ( ( vv0 ).x ) - ( 0.85 ),( ( vv0 ).y ) - ( 0.85 ) ) ) ) + ( ( 15.0 ) * ( Time ) ) ) ) ) ) < ( ( 5.0e-3 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 0.0,0.0,0.5,1.0 ) : ( ( ( ( ( ( vv0 ).x ) - ( 0.85 ) ) * ( ( ( vv0 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vv0 ).y ) - ( 0.85 ) ) * ( ( ( vv0 ).y ) - ( 0.85 ) ) ) ) + ( ( 2.0e-3 ) * ( sin ( ( ( 5.0 ) * ( atan ( ( ( vv0 ).x ) - ( 0.85 ),( ( vv0 ).y ) - ( 0.85 ) ) ) ) - ( ( 5.0 ) * ( Time ) ) ) ) ) ) < ( ( 2.0e-2 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 0.0,0.0,1.0,1.0 ) : ( ( ( ( ( ( vv0 ).x ) - ( 0.85 ) ) * ( ( ( vv0 ).x ) - ( 0.85 ) ) ) + ( ( ( ( vv0 ).y ) - ( 0.85 ) ) * ( ( ( vv0 ).y ) - ( 0.85 ) ) ) ) + ( ( 2.0e-3 ) * ( sin ( ( ( 7.0 ) * ( atan ( ( ( vv0 ).x ) - ( 0.85 ),( ( vv0 ).y ) - ( 0.85 ) ) ) ) + ( ( 3.0 ) * ( Time ) ) ) ) ) ) < ( ( 5.0e-2 ) * ( abs ( ( sin ( ( Time ) * ( 4.0 ) ) ) - ( 0.37 ) ) ) ) ? vec4 ( 1.0,1.0,1.0,1.0 ) : vec4 ( 1.0,1.0,0.0,1.0 );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("s14",Parameter {name = "position4", ty = V4F}),("t14",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("v0",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 s14 ;\nin vec2 t14 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = t14;\ngl_Position = ( ( MVP ) * ( s14 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D v0 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = texture2D ( v0,vv0 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F),("Time",Float)], slotPrimitive = Triangles, slotPrograms = [0,1]}], streams = [], commands = [SetRenderTarget 1,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 1.0)}],SetProgram 1,SetTexture 0 1,SetSamplerUniform "v0" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | ||
diff --git a/testdata/helloWorld.out b/testdata/helloWorld.out index 5b1a1f41..fdd43db8 100644 --- a/testdata/helloWorld.out +++ b/testdata/helloWorld.out | |||
@@ -1 +1 @@ | |||
Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("r1",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 r1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = r1;\ngl_Position = ( ( MVP ) * ( r1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nif (!(true)) discard;\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.5 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("s1",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 s1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = s1;\ngl_Position = ( ( MVP ) * ( s1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nif (!(true)) discard;\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.5 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | ||
diff --git a/testdata/point01.lc b/testdata/point01.lc index 3ebdb43c..a5dad665 100644 --- a/testdata/point01.lc +++ b/testdata/point01.lc | |||
@@ -5,20 +5,18 @@ vertices = concat [[v i,v (i+!1.0)] | i <- [(-2)..2]] | |||
5 | clear = FrameBuffer $ (DepthImage @1 1000, ColorImage @1 navy) -- ... | 5 | clear = FrameBuffer $ (DepthImage @1 1000, ColorImage @1 navy) -- ... |
6 | 6 | ||
7 | lines = LineCtx 1.0 LastVertex | 7 | lines = LineCtx 1.0 LastVertex |
8 | points = PointCtx ProgramPointSize 1.0 LowerLeft | 8 | points = PointCtx (ProgramPointSize $ \_ -> 30.0) 1.0 LowerLeft |
9 | 9 | ||
10 | colorFragmentCtx = (DepthOp Less True, ColorOp NoBlending (V4 True True True True)) | 10 | colorFragmentCtx = (DepthOp Less True, ColorOp NoBlending (V4 True True True True)) |
11 | 11 | ||
12 | cubeVertexStream = fetchArrays Point (unzip vertices) | 12 | cubeVertexStream = fetchArrays Point (unzip vertices) |
13 | 13 | ||
14 | rasterizeWith = rasterizePrimitivesWithPointSize | ||
15 | |||
16 | mapFragments2 s fs = accumulate colorFragmentCtx (\a -> fs a) s clear | 14 | mapFragments2 s fs = accumulate colorFragmentCtx (\a -> fs a) s clear |
17 | 15 | ||
18 | rotate' v = (Uniform "MVP" :: Mat 4 4 Float) *. v | 16 | rotate' v = (Uniform "MVP" :: Mat 4 4 Float) *. v |
19 | 17 | ||
20 | main = cubeVertexStream -- cube vertices | 18 | main = cubeVertexStream -- cube vertices |
21 | & mapPrimitives (\(p,c) -> (scale 0.5 . rotate' $ v3FToV4F p, c)) | 19 | & mapPrimitives (\(p,c) -> (scale 0.5 . rotate' $ v3FToV4F p, c)) |
22 | & rasterizeWith points (\_ -> 30.0) Smooth -- rasterize | 20 | & rasterizePrimitives points Smooth -- rasterize |
23 | `mapFragments2` id | 21 | `mapFragments2` id |
24 | & ScreenOut -- draw into screen | 22 | & ScreenOut -- draw into screen |
diff --git a/testdata/point01.out b/testdata/point01.out index 9b889542..b6063039 100644 --- a/testdata/point01.out +++ b/testdata/point01.out | |||
@@ -1 +1 @@ | |||
Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("w1",Parameter {name = "attribute_0", ty = V3F}),("x1",Parameter {name = "attribute_1", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec3 w1 ;\nin vec4 x1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = x1;\ngl_Position = ( ( MVP ) * ( vec4 ( ( w1 ).x,( w1 ).y,( w1 ).z,1.0 ) ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );\ngl_PointSize = 30.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [], streams = [StreamData {streamData = fromList [("attribute_0",VFloatArray [-2.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,2.0,0.0,0.0,2.0,0.0,0.0,3.0,0.0,0.0]),("attribute_1",VFloatArray [1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0])], streamType = fromList [("attribute_0",V3F),("attribute_1",V4F)], streamPrimitive = Points, streamPrograms = [0]}], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.5 1.0)}],SetProgram 0,SetRasterContext (PointCtx ProgramPointSize 1.0 LowerLeft),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderStream 0]} \ No newline at end of file | Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("y1",Parameter {name = "attribute_0", ty = V3F}),("z1",Parameter {name = "attribute_1", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec3 y1 ;\nin vec4 z1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = z1;\ngl_Position = ( ( MVP ) * ( vec4 ( ( y1 ).x,( y1 ).y,( y1 ).z,1.0 ) ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );\ngl_PointSize = 30.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [], streams = [StreamData {streamData = fromList [("attribute_0",VFloatArray [-2.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,2.0,0.0,0.0,2.0,0.0,0.0,3.0,0.0,0.0]),("attribute_1",VFloatArray [1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0])], streamType = fromList [("attribute_0",V3F),("attribute_1",V4F)], streamPrimitive = Points, streamPrograms = [0]}], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.5 1.0)}],SetProgram 0,SetRasterContext (PointCtx ProgramPointSize 1.0 LowerLeft),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderStream 0]} \ No newline at end of file | ||
diff --git a/testdata/recursivetexture01.out b/testdata/recursivetexture01.out index b277bc3a..6ca9d73c 100644 --- a/testdata/recursivetexture01.out +++ b/testdata/recursivetexture01.out | |||
@@ -1 +1 @@ | |||
Pipeline {backend = OpenGL33, textures = [TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 256 256), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 256 256), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 256 256), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 256 256), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 256 256), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 256 256), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 256 256), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 256 256), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 256 256), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 256 256), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 256 256), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 256 256), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 256 256), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 256 256), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 256 256), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 256 256), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 256 256), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 256 256), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 256 256), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 256 256), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 256 256), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 256 256), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 256 256), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 256 256), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 256 256), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 256 256), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 256 256), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 256 256), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 256 256), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 256 256), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0}], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 0 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 1 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 2 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 3 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 4 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 5 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 6 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 7 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 8 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 9 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 10 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 11 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 12 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 13 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 14 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 15 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 16 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 17 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 18 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 19 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 20 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 21 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 22 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 23 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 24 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 25 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 26 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 27 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 28 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 29 0 Nothing)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("i21",Parameter {name = "position4", ty = V4F}),("j21",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("q19",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 i21 ;\nin vec2 j21 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = j21;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.0 ),sin ( 0.0 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.0 ) ),cos ( 0.0 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( i21 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D q19 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( q19,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("i24",Parameter {name = "position4", ty = V4F}),("j24",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("i18",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 i24 ;\nin vec2 j24 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = j24;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.1 ),sin ( 0.1 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.1 ) ),cos ( 0.1 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( i24 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D i18 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( i18,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("i27",Parameter {name = "position4", ty = V4F}),("j27",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("a17",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 i27 ;\nin vec2 j27 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = j27;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.2 ),sin ( 0.2 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.2 ) ),cos ( 0.2 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( i27 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D a17 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( a17,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("i30",Parameter {name = "position4", ty = V4F}),("j30",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("s15",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 i30 ;\nin vec2 j30 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = j30;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.3 ),sin ( 0.3 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.3 ) ),cos ( 0.3 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( i30 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D s15 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( s15,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("i33",Parameter {name = "position4", ty = V4F}),("j33",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("k14",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 i33 ;\nin vec2 j33 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = j33;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.4 ),sin ( 0.4 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.4 ) ),cos ( 0.4 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( i33 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D k14 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( k14,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("i36",Parameter {name = "position4", ty = V4F}),("j36",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("c13",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 i36 ;\nin vec2 j36 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = j36;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.5 ),sin ( 0.5 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.5 ) ),cos ( 0.5 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( i36 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D c13 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( c13,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("i39",Parameter {name = "position4", ty = V4F}),("j39",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("u11",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 i39 ;\nin vec2 j39 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = j39;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.6 ),sin ( 0.6 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.6 ) ),cos ( 0.6 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( i39 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D u11 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( u11,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("i42",Parameter {name = "position4", ty = V4F}),("j42",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("m10",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 i42 ;\nin vec2 j42 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = j42;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.7 ),sin ( 0.7 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.7 ) ),cos ( 0.7 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( i42 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D m10 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( m10,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("i45",Parameter {name = "position4", ty = V4F}),("j45",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("e9",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 i45 ;\nin vec2 j45 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = j45;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.8 ),sin ( 0.8 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.8 ) ),cos ( 0.8 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( i45 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D e9 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( e9,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("i48",Parameter {name = "position4", ty = V4F}),("j48",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("w7",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 i48 ;\nin vec2 j48 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = j48;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.9 ),sin ( 0.9 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.9 ) ),cos ( 0.9 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( i48 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D w7 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( w7,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("i51",Parameter {name = "position4", ty = V4F}),("j51",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("o6",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 i51 ;\nin vec2 j51 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = j51;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 1.0 ),sin ( 1.0 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 1.0 ) ),cos ( 1.0 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( i51 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D o6 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( o6,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("i54",Parameter {name = "position4", ty = V4F}),("j54",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("g5",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 i54 ;\nin vec2 j54 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = j54;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 1.1 ),sin ( 1.1 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 1.1 ) ),cos ( 1.1 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( i54 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D g5 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( g5,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("i57",Parameter {name = "position4", ty = V4F}),("j57",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("y3",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 i57 ;\nin vec2 j57 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = j57;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 1.2 ),sin ( 1.2 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 1.2 ) ),cos ( 1.2 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( i57 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D y3 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( y3,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("i60",Parameter {name = "position4", ty = V4F}),("j60",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("q2",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 i60 ;\nin vec2 j60 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = j60;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 1.3 ),sin ( 1.3 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 1.3 ) ),cos ( 1.3 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( i60 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D q2 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( q2,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("i63",Parameter {name = "position4", ty = V4F}),("j63",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("i1",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 i63 ;\nin vec2 j63 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = j63;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 1.4 ),sin ( 1.4 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 1.4 ) ),cos ( 1.4 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( i63 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D i1 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( i1,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0,1,2,3,4,5,6,7,8,9,10,11,12,13,14]}], streams = [], commands = [SetRenderTarget 15,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetRenderTarget 14,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetProgram 0,SetTexture 0 29,SetSamplerUniform "q19" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 13,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetProgram 1,SetTexture 0 27,SetSamplerUniform "i18" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 12,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetProgram 2,SetTexture 0 25,SetSamplerUniform "a17" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 11,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetProgram 3,SetTexture 0 23,SetSamplerUniform "s15" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 10,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetProgram 4,SetTexture 0 21,SetSamplerUniform "k14" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 9,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetProgram 5,SetTexture 0 19,SetSamplerUniform "c13" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 8,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetProgram 6,SetTexture 0 17,SetSamplerUniform "u11" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 7,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetProgram 7,SetTexture 0 15,SetSamplerUniform "m10" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 6,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetProgram 8,SetTexture 0 13,SetSamplerUniform "e9" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 5,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetProgram 9,SetTexture 0 11,SetSamplerUniform "w7" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 4,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetProgram 10,SetTexture 0 9,SetSamplerUniform "o6" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 3,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetProgram 11,SetTexture 0 7,SetSamplerUniform "g5" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 2,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetProgram 12,SetTexture 0 5,SetSamplerUniform "y3" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 1,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetProgram 13,SetTexture 0 3,SetSamplerUniform "q2" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetProgram 14,SetTexture 0 1,SetSamplerUniform "i1" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | Pipeline {backend = OpenGL33, textures = [TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 256 256), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 256 256), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 256 256), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 256 256), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 256 256), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 256 256), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 256 256), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 256 256), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 256 256), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 256 256), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 256 256), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 256 256), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 256 256), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 256 256), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 256 256), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 256 256), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 256 256), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 256 256), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 256 256), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 256 256), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 256 256), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 256 256), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 256 256), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 256 256), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 256 256), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 256 256), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 256 256), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 256 256), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 256 256), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 256 256), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0}], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 0 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 1 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 2 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 3 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 4 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 5 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 6 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 7 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 8 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 9 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 10 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 11 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 12 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 13 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 14 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 15 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 16 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 17 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 18 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 19 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 20 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 21 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 22 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 23 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 24 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 25 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 26 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 27 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 28 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 29 0 Nothing)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("j21",Parameter {name = "position4", ty = V4F}),("k21",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("q19",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 j21 ;\nin vec2 k21 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = k21;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.0 ),sin ( 0.0 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.0 ) ),cos ( 0.0 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( j21 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D q19 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( q19,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("k24",Parameter {name = "position4", ty = V4F}),("l24",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("i18",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 k24 ;\nin vec2 l24 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = l24;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.1 ),sin ( 0.1 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.1 ) ),cos ( 0.1 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( k24 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D i18 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( i18,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("l27",Parameter {name = "position4", ty = V4F}),("m27",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("a17",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 l27 ;\nin vec2 m27 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = m27;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.2 ),sin ( 0.2 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.2 ) ),cos ( 0.2 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( l27 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D a17 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( a17,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("m30",Parameter {name = "position4", ty = V4F}),("n30",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("s15",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 m30 ;\nin vec2 n30 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = n30;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.3 ),sin ( 0.3 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.3 ) ),cos ( 0.3 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( m30 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D s15 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( s15,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("n33",Parameter {name = "position4", ty = V4F}),("o33",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("k14",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 n33 ;\nin vec2 o33 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = o33;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.4 ),sin ( 0.4 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.4 ) ),cos ( 0.4 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( n33 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D k14 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( k14,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("o36",Parameter {name = "position4", ty = V4F}),("p36",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("c13",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 o36 ;\nin vec2 p36 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = p36;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.5 ),sin ( 0.5 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.5 ) ),cos ( 0.5 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( o36 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D c13 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( c13,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("p39",Parameter {name = "position4", ty = V4F}),("q39",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("u11",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 p39 ;\nin vec2 q39 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = q39;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.6 ),sin ( 0.6 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.6 ) ),cos ( 0.6 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( p39 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D u11 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( u11,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("q42",Parameter {name = "position4", ty = V4F}),("r42",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("m10",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 q42 ;\nin vec2 r42 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = r42;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.7 ),sin ( 0.7 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.7 ) ),cos ( 0.7 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( q42 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D m10 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( m10,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("r45",Parameter {name = "position4", ty = V4F}),("s45",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("e9",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 r45 ;\nin vec2 s45 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = s45;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.8 ),sin ( 0.8 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.8 ) ),cos ( 0.8 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( r45 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D e9 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( e9,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("s48",Parameter {name = "position4", ty = V4F}),("t48",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("w7",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 s48 ;\nin vec2 t48 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = t48;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 0.9 ),sin ( 0.9 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 0.9 ) ),cos ( 0.9 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( s48 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D w7 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( w7,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("t51",Parameter {name = "position4", ty = V4F}),("u51",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("o6",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 t51 ;\nin vec2 u51 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = u51;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 1.0 ),sin ( 1.0 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 1.0 ) ),cos ( 1.0 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( t51 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D o6 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( o6,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("u54",Parameter {name = "position4", ty = V4F}),("v54",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("g5",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 u54 ;\nin vec2 v54 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = v54;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 1.1 ),sin ( 1.1 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 1.1 ) ),cos ( 1.1 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( u54 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D g5 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( g5,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("v57",Parameter {name = "position4", ty = V4F}),("w57",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("y3",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 v57 ;\nin vec2 w57 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = w57;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 1.2 ),sin ( 1.2 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 1.2 ) ),cos ( 1.2 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( v57 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D y3 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( y3,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("w60",Parameter {name = "position4", ty = V4F}),("x60",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("q2",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 w60 ;\nin vec2 x60 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = x60;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 1.3 ),sin ( 1.3 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 1.3 ) ),cos ( 1.3 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( w60 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D q2 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( q2,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("x63",Parameter {name = "position4", ty = V4F}),("y63",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("i1",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 x63 ;\nin vec2 y63 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = y63;\ngl_Position = ( MVP ) * ( ( ( mat4 ( vec4 ( 1.0,0.0,0.0,0.0 ),vec4 ( 0.0,cos ( 1.4 ),sin ( 1.4 ),0.0 ),vec4 ( 0.0,( 0.0 ) - ( sin ( 1.4 ) ),cos ( 1.4 ),0.0 ),vec4 ( 0.0,0.0,0.0,1.0 ) ) ) * ( x63 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D i1 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( ( ( ( ( ( vv0 ).xyxx ) * ( 0.7 ) ) + ( texture2D ( i1,vv0 ) ) ) * ( 0.7 ) ) * ( vec4 ( 1.0,1.0,1.0,0.0 ) ) ) + ( vec4 ( 0.0,0.0,0.0,1.0 ) );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0,1,2,3,4,5,6,7,8,9,10,11,12,13,14]}], streams = [], commands = [SetRenderTarget 15,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetRenderTarget 14,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetProgram 0,SetTexture 0 29,SetSamplerUniform "q19" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 13,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetProgram 1,SetTexture 0 27,SetSamplerUniform "i18" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 12,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetProgram 2,SetTexture 0 25,SetSamplerUniform "a17" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 11,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetProgram 3,SetTexture 0 23,SetSamplerUniform "s15" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 10,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetProgram 4,SetTexture 0 21,SetSamplerUniform "k14" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 9,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetProgram 5,SetTexture 0 19,SetSamplerUniform "c13" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 8,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetProgram 6,SetTexture 0 17,SetSamplerUniform "u11" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 7,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetProgram 7,SetTexture 0 15,SetSamplerUniform "m10" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 6,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetProgram 8,SetTexture 0 13,SetSamplerUniform "e9" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 5,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetProgram 9,SetTexture 0 11,SetSamplerUniform "w7" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 4,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetProgram 10,SetTexture 0 9,SetSamplerUniform "o6" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 3,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetProgram 11,SetTexture 0 7,SetSamplerUniform "g5" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 2,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetProgram 12,SetTexture 0 5,SetSamplerUniform "y3" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 1,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetProgram 13,SetTexture 0 3,SetSamplerUniform "q2" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.0 1.0)}],SetProgram 14,SetTexture 0 1,SetSamplerUniform "i1" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | ||
diff --git a/testdata/recursivetexture02.out b/testdata/recursivetexture02.out index dd0a100b..eab42dc3 100644 --- a/testdata/recursivetexture02.out +++ b/testdata/recursivetexture02.out | |||
@@ -1 +1 @@ | |||
Pipeline {backend = OpenGL33, textures = [TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0}], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 0 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 1 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 2 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 3 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 4 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 5 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 6 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 7 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 8 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 9 0 Nothing)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("g6",Parameter {name = "position4", ty = V4F}),("h6",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 g6 ;\nin vec2 h6 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = h6;\ngl_Position = ( ( MVP ) * ( g6 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv0 ).xyxy;\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("l8",Parameter {name = "position4", ty = V4F}),("m8",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("g4",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 l8 ;\nin vec2 m8 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = m8;\ngl_Position = ( ( MVP ) * ( l8 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D g4 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( g4,vv0 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("q10",Parameter {name = "position4", ty = V4F}),("r10",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("k3",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 q10 ;\nin vec2 r10 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = r10;\ngl_Position = ( ( MVP ) * ( q10 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D k3 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( k3,vv0 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("v12",Parameter {name = "position4", ty = V4F}),("w12",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("o2",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 v12 ;\nin vec2 w12 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = w12;\ngl_Position = ( ( MVP ) * ( v12 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D o2 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( o2,vv0 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("a15",Parameter {name = "position4", ty = V4F}),("b15",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("s1",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 a15 ;\nin vec2 b15 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = b15;\ngl_Position = ( ( MVP ) * ( a15 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D s1 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( s1,vv0 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("f17",Parameter {name = "position4", ty = V4F}),("g17",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("w0",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 f17 ;\nin vec2 g17 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = g17;\ngl_Position = ( ( MVP ) * ( f17 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D w0 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( w0,vv0 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0,1,2,3,4,5]}], streams = [], commands = [SetRenderTarget 5,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 4,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 1,SetTexture 0 9,SetSamplerUniform "g4" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 3,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 2,SetTexture 0 7,SetSamplerUniform "k3" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 2,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 3,SetTexture 0 5,SetSamplerUniform "o2" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 1,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 4,SetTexture 0 3,SetSamplerUniform "s1" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 5,SetTexture 0 1,SetSamplerUniform "w0" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | Pipeline {backend = OpenGL33, textures = [TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 1024 768), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0}], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 0 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 1 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 2 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 3 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 4 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 5 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 6 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 7 0 Nothing)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 8 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 9 0 Nothing)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("h6",Parameter {name = "position4", ty = V4F}),("i6",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 h6 ;\nin vec2 i6 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = i6;\ngl_Position = ( ( MVP ) * ( h6 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv0 ).xyxy;\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("n8",Parameter {name = "position4", ty = V4F}),("o8",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("g4",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 n8 ;\nin vec2 o8 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = o8;\ngl_Position = ( ( MVP ) * ( n8 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D g4 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( g4,vv0 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("t10",Parameter {name = "position4", ty = V4F}),("u10",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("k3",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 t10 ;\nin vec2 u10 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = u10;\ngl_Position = ( ( MVP ) * ( t10 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D k3 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( k3,vv0 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("a13",Parameter {name = "vertexUV", ty = V2F}),("z12",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [("o2",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 z12 ;\nin vec2 a13 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = a13;\ngl_Position = ( ( MVP ) * ( z12 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D o2 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( o2,vv0 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("f15",Parameter {name = "position4", ty = V4F}),("g15",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("s1",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 f15 ;\nin vec2 g15 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = g15;\ngl_Position = ( ( MVP ) * ( f15 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D s1 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( s1,vv0 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"},Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("l17",Parameter {name = "position4", ty = V4F}),("m17",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("w0",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 l17 ;\nin vec2 m17 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = m17;\ngl_Position = ( ( MVP ) * ( l17 ) ) * ( vec4 ( 1.0,1.0,1.0,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D w0 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( texture2D ( w0,vv0 ) ) * ( vec4 ( 0.7,0.7,0.7,1.0 ) );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0,1,2,3,4,5]}], streams = [], commands = [SetRenderTarget 5,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 4,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 1,SetTexture 0 9,SetSamplerUniform "g4" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 3,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 2,SetTexture 0 7,SetSamplerUniform "k3" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 2,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 3,SetTexture 0 5,SetSamplerUniform "o2" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 1,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 4,SetTexture 0 3,SetSamplerUniform "s1" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.0 1.0)}],SetProgram 5,SetTexture 0 1,SetSamplerUniform "w0" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | ||
diff --git a/testdata/reduce01.out b/testdata/reduce01.out index cdef68ba..c4ceecf1 100644 --- a/testdata/reduce01.out +++ b/testdata/reduce01.out | |||
@@ -1 +1 @@ | |||
Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [], programStreams = fromList [("k1",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 k1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = k1;\ngl_Position = k1;\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.4 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [], programStreams = fromList [("l1",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 l1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = l1;\ngl_Position = l1;\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.4 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | ||
diff --git a/testdata/reduce05.out b/testdata/reduce05.out index 2db6fa95..e771a118 100644 --- a/testdata/reduce05.out +++ b/testdata/reduce05.out | |||
@@ -1 +1 @@ | |||
Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [], programStreams = fromList [("l1",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 l1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = l1;\ngl_Position = l1;\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( 1.0,0.0,0.0,1.0 );\n}\n"},Program {programUniforms = fromList [], programStreams = fromList [("a3",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 a3 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = a3;\ngl_Position = a3;\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( 0.0,1.0,0.0,1.0 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [], slotPrimitive = Triangles, slotPrograms = [0,1]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 1.0 1.0)}],SetProgram 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 False True False False))]}),RenderSlot 0,SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True False False False))]}),RenderSlot 0]} \ No newline at end of file | Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [], programStreams = fromList [("m1",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 m1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = m1;\ngl_Position = m1;\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( 1.0,0.0,0.0,1.0 );\n}\n"},Program {programUniforms = fromList [], programStreams = fromList [("c3",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 c3 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = c3;\ngl_Position = c3;\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( 0.0,1.0,0.0,1.0 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [], slotPrimitive = Triangles, slotPrograms = [0,1]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 1.0 1.0)}],SetProgram 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 False True False False))]}),RenderSlot 0,SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True False False False))]}),RenderSlot 0]} \ No newline at end of file | ||
diff --git a/testdata/simple02.out b/testdata/simple02.out index dbc307e8..e980dc3c 100644 --- a/testdata/simple02.out +++ b/testdata/simple02.out | |||
@@ -1 +1 @@ | |||
Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("w1",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 w1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = w1;\ngl_Position = ( MVP ) * ( w1 );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv0 ) * ( vec4 ( 1.0,0.4,0.0,0.2 ) );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.4 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("x1",Parameter {name = "position4", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 x1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = x1;\ngl_Position = ( MVP ) * ( x1 );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vv0 ) * ( vec4 ( 1.0,0.4,0.0,0.2 ) );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.5 0.0 0.4 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | ||
diff --git a/testdata/simple03.out b/testdata/simple03.out index df5b8905..1866b9b8 100644 --- a/testdata/simple03.out +++ b/testdata/simple03.out | |||
@@ -1 +1 @@ | |||
Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("viewProj",M44F)], programStreams = fromList [("x1",Parameter {name = "position", ty = V3F}),("y1",Parameter {name = "color", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nin vec3 x1 ;\nin vec3 y1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( y1 ).x,( y1 ).y,( y1 ).z,1.0 );\ngl_Position = ( viewProj ) * ( vec4 ( ( x1 ).x,( x1 ).y,( x1 ).z,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( 1.0,1.0,1.0,1.0 );\n}\n"},Program {programUniforms = fromList [("viewProj",M44F)], programStreams = fromList [("t4",Parameter {name = "position", ty = V3F}),("u4",Parameter {name = "color", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nin vec3 t4 ;\nin vec3 u4 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( u4 ).x,( u4 ).y,( u4 ).z,1.0 );\ngl_Position = ( viewProj ) * ( vec4 ( ( t4 ).x,( t4 ).y,( t4 ).z,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "missing shader", slotStreams = fromList [("color",V3F),("position",V3F)], slotUniforms = fromList [("viewProj",M44F)], slotPrimitive = Triangles, slotPrograms = [0,1]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.4 1.0)}],SetProgram 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 0,SetRasterContext (TriangleCtx CullNone (PolygonLine 20.0) (Offset (-1.0) 0.0) FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("viewProj",M44F)], programStreams = fromList [("y1",Parameter {name = "position", ty = V3F}),("z1",Parameter {name = "color", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nin vec3 y1 ;\nin vec3 z1 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( z1 ).x,( z1 ).y,( z1 ).z,1.0 );\ngl_Position = ( viewProj ) * ( vec4 ( ( y1 ).x,( y1 ).y,( y1 ).z,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( 1.0,1.0,1.0,1.0 );\n}\n"},Program {programUniforms = fromList [("viewProj",M44F)], programStreams = fromList [("v4",Parameter {name = "position", ty = V3F}),("w4",Parameter {name = "color", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 viewProj ;\nin vec3 v4 ;\nin vec3 w4 ;\nsmooth out vec4 vv0 ;\nvoid main() {\nvv0 = vec4 ( ( w4 ).x,( w4 ).y,( w4 ).z,1.0 );\ngl_Position = ( viewProj ) * ( vec4 ( ( v4 ).x,( v4 ).y,( v4 ).z,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vv0;\n}\n"}], slots = [Slot {slotName = "missing shader", slotStreams = fromList [("color",V3F),("position",V3F)], slotUniforms = fromList [("viewProj",M44F)], slotPrimitive = Triangles, slotPrograms = [0,1]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 0.4 1.0)}],SetProgram 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 0,SetRasterContext (TriangleCtx CullNone (PolygonLine 20.0) (Offset (-1.0) 0.0) FirstVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | ||
diff --git a/testdata/texture01.out b/testdata/texture01.out index 06f9fac7..676399ba 100644 --- a/testdata/texture01.out +++ b/testdata/texture01.out | |||
@@ -1 +1 @@ | |||
Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F),("diffuse",FTexture2D)], programStreams = fromList [("x1",Parameter {name = "position4", ty = V4F}),("y1",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("diffuse",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 x1 ;\nin vec2 y1 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = y1;\ngl_Position = ( ( MVP ) * ( x1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D diffuse ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = texture2D ( diffuse,vv0 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F),("diffuse",FTexture2D)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 1.0)}],SetProgram 0,SetSamplerUniform "diffuse" 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | Pipeline {backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F),("diffuse",FTexture2D)], programStreams = fromList [("y1",Parameter {name = "position4", ty = V4F}),("z1",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("diffuse",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 y1 ;\nin vec2 z1 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = z1;\ngl_Position = ( ( MVP ) * ( y1 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D diffuse ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = texture2D ( diffuse,vv0 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F),("diffuse",FTexture2D)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 1.0)}],SetProgram 0,SetSamplerUniform "diffuse" 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | ||
diff --git a/testdata/texture02.out b/testdata/texture02.out index 49847225..feb99a5f 100644 --- a/testdata/texture02.out +++ b/testdata/texture02.out | |||
@@ -1 +1 @@ | |||
Pipeline {backend = OpenGL33, textures = [TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 128 128), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 128 128), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0}], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 0 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 1 0 Nothing)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("l2",Parameter {name = "position4", ty = V4F}),("m2",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("v0",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 l2 ;\nin vec2 m2 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = m2;\ngl_Position = ( ( MVP ) * ( l2 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D v0 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = texture2D ( v0,vv0 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 1,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 1.0 1.0)}],SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 1.0)}],SetProgram 0,SetTexture 0 1,SetSamplerUniform "v0" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | Pipeline {backend = OpenGL33, textures = [TextureDescriptor {textureType = Texture2D (FloatT Red) 1, textureSize = VV2U (V2 128 128), textureSemantic = Depth, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0},TextureDescriptor {textureType = Texture2D (FloatT RGBA) 1, textureSize = VV2U (V2 128 128), textureSemantic = Color, textureSampler = SamplerDescriptor {samplerWrapS = Repeat, samplerWrapT = Nothing, samplerWrapR = Nothing, samplerMinFilter = Linear, samplerMagFilter = Linear, samplerBorderColor = VV4F (V4 0.0 0.0 0.0 1.0), samplerMinLod = Nothing, samplerMaxLod = Nothing, samplerLodBias = 0.0, samplerCompareFunc = Nothing}, textureBaseLevel = 0, textureMaxLevel = 0}], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]},RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (TextureImage 0 0 Nothing)},TargetItem {targetSemantic = Color, targetRef = Just (TextureImage 1 0 Nothing)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("m2",Parameter {name = "position4", ty = V4F}),("n2",Parameter {name = "vertexUV", ty = V2F})], programInTextures = fromList [("v0",FTexture2D)], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec4 m2 ;\nin vec2 n2 ;\nsmooth out vec2 vv0 ;\nvoid main() {\nvv0 = n2;\ngl_Position = ( ( MVP ) * ( m2 ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );\ngl_PointSize = 1.0;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D v0 ;\nsmooth in vec2 vv0 ;\nout vec4 f0 ;\nvoid main() {\nf0 = texture2D ( v0,vv0 );\n}\n"}], slots = [Slot {slotName = "stream4", slotStreams = fromList [("position4",V4F),("vertexUV",V2F)], slotUniforms = fromList [("MVP",M44F)], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 1,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 0.0 0.0 1.0 1.0)}],SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 1.0)}],SetProgram 0,SetTexture 0 1,SetSamplerUniform "v0" 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | ||