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-rw-r--r--testdata/Graphics.out8590
1 files changed, 8589 insertions, 1 deletions
diff --git a/testdata/Graphics.out b/testdata/Graphics.out
index 90e57e69..73cd2482 100644
--- a/testdata/Graphics.out
+++ b/testdata/Graphics.out
@@ -1 +1,8589 @@
1Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",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 vi1 ;\nin vec4 vi2 ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi2;\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vec4 ( ( 1.0 ) - ( ( vo1 ).x ),( 1.0 ) - ( ( vo1 ).y ),( 1.0 ) - ( ( vo1 ).z ),1.0 );\n}\n"},Program {programUniforms = fromList [("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",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 vi1 ;\nin vec4 vi2 ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vec4 ( ( vi2 ).x,( vi2 ).y,( vi2 ).z,0.5 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vo1;\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( 1.0,1.0,1.0,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3562558025",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( 1.0,1.0,1.0,1.0 );\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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_3562558025,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_47037129",FTexture2D),("time",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = ( ( ( vi3 ) + ( ( vec2 ( 0.0,1.0 ) ) * ( time ) ) ) + ( ( sin ( vec2 ( ( 6.28 ) * ( ( ( ( ( vi1 ).x ) + ( ( vi1 ).z ) ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 1.6 ) ) ) ),( 6.28 ) * ( ( ( ( vi1 ).y ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 1.6 ) ) ) ) ) ) ) * ( 0.25 ) ) ) * ( vec2 ( 4.0,4.0 ) );\nvo2 = vec4 ( 1.0,1.0,1.0,1.0 );\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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_47037129,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1910997598",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( 1.0,1.0,1.0,1.0 );\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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_1910997598,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( 1.0,1.0,1.0,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( 1.0,1.0,1.0,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform sampler2D LightMap ;\nsmooth in vec2 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4077187607",FTexture2D),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( 1.0,1.0,1.0,1.0 );\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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_4077187607,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3416962274",FTexture2D),("time",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = ( ( ( vi3 ) + ( ( vec2 ( 0.0,1.0 ) ) * ( time ) ) ) + ( ( sin ( vec2 ( ( 6.28 ) * ( ( ( ( ( vi1 ).x ) + ( ( vi1 ).z ) ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 5.6 ) ) ) ),( 6.28 ) * ( ( ( ( vi1 ).y ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 5.6 ) ) ) ) ) ) ) * ( 0.25 ) ) ) * ( vec2 ( 1.5,1.5 ) );\nvo2 = vec4 ( 1.0,1.0,1.0,1.0 );\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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_3416962274,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4288602201",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_4288602201,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3202786139",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_3202786139,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4255130505",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_4255130505,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_564811775",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_564811775,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2073154888",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_2073154888,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2099456856",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_2099456856,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1581337759",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_1581337759,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1062467595",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_1062467595,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2024854890",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_2024854890,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1284708166",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_1284708166,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2432583247",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_2432583247,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1002517541",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_1002517541,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2639119078",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_2639119078,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3479185666",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_3479185666,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3448884269",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_3448884269,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1201212243",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_1201212243,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3389727963",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_3389727963,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3836020895",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_3836020895,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_209322640",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_209322640,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2893650486",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_2893650486,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3814342582",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_3814342582,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4189195777",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_4189195777,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2239853403",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_2239853403,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2367525081",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_2367525081,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2523116863",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_2523116863,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2512757607",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_2512757607,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_4289279309",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_4289279309,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2525124732",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_2525124732,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3071107621",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_3071107621,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3921745736",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_3921745736,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3647563961",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_3647563961,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3593923076",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_3593923076,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1435187472",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_1435187472,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1318715778",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_1318715778,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_442868841",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_442868841,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2289735512",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_2289735512,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3939430064",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_3939430064,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3012001075",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_3012001075,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3768122504",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_3768122504,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2634868983",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_2634868983,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3269743316",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_3269743316,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3617993418",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_3617993418,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1243894392",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_1243894392,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2966885788",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_2966885788,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_1250438154",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_1250438154,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_2490648334",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_2490648334,vo1 ) );\n}\n"},Program {programUniforms = fromList [("LightMap",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi4;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );\n}\n"},Program {programUniforms = fromList [("Tex_3694494180",FTexture2D),("identityLight",Float),("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("vi1",Parameter {name = "position", ty = V3F}),("vi2",Parameter {name = "normal", ty = V3F}),("vi3",Parameter {name = "diffuseUV", ty = V2F}),("vi4",Parameter {name = "lightmapUV", ty = V2F}),("vi5",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 vi1 ;\nin vec3 vi2 ;\nin vec2 vi3 ;\nin vec2 vi4 ;\nin vec4 vi5 ;\nsmooth out vec2 vo1 ;\nsmooth out vec4 vo2 ;\nvoid main() {\ngl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );\nvo1 = vi3;\nvo2 = vec4 ( identityLight,identityLight,identityLight,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 vo1 ;\nsmooth in vec4 vo2 ;\nout vec4 f0 ;\nvoid main() {\nf0 = ( vo2 ) * ( texture2D ( Tex_3694494180,vo1 ) 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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 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{accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 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 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LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 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, 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0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 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 = 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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 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[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 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[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 1Pipeline
2 { info = "generated by lambdcube-compiler 0.5.0.0"
3 , backend = OpenGL33
4 , textures = []
5 , samplers = []
6 , targets =
7 [ RenderTarget
8 { renderTargets =
9 [ TargetItem
10 { targetSemantic = Depth , targetRef = Just (Framebuffer Depth) }
11 , TargetItem
12 { targetSemantic = Color , targetRef = Just (Framebuffer Color) }
13 ]
14 }
15 ]
16 , programs =
17 [ Program
18 { programUniforms =
19 fromList [ ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ]
20 , programStreams =
21 fromList
22 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
23 , ( "vi2" , Parameter { name = "color" , ty = V4F } )
24 ]
25 , programInTextures = fromList []
26 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
27 , vertexShader =
28 """
29 #version 330 core
30 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
31 uniform mat4 viewProj ;
32 uniform mat4 worldMat ;
33 in vec3 vi1 ;
34 in vec4 vi2 ;
35 smooth out vec4 vo1 ;
36 void main() {
37 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
38 vo1 = vi2;
39 }
40
41 """
42 , geometryShader = Nothing
43 , fragmentShader =
44 """
45 #version 330 core
46 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
47 smooth in vec4 vo1 ;
48 out vec4 f0 ;
49 void main() {
50 f0 = vec4 ( ( 1.0 ) - ( ( vo1 ).x ),( 1.0 ) - ( ( vo1 ).y ),( 1.0 ) - ( ( vo1 ).z ),1.0 );
51 }
52
53 """
54 }
55 , Program
56 { programUniforms =
57 fromList [ ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ]
58 , programStreams =
59 fromList
60 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
61 , ( "vi2" , Parameter { name = "color" , ty = V4F } )
62 ]
63 , programInTextures = fromList []
64 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
65 , vertexShader =
66 """
67 #version 330 core
68 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
69 uniform mat4 viewProj ;
70 uniform mat4 worldMat ;
71 in vec3 vi1 ;
72 in vec4 vi2 ;
73 smooth out vec4 vo1 ;
74 void main() {
75 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
76 vo1 = vec4 ( ( vi2 ).x,( vi2 ).y,( vi2 ).z,0.5 );
77 }
78
79 """
80 , geometryShader = Nothing
81 , fragmentShader =
82 """
83 #version 330 core
84 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
85 smooth in vec4 vo1 ;
86 out vec4 f0 ;
87 void main() {
88 f0 = vo1;
89 }
90
91 """
92 }
93 , Program
94 { programUniforms =
95 fromList
96 [ ( "LightMap" , FTexture2D )
97 , ( "viewProj" , M44F )
98 , ( "worldMat" , M44F )
99 ]
100 , programStreams =
101 fromList
102 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
103 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
104 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
105 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
106 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
107 ]
108 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
109 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
110 , vertexShader =
111 """
112 #version 330 core
113 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
114 uniform mat4 viewProj ;
115 uniform mat4 worldMat ;
116 in vec3 vi1 ;
117 in vec3 vi2 ;
118 in vec2 vi3 ;
119 in vec2 vi4 ;
120 in vec4 vi5 ;
121 smooth out vec2 vo1 ;
122 smooth out vec4 vo2 ;
123 void main() {
124 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
125 vo1 = vi4;
126 vo2 = vec4 ( 1.0,1.0,1.0,1.0 );
127 }
128
129 """
130 , geometryShader = Nothing
131 , fragmentShader =
132 """
133 #version 330 core
134 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
135 uniform sampler2D LightMap ;
136 smooth in vec2 vo1 ;
137 smooth in vec4 vo2 ;
138 out vec4 f0 ;
139 void main() {
140 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
141 }
142
143 """
144 }
145 , Program
146 { programUniforms =
147 fromList
148 [ ( "Tex_3562558025" , FTexture2D )
149 , ( "viewProj" , M44F )
150 , ( "worldMat" , M44F )
151 ]
152 , programStreams =
153 fromList
154 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
155 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
156 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
157 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
158 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
159 ]
160 , programInTextures =
161 fromList [ ( "Tex_3562558025" , FTexture2D ) ]
162 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
163 , vertexShader =
164 """
165 #version 330 core
166 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
167 uniform mat4 viewProj ;
168 uniform mat4 worldMat ;
169 in vec3 vi1 ;
170 in vec3 vi2 ;
171 in vec2 vi3 ;
172 in vec2 vi4 ;
173 in vec4 vi5 ;
174 smooth out vec2 vo1 ;
175 smooth out vec4 vo2 ;
176 void main() {
177 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
178 vo1 = vi3;
179 vo2 = vec4 ( 1.0,1.0,1.0,1.0 );
180 }
181
182 """
183 , geometryShader = Nothing
184 , fragmentShader =
185 """
186 #version 330 core
187 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
188 uniform sampler2D Tex_3562558025 ;
189 smooth in vec2 vo1 ;
190 smooth in vec4 vo2 ;
191 out vec4 f0 ;
192 void main() {
193 f0 = ( vo2 ) * ( texture2D ( Tex_3562558025,vo1 ) );
194 }
195
196 """
197 }
198 , Program
199 { programUniforms =
200 fromList
201 [ ( "Tex_47037129" , FTexture2D )
202 , ( "time" , Float )
203 , ( "viewProj" , M44F )
204 , ( "worldMat" , M44F )
205 ]
206 , programStreams =
207 fromList
208 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
209 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
210 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
211 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
212 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
213 ]
214 , programInTextures = fromList [ ( "Tex_47037129" , FTexture2D ) ]
215 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
216 , vertexShader =
217 """
218 #version 330 core
219 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
220 uniform float time ;
221 uniform mat4 viewProj ;
222 uniform mat4 worldMat ;
223 in vec3 vi1 ;
224 in vec3 vi2 ;
225 in vec2 vi3 ;
226 in vec2 vi4 ;
227 in vec4 vi5 ;
228 smooth out vec2 vo1 ;
229 smooth out vec4 vo2 ;
230 void main() {
231 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
232 vo1 = ( ( ( vi3 ) + ( ( vec2 ( 0.0,1.0 ) ) * ( time ) ) ) + ( ( sin ( vec2 ( ( 6.28 ) * ( ( ( ( ( vi1 ).x ) + ( ( vi1 ).z ) ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 1.6 ) ) ) ),( 6.28 ) * ( ( ( ( vi1 ).y ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 1.6 ) ) ) ) ) ) ) * ( 0.25 ) ) ) * ( vec2 ( 4.0,4.0 ) );
233 vo2 = vec4 ( 1.0,1.0,1.0,1.0 );
234 }
235
236 """
237 , geometryShader = Nothing
238 , fragmentShader =
239 """
240 #version 330 core
241 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
242 uniform sampler2D Tex_47037129 ;
243 smooth in vec2 vo1 ;
244 smooth in vec4 vo2 ;
245 out vec4 f0 ;
246 void main() {
247 f0 = ( vo2 ) * ( texture2D ( Tex_47037129,vo1 ) );
248 }
249
250 """
251 }
252 , Program
253 { programUniforms =
254 fromList
255 [ ( "Tex_1910997598" , FTexture2D )
256 , ( "viewProj" , M44F )
257 , ( "worldMat" , M44F )
258 ]
259 , programStreams =
260 fromList
261 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
262 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
263 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
264 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
265 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
266 ]
267 , programInTextures =
268 fromList [ ( "Tex_1910997598" , FTexture2D ) ]
269 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
270 , vertexShader =
271 """
272 #version 330 core
273 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
274 uniform mat4 viewProj ;
275 uniform mat4 worldMat ;
276 in vec3 vi1 ;
277 in vec3 vi2 ;
278 in vec2 vi3 ;
279 in vec2 vi4 ;
280 in vec4 vi5 ;
281 smooth out vec2 vo1 ;
282 smooth out vec4 vo2 ;
283 void main() {
284 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
285 vo1 = vi3;
286 vo2 = vec4 ( 1.0,1.0,1.0,1.0 );
287 }
288
289 """
290 , geometryShader = Nothing
291 , fragmentShader =
292 """
293 #version 330 core
294 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
295 uniform sampler2D Tex_1910997598 ;
296 smooth in vec2 vo1 ;
297 smooth in vec4 vo2 ;
298 out vec4 f0 ;
299 void main() {
300 f0 = ( vo2 ) * ( texture2D ( Tex_1910997598,vo1 ) );
301 }
302
303 """
304 }
305 , Program
306 { programUniforms =
307 fromList
308 [ ( "LightMap" , FTexture2D )
309 , ( "viewProj" , M44F )
310 , ( "worldMat" , M44F )
311 ]
312 , programStreams =
313 fromList
314 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
315 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
316 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
317 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
318 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
319 ]
320 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
321 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
322 , vertexShader =
323 """
324 #version 330 core
325 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
326 uniform mat4 viewProj ;
327 uniform mat4 worldMat ;
328 in vec3 vi1 ;
329 in vec3 vi2 ;
330 in vec2 vi3 ;
331 in vec2 vi4 ;
332 in vec4 vi5 ;
333 smooth out vec2 vo1 ;
334 smooth out vec4 vo2 ;
335 void main() {
336 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
337 vo1 = vi4;
338 vo2 = vec4 ( 1.0,1.0,1.0,1.0 );
339 }
340
341 """
342 , geometryShader = Nothing
343 , fragmentShader =
344 """
345 #version 330 core
346 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
347 uniform sampler2D LightMap ;
348 smooth in vec2 vo1 ;
349 smooth in vec4 vo2 ;
350 out vec4 f0 ;
351 void main() {
352 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
353 }
354
355 """
356 }
357 , Program
358 { programUniforms =
359 fromList
360 [ ( "LightMap" , FTexture2D )
361 , ( "viewProj" , M44F )
362 , ( "worldMat" , M44F )
363 ]
364 , programStreams =
365 fromList
366 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
367 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
368 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
369 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
370 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
371 ]
372 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
373 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
374 , vertexShader =
375 """
376 #version 330 core
377 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
378 uniform mat4 viewProj ;
379 uniform mat4 worldMat ;
380 in vec3 vi1 ;
381 in vec3 vi2 ;
382 in vec2 vi3 ;
383 in vec2 vi4 ;
384 in vec4 vi5 ;
385 smooth out vec2 vo1 ;
386 smooth out vec4 vo2 ;
387 void main() {
388 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
389 vo1 = vi4;
390 vo2 = vec4 ( 1.0,1.0,1.0,1.0 );
391 }
392
393 """
394 , geometryShader = Nothing
395 , fragmentShader =
396 """
397 #version 330 core
398 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
399 uniform sampler2D LightMap ;
400 smooth in vec2 vo1 ;
401 smooth in vec4 vo2 ;
402 out vec4 f0 ;
403 void main() {
404 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
405 }
406
407 """
408 }
409 , Program
410 { programUniforms =
411 fromList
412 [ ( "Tex_4077187607" , FTexture2D )
413 , ( "viewProj" , M44F )
414 , ( "worldMat" , M44F )
415 ]
416 , programStreams =
417 fromList
418 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
419 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
420 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
421 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
422 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
423 ]
424 , programInTextures =
425 fromList [ ( "Tex_4077187607" , FTexture2D ) ]
426 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
427 , vertexShader =
428 """
429 #version 330 core
430 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
431 uniform mat4 viewProj ;
432 uniform mat4 worldMat ;
433 in vec3 vi1 ;
434 in vec3 vi2 ;
435 in vec2 vi3 ;
436 in vec2 vi4 ;
437 in vec4 vi5 ;
438 smooth out vec2 vo1 ;
439 smooth out vec4 vo2 ;
440 void main() {
441 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
442 vo1 = vi3;
443 vo2 = vec4 ( 1.0,1.0,1.0,1.0 );
444 }
445
446 """
447 , geometryShader = Nothing
448 , fragmentShader =
449 """
450 #version 330 core
451 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
452 uniform sampler2D Tex_4077187607 ;
453 smooth in vec2 vo1 ;
454 smooth in vec4 vo2 ;
455 out vec4 f0 ;
456 void main() {
457 f0 = ( vo2 ) * ( texture2D ( Tex_4077187607,vo1 ) );
458 }
459
460 """
461 }
462 , Program
463 { programUniforms =
464 fromList
465 [ ( "Tex_3416962274" , FTexture2D )
466 , ( "time" , Float )
467 , ( "viewProj" , M44F )
468 , ( "worldMat" , M44F )
469 ]
470 , programStreams =
471 fromList
472 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
473 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
474 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
475 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
476 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
477 ]
478 , programInTextures =
479 fromList [ ( "Tex_3416962274" , FTexture2D ) ]
480 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
481 , vertexShader =
482 """
483 #version 330 core
484 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
485 uniform float time ;
486 uniform mat4 viewProj ;
487 uniform mat4 worldMat ;
488 in vec3 vi1 ;
489 in vec3 vi2 ;
490 in vec2 vi3 ;
491 in vec2 vi4 ;
492 in vec4 vi5 ;
493 smooth out vec2 vo1 ;
494 smooth out vec4 vo2 ;
495 void main() {
496 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
497 vo1 = ( ( ( vi3 ) + ( ( vec2 ( 0.0,1.0 ) ) * ( time ) ) ) + ( ( sin ( vec2 ( ( 6.28 ) * ( ( ( ( ( vi1 ).x ) + ( ( vi1 ).z ) ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 5.6 ) ) ) ),( 6.28 ) * ( ( ( ( vi1 ).y ) * ( 9.765625e-4 ) ) + ( ( 0.0 ) + ( ( time ) * ( 5.6 ) ) ) ) ) ) ) * ( 0.25 ) ) ) * ( vec2 ( 1.5,1.5 ) );
498 vo2 = vec4 ( 1.0,1.0,1.0,1.0 );
499 }
500
501 """
502 , geometryShader = Nothing
503 , fragmentShader =
504 """
505 #version 330 core
506 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
507 uniform sampler2D Tex_3416962274 ;
508 smooth in vec2 vo1 ;
509 smooth in vec4 vo2 ;
510 out vec4 f0 ;
511 void main() {
512 f0 = ( vo2 ) * ( texture2D ( Tex_3416962274,vo1 ) );
513 }
514
515 """
516 }
517 , Program
518 { programUniforms =
519 fromList
520 [ ( "LightMap" , FTexture2D )
521 , ( "identityLight" , Float )
522 , ( "viewProj" , M44F )
523 , ( "worldMat" , M44F )
524 ]
525 , programStreams =
526 fromList
527 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
528 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
529 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
530 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
531 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
532 ]
533 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
534 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
535 , vertexShader =
536 """
537 #version 330 core
538 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
539 uniform float identityLight ;
540 uniform mat4 viewProj ;
541 uniform mat4 worldMat ;
542 in vec3 vi1 ;
543 in vec3 vi2 ;
544 in vec2 vi3 ;
545 in vec2 vi4 ;
546 in vec4 vi5 ;
547 smooth out vec2 vo1 ;
548 smooth out vec4 vo2 ;
549 void main() {
550 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
551 vo1 = vi4;
552 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
553 }
554
555 """
556 , geometryShader = Nothing
557 , fragmentShader =
558 """
559 #version 330 core
560 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
561 uniform sampler2D LightMap ;
562 smooth in vec2 vo1 ;
563 smooth in vec4 vo2 ;
564 out vec4 f0 ;
565 void main() {
566 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
567 }
568
569 """
570 }
571 , Program
572 { programUniforms =
573 fromList
574 [ ( "Tex_4288602201" , FTexture2D )
575 , ( "identityLight" , Float )
576 , ( "viewProj" , M44F )
577 , ( "worldMat" , M44F )
578 ]
579 , programStreams =
580 fromList
581 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
582 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
583 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
584 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
585 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
586 ]
587 , programInTextures =
588 fromList [ ( "Tex_4288602201" , FTexture2D ) ]
589 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
590 , vertexShader =
591 """
592 #version 330 core
593 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
594 uniform float identityLight ;
595 uniform mat4 viewProj ;
596 uniform mat4 worldMat ;
597 in vec3 vi1 ;
598 in vec3 vi2 ;
599 in vec2 vi3 ;
600 in vec2 vi4 ;
601 in vec4 vi5 ;
602 smooth out vec2 vo1 ;
603 smooth out vec4 vo2 ;
604 void main() {
605 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
606 vo1 = vi3;
607 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
608 }
609
610 """
611 , geometryShader = Nothing
612 , fragmentShader =
613 """
614 #version 330 core
615 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
616 uniform sampler2D Tex_4288602201 ;
617 smooth in vec2 vo1 ;
618 smooth in vec4 vo2 ;
619 out vec4 f0 ;
620 void main() {
621 f0 = ( vo2 ) * ( texture2D ( Tex_4288602201,vo1 ) );
622 }
623
624 """
625 }
626 , Program
627 { programUniforms =
628 fromList
629 [ ( "LightMap" , FTexture2D )
630 , ( "identityLight" , Float )
631 , ( "viewProj" , M44F )
632 , ( "worldMat" , M44F )
633 ]
634 , programStreams =
635 fromList
636 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
637 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
638 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
639 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
640 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
641 ]
642 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
643 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
644 , vertexShader =
645 """
646 #version 330 core
647 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
648 uniform float identityLight ;
649 uniform mat4 viewProj ;
650 uniform mat4 worldMat ;
651 in vec3 vi1 ;
652 in vec3 vi2 ;
653 in vec2 vi3 ;
654 in vec2 vi4 ;
655 in vec4 vi5 ;
656 smooth out vec2 vo1 ;
657 smooth out vec4 vo2 ;
658 void main() {
659 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
660 vo1 = vi4;
661 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
662 }
663
664 """
665 , geometryShader = Nothing
666 , fragmentShader =
667 """
668 #version 330 core
669 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
670 uniform sampler2D LightMap ;
671 smooth in vec2 vo1 ;
672 smooth in vec4 vo2 ;
673 out vec4 f0 ;
674 void main() {
675 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
676 }
677
678 """
679 }
680 , Program
681 { programUniforms =
682 fromList
683 [ ( "Tex_3202786139" , FTexture2D )
684 , ( "identityLight" , Float )
685 , ( "viewProj" , M44F )
686 , ( "worldMat" , M44F )
687 ]
688 , programStreams =
689 fromList
690 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
691 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
692 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
693 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
694 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
695 ]
696 , programInTextures =
697 fromList [ ( "Tex_3202786139" , FTexture2D ) ]
698 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
699 , vertexShader =
700 """
701 #version 330 core
702 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
703 uniform float identityLight ;
704 uniform mat4 viewProj ;
705 uniform mat4 worldMat ;
706 in vec3 vi1 ;
707 in vec3 vi2 ;
708 in vec2 vi3 ;
709 in vec2 vi4 ;
710 in vec4 vi5 ;
711 smooth out vec2 vo1 ;
712 smooth out vec4 vo2 ;
713 void main() {
714 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
715 vo1 = vi3;
716 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
717 }
718
719 """
720 , geometryShader = Nothing
721 , fragmentShader =
722 """
723 #version 330 core
724 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
725 uniform sampler2D Tex_3202786139 ;
726 smooth in vec2 vo1 ;
727 smooth in vec4 vo2 ;
728 out vec4 f0 ;
729 void main() {
730 f0 = ( vo2 ) * ( texture2D ( Tex_3202786139,vo1 ) );
731 }
732
733 """
734 }
735 , Program
736 { programUniforms =
737 fromList
738 [ ( "LightMap" , FTexture2D )
739 , ( "identityLight" , Float )
740 , ( "viewProj" , M44F )
741 , ( "worldMat" , M44F )
742 ]
743 , programStreams =
744 fromList
745 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
746 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
747 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
748 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
749 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
750 ]
751 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
752 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
753 , vertexShader =
754 """
755 #version 330 core
756 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
757 uniform float identityLight ;
758 uniform mat4 viewProj ;
759 uniform mat4 worldMat ;
760 in vec3 vi1 ;
761 in vec3 vi2 ;
762 in vec2 vi3 ;
763 in vec2 vi4 ;
764 in vec4 vi5 ;
765 smooth out vec2 vo1 ;
766 smooth out vec4 vo2 ;
767 void main() {
768 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
769 vo1 = vi4;
770 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
771 }
772
773 """
774 , geometryShader = Nothing
775 , fragmentShader =
776 """
777 #version 330 core
778 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
779 uniform sampler2D LightMap ;
780 smooth in vec2 vo1 ;
781 smooth in vec4 vo2 ;
782 out vec4 f0 ;
783 void main() {
784 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
785 }
786
787 """
788 }
789 , Program
790 { programUniforms =
791 fromList
792 [ ( "Tex_4255130505" , FTexture2D )
793 , ( "identityLight" , Float )
794 , ( "viewProj" , M44F )
795 , ( "worldMat" , M44F )
796 ]
797 , programStreams =
798 fromList
799 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
800 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
801 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
802 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
803 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
804 ]
805 , programInTextures =
806 fromList [ ( "Tex_4255130505" , FTexture2D ) ]
807 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
808 , vertexShader =
809 """
810 #version 330 core
811 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
812 uniform float identityLight ;
813 uniform mat4 viewProj ;
814 uniform mat4 worldMat ;
815 in vec3 vi1 ;
816 in vec3 vi2 ;
817 in vec2 vi3 ;
818 in vec2 vi4 ;
819 in vec4 vi5 ;
820 smooth out vec2 vo1 ;
821 smooth out vec4 vo2 ;
822 void main() {
823 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
824 vo1 = vi3;
825 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
826 }
827
828 """
829 , geometryShader = Nothing
830 , fragmentShader =
831 """
832 #version 330 core
833 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
834 uniform sampler2D Tex_4255130505 ;
835 smooth in vec2 vo1 ;
836 smooth in vec4 vo2 ;
837 out vec4 f0 ;
838 void main() {
839 f0 = ( vo2 ) * ( texture2D ( Tex_4255130505,vo1 ) );
840 }
841
842 """
843 }
844 , Program
845 { programUniforms =
846 fromList
847 [ ( "LightMap" , FTexture2D )
848 , ( "identityLight" , Float )
849 , ( "viewProj" , M44F )
850 , ( "worldMat" , M44F )
851 ]
852 , programStreams =
853 fromList
854 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
855 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
856 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
857 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
858 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
859 ]
860 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
861 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
862 , vertexShader =
863 """
864 #version 330 core
865 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
866 uniform float identityLight ;
867 uniform mat4 viewProj ;
868 uniform mat4 worldMat ;
869 in vec3 vi1 ;
870 in vec3 vi2 ;
871 in vec2 vi3 ;
872 in vec2 vi4 ;
873 in vec4 vi5 ;
874 smooth out vec2 vo1 ;
875 smooth out vec4 vo2 ;
876 void main() {
877 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
878 vo1 = vi4;
879 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
880 }
881
882 """
883 , geometryShader = Nothing
884 , fragmentShader =
885 """
886 #version 330 core
887 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
888 uniform sampler2D LightMap ;
889 smooth in vec2 vo1 ;
890 smooth in vec4 vo2 ;
891 out vec4 f0 ;
892 void main() {
893 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
894 }
895
896 """
897 }
898 , Program
899 { programUniforms =
900 fromList
901 [ ( "Tex_564811775" , FTexture2D )
902 , ( "identityLight" , Float )
903 , ( "viewProj" , M44F )
904 , ( "worldMat" , M44F )
905 ]
906 , programStreams =
907 fromList
908 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
909 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
910 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
911 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
912 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
913 ]
914 , programInTextures = fromList [ ( "Tex_564811775" , FTexture2D ) ]
915 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
916 , vertexShader =
917 """
918 #version 330 core
919 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
920 uniform float identityLight ;
921 uniform mat4 viewProj ;
922 uniform mat4 worldMat ;
923 in vec3 vi1 ;
924 in vec3 vi2 ;
925 in vec2 vi3 ;
926 in vec2 vi4 ;
927 in vec4 vi5 ;
928 smooth out vec2 vo1 ;
929 smooth out vec4 vo2 ;
930 void main() {
931 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
932 vo1 = vi3;
933 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
934 }
935
936 """
937 , geometryShader = Nothing
938 , fragmentShader =
939 """
940 #version 330 core
941 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
942 uniform sampler2D Tex_564811775 ;
943 smooth in vec2 vo1 ;
944 smooth in vec4 vo2 ;
945 out vec4 f0 ;
946 void main() {
947 f0 = ( vo2 ) * ( texture2D ( Tex_564811775,vo1 ) );
948 }
949
950 """
951 }
952 , Program
953 { programUniforms =
954 fromList
955 [ ( "LightMap" , FTexture2D )
956 , ( "identityLight" , Float )
957 , ( "viewProj" , M44F )
958 , ( "worldMat" , M44F )
959 ]
960 , programStreams =
961 fromList
962 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
963 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
964 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
965 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
966 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
967 ]
968 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
969 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
970 , vertexShader =
971 """
972 #version 330 core
973 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
974 uniform float identityLight ;
975 uniform mat4 viewProj ;
976 uniform mat4 worldMat ;
977 in vec3 vi1 ;
978 in vec3 vi2 ;
979 in vec2 vi3 ;
980 in vec2 vi4 ;
981 in vec4 vi5 ;
982 smooth out vec2 vo1 ;
983 smooth out vec4 vo2 ;
984 void main() {
985 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
986 vo1 = vi4;
987 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
988 }
989
990 """
991 , geometryShader = Nothing
992 , fragmentShader =
993 """
994 #version 330 core
995 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
996 uniform sampler2D LightMap ;
997 smooth in vec2 vo1 ;
998 smooth in vec4 vo2 ;
999 out vec4 f0 ;
1000 void main() {
1001 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
1002 }
1003
1004 """
1005 }
1006 , Program
1007 { programUniforms =
1008 fromList
1009 [ ( "Tex_2073154888" , FTexture2D )
1010 , ( "identityLight" , Float )
1011 , ( "viewProj" , M44F )
1012 , ( "worldMat" , M44F )
1013 ]
1014 , programStreams =
1015 fromList
1016 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
1017 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
1018 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
1019 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
1020 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
1021 ]
1022 , programInTextures =
1023 fromList [ ( "Tex_2073154888" , FTexture2D ) ]
1024 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
1025 , vertexShader =
1026 """
1027 #version 330 core
1028 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
1029 uniform float identityLight ;
1030 uniform mat4 viewProj ;
1031 uniform mat4 worldMat ;
1032 in vec3 vi1 ;
1033 in vec3 vi2 ;
1034 in vec2 vi3 ;
1035 in vec2 vi4 ;
1036 in vec4 vi5 ;
1037 smooth out vec2 vo1 ;
1038 smooth out vec4 vo2 ;
1039 void main() {
1040 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
1041 vo1 = vi3;
1042 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
1043 }
1044
1045 """
1046 , geometryShader = Nothing
1047 , fragmentShader =
1048 """
1049 #version 330 core
1050 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
1051 uniform sampler2D Tex_2073154888 ;
1052 smooth in vec2 vo1 ;
1053 smooth in vec4 vo2 ;
1054 out vec4 f0 ;
1055 void main() {
1056 f0 = ( vo2 ) * ( texture2D ( Tex_2073154888,vo1 ) );
1057 }
1058
1059 """
1060 }
1061 , Program
1062 { programUniforms =
1063 fromList
1064 [ ( "LightMap" , FTexture2D )
1065 , ( "identityLight" , Float )
1066 , ( "viewProj" , M44F )
1067 , ( "worldMat" , M44F )
1068 ]
1069 , programStreams =
1070 fromList
1071 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
1072 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
1073 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
1074 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
1075 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
1076 ]
1077 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
1078 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
1079 , vertexShader =
1080 """
1081 #version 330 core
1082 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
1083 uniform float identityLight ;
1084 uniform mat4 viewProj ;
1085 uniform mat4 worldMat ;
1086 in vec3 vi1 ;
1087 in vec3 vi2 ;
1088 in vec2 vi3 ;
1089 in vec2 vi4 ;
1090 in vec4 vi5 ;
1091 smooth out vec2 vo1 ;
1092 smooth out vec4 vo2 ;
1093 void main() {
1094 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
1095 vo1 = vi4;
1096 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
1097 }
1098
1099 """
1100 , geometryShader = Nothing
1101 , fragmentShader =
1102 """
1103 #version 330 core
1104 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
1105 uniform sampler2D LightMap ;
1106 smooth in vec2 vo1 ;
1107 smooth in vec4 vo2 ;
1108 out vec4 f0 ;
1109 void main() {
1110 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
1111 }
1112
1113 """
1114 }
1115 , Program
1116 { programUniforms =
1117 fromList
1118 [ ( "Tex_2099456856" , FTexture2D )
1119 , ( "identityLight" , Float )
1120 , ( "viewProj" , M44F )
1121 , ( "worldMat" , M44F )
1122 ]
1123 , programStreams =
1124 fromList
1125 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
1126 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
1127 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
1128 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
1129 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
1130 ]
1131 , programInTextures =
1132 fromList [ ( "Tex_2099456856" , FTexture2D ) ]
1133 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
1134 , vertexShader =
1135 """
1136 #version 330 core
1137 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
1138 uniform float identityLight ;
1139 uniform mat4 viewProj ;
1140 uniform mat4 worldMat ;
1141 in vec3 vi1 ;
1142 in vec3 vi2 ;
1143 in vec2 vi3 ;
1144 in vec2 vi4 ;
1145 in vec4 vi5 ;
1146 smooth out vec2 vo1 ;
1147 smooth out vec4 vo2 ;
1148 void main() {
1149 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
1150 vo1 = vi3;
1151 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
1152 }
1153
1154 """
1155 , geometryShader = Nothing
1156 , fragmentShader =
1157 """
1158 #version 330 core
1159 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
1160 uniform sampler2D Tex_2099456856 ;
1161 smooth in vec2 vo1 ;
1162 smooth in vec4 vo2 ;
1163 out vec4 f0 ;
1164 void main() {
1165 f0 = ( vo2 ) * ( texture2D ( Tex_2099456856,vo1 ) );
1166 }
1167
1168 """
1169 }
1170 , Program
1171 { programUniforms =
1172 fromList
1173 [ ( "LightMap" , FTexture2D )
1174 , ( "identityLight" , Float )
1175 , ( "viewProj" , M44F )
1176 , ( "worldMat" , M44F )
1177 ]
1178 , programStreams =
1179 fromList
1180 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
1181 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
1182 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
1183 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
1184 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
1185 ]
1186 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
1187 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
1188 , vertexShader =
1189 """
1190 #version 330 core
1191 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
1192 uniform float identityLight ;
1193 uniform mat4 viewProj ;
1194 uniform mat4 worldMat ;
1195 in vec3 vi1 ;
1196 in vec3 vi2 ;
1197 in vec2 vi3 ;
1198 in vec2 vi4 ;
1199 in vec4 vi5 ;
1200 smooth out vec2 vo1 ;
1201 smooth out vec4 vo2 ;
1202 void main() {
1203 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
1204 vo1 = vi4;
1205 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
1206 }
1207
1208 """
1209 , geometryShader = Nothing
1210 , fragmentShader =
1211 """
1212 #version 330 core
1213 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
1214 uniform sampler2D LightMap ;
1215 smooth in vec2 vo1 ;
1216 smooth in vec4 vo2 ;
1217 out vec4 f0 ;
1218 void main() {
1219 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
1220 }
1221
1222 """
1223 }
1224 , Program
1225 { programUniforms =
1226 fromList
1227 [ ( "Tex_1581337759" , FTexture2D )
1228 , ( "identityLight" , Float )
1229 , ( "viewProj" , M44F )
1230 , ( "worldMat" , M44F )
1231 ]
1232 , programStreams =
1233 fromList
1234 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
1235 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
1236 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
1237 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
1238 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
1239 ]
1240 , programInTextures =
1241 fromList [ ( "Tex_1581337759" , FTexture2D ) ]
1242 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
1243 , vertexShader =
1244 """
1245 #version 330 core
1246 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
1247 uniform float identityLight ;
1248 uniform mat4 viewProj ;
1249 uniform mat4 worldMat ;
1250 in vec3 vi1 ;
1251 in vec3 vi2 ;
1252 in vec2 vi3 ;
1253 in vec2 vi4 ;
1254 in vec4 vi5 ;
1255 smooth out vec2 vo1 ;
1256 smooth out vec4 vo2 ;
1257 void main() {
1258 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
1259 vo1 = vi3;
1260 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
1261 }
1262
1263 """
1264 , geometryShader = Nothing
1265 , fragmentShader =
1266 """
1267 #version 330 core
1268 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
1269 uniform sampler2D Tex_1581337759 ;
1270 smooth in vec2 vo1 ;
1271 smooth in vec4 vo2 ;
1272 out vec4 f0 ;
1273 void main() {
1274 f0 = ( vo2 ) * ( texture2D ( Tex_1581337759,vo1 ) );
1275 }
1276
1277 """
1278 }
1279 , Program
1280 { programUniforms =
1281 fromList
1282 [ ( "LightMap" , FTexture2D )
1283 , ( "identityLight" , Float )
1284 , ( "viewProj" , M44F )
1285 , ( "worldMat" , M44F )
1286 ]
1287 , programStreams =
1288 fromList
1289 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
1290 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
1291 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
1292 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
1293 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
1294 ]
1295 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
1296 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
1297 , vertexShader =
1298 """
1299 #version 330 core
1300 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
1301 uniform float identityLight ;
1302 uniform mat4 viewProj ;
1303 uniform mat4 worldMat ;
1304 in vec3 vi1 ;
1305 in vec3 vi2 ;
1306 in vec2 vi3 ;
1307 in vec2 vi4 ;
1308 in vec4 vi5 ;
1309 smooth out vec2 vo1 ;
1310 smooth out vec4 vo2 ;
1311 void main() {
1312 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
1313 vo1 = vi4;
1314 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
1315 }
1316
1317 """
1318 , geometryShader = Nothing
1319 , fragmentShader =
1320 """
1321 #version 330 core
1322 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
1323 uniform sampler2D LightMap ;
1324 smooth in vec2 vo1 ;
1325 smooth in vec4 vo2 ;
1326 out vec4 f0 ;
1327 void main() {
1328 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
1329 }
1330
1331 """
1332 }
1333 , Program
1334 { programUniforms =
1335 fromList
1336 [ ( "Tex_1062467595" , FTexture2D )
1337 , ( "identityLight" , Float )
1338 , ( "viewProj" , M44F )
1339 , ( "worldMat" , M44F )
1340 ]
1341 , programStreams =
1342 fromList
1343 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
1344 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
1345 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
1346 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
1347 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
1348 ]
1349 , programInTextures =
1350 fromList [ ( "Tex_1062467595" , FTexture2D ) ]
1351 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
1352 , vertexShader =
1353 """
1354 #version 330 core
1355 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
1356 uniform float identityLight ;
1357 uniform mat4 viewProj ;
1358 uniform mat4 worldMat ;
1359 in vec3 vi1 ;
1360 in vec3 vi2 ;
1361 in vec2 vi3 ;
1362 in vec2 vi4 ;
1363 in vec4 vi5 ;
1364 smooth out vec2 vo1 ;
1365 smooth out vec4 vo2 ;
1366 void main() {
1367 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
1368 vo1 = vi3;
1369 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
1370 }
1371
1372 """
1373 , geometryShader = Nothing
1374 , fragmentShader =
1375 """
1376 #version 330 core
1377 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
1378 uniform sampler2D Tex_1062467595 ;
1379 smooth in vec2 vo1 ;
1380 smooth in vec4 vo2 ;
1381 out vec4 f0 ;
1382 void main() {
1383 f0 = ( vo2 ) * ( texture2D ( Tex_1062467595,vo1 ) );
1384 }
1385
1386 """
1387 }
1388 , Program
1389 { programUniforms =
1390 fromList
1391 [ ( "LightMap" , FTexture2D )
1392 , ( "identityLight" , Float )
1393 , ( "viewProj" , M44F )
1394 , ( "worldMat" , M44F )
1395 ]
1396 , programStreams =
1397 fromList
1398 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
1399 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
1400 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
1401 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
1402 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
1403 ]
1404 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
1405 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
1406 , vertexShader =
1407 """
1408 #version 330 core
1409 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
1410 uniform float identityLight ;
1411 uniform mat4 viewProj ;
1412 uniform mat4 worldMat ;
1413 in vec3 vi1 ;
1414 in vec3 vi2 ;
1415 in vec2 vi3 ;
1416 in vec2 vi4 ;
1417 in vec4 vi5 ;
1418 smooth out vec2 vo1 ;
1419 smooth out vec4 vo2 ;
1420 void main() {
1421 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
1422 vo1 = vi4;
1423 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
1424 }
1425
1426 """
1427 , geometryShader = Nothing
1428 , fragmentShader =
1429 """
1430 #version 330 core
1431 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
1432 uniform sampler2D LightMap ;
1433 smooth in vec2 vo1 ;
1434 smooth in vec4 vo2 ;
1435 out vec4 f0 ;
1436 void main() {
1437 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
1438 }
1439
1440 """
1441 }
1442 , Program
1443 { programUniforms =
1444 fromList
1445 [ ( "Tex_2024854890" , FTexture2D )
1446 , ( "identityLight" , Float )
1447 , ( "viewProj" , M44F )
1448 , ( "worldMat" , M44F )
1449 ]
1450 , programStreams =
1451 fromList
1452 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
1453 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
1454 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
1455 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
1456 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
1457 ]
1458 , programInTextures =
1459 fromList [ ( "Tex_2024854890" , FTexture2D ) ]
1460 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
1461 , vertexShader =
1462 """
1463 #version 330 core
1464 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
1465 uniform float identityLight ;
1466 uniform mat4 viewProj ;
1467 uniform mat4 worldMat ;
1468 in vec3 vi1 ;
1469 in vec3 vi2 ;
1470 in vec2 vi3 ;
1471 in vec2 vi4 ;
1472 in vec4 vi5 ;
1473 smooth out vec2 vo1 ;
1474 smooth out vec4 vo2 ;
1475 void main() {
1476 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
1477 vo1 = vi3;
1478 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
1479 }
1480
1481 """
1482 , geometryShader = Nothing
1483 , fragmentShader =
1484 """
1485 #version 330 core
1486 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
1487 uniform sampler2D Tex_2024854890 ;
1488 smooth in vec2 vo1 ;
1489 smooth in vec4 vo2 ;
1490 out vec4 f0 ;
1491 void main() {
1492 f0 = ( vo2 ) * ( texture2D ( Tex_2024854890,vo1 ) );
1493 }
1494
1495 """
1496 }
1497 , Program
1498 { programUniforms =
1499 fromList
1500 [ ( "LightMap" , FTexture2D )
1501 , ( "identityLight" , Float )
1502 , ( "viewProj" , M44F )
1503 , ( "worldMat" , M44F )
1504 ]
1505 , programStreams =
1506 fromList
1507 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
1508 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
1509 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
1510 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
1511 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
1512 ]
1513 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
1514 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
1515 , vertexShader =
1516 """
1517 #version 330 core
1518 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
1519 uniform float identityLight ;
1520 uniform mat4 viewProj ;
1521 uniform mat4 worldMat ;
1522 in vec3 vi1 ;
1523 in vec3 vi2 ;
1524 in vec2 vi3 ;
1525 in vec2 vi4 ;
1526 in vec4 vi5 ;
1527 smooth out vec2 vo1 ;
1528 smooth out vec4 vo2 ;
1529 void main() {
1530 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
1531 vo1 = vi4;
1532 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
1533 }
1534
1535 """
1536 , geometryShader = Nothing
1537 , fragmentShader =
1538 """
1539 #version 330 core
1540 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
1541 uniform sampler2D LightMap ;
1542 smooth in vec2 vo1 ;
1543 smooth in vec4 vo2 ;
1544 out vec4 f0 ;
1545 void main() {
1546 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
1547 }
1548
1549 """
1550 }
1551 , Program
1552 { programUniforms =
1553 fromList
1554 [ ( "Tex_1284708166" , FTexture2D )
1555 , ( "identityLight" , Float )
1556 , ( "viewProj" , M44F )
1557 , ( "worldMat" , M44F )
1558 ]
1559 , programStreams =
1560 fromList
1561 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
1562 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
1563 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
1564 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
1565 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
1566 ]
1567 , programInTextures =
1568 fromList [ ( "Tex_1284708166" , FTexture2D ) ]
1569 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
1570 , vertexShader =
1571 """
1572 #version 330 core
1573 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
1574 uniform float identityLight ;
1575 uniform mat4 viewProj ;
1576 uniform mat4 worldMat ;
1577 in vec3 vi1 ;
1578 in vec3 vi2 ;
1579 in vec2 vi3 ;
1580 in vec2 vi4 ;
1581 in vec4 vi5 ;
1582 smooth out vec2 vo1 ;
1583 smooth out vec4 vo2 ;
1584 void main() {
1585 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
1586 vo1 = vi3;
1587 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
1588 }
1589
1590 """
1591 , geometryShader = Nothing
1592 , fragmentShader =
1593 """
1594 #version 330 core
1595 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
1596 uniform sampler2D Tex_1284708166 ;
1597 smooth in vec2 vo1 ;
1598 smooth in vec4 vo2 ;
1599 out vec4 f0 ;
1600 void main() {
1601 f0 = ( vo2 ) * ( texture2D ( Tex_1284708166,vo1 ) );
1602 }
1603
1604 """
1605 }
1606 , Program
1607 { programUniforms =
1608 fromList
1609 [ ( "LightMap" , FTexture2D )
1610 , ( "identityLight" , Float )
1611 , ( "viewProj" , M44F )
1612 , ( "worldMat" , M44F )
1613 ]
1614 , programStreams =
1615 fromList
1616 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
1617 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
1618 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
1619 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
1620 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
1621 ]
1622 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
1623 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
1624 , vertexShader =
1625 """
1626 #version 330 core
1627 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
1628 uniform float identityLight ;
1629 uniform mat4 viewProj ;
1630 uniform mat4 worldMat ;
1631 in vec3 vi1 ;
1632 in vec3 vi2 ;
1633 in vec2 vi3 ;
1634 in vec2 vi4 ;
1635 in vec4 vi5 ;
1636 smooth out vec2 vo1 ;
1637 smooth out vec4 vo2 ;
1638 void main() {
1639 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
1640 vo1 = vi4;
1641 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
1642 }
1643
1644 """
1645 , geometryShader = Nothing
1646 , fragmentShader =
1647 """
1648 #version 330 core
1649 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
1650 uniform sampler2D LightMap ;
1651 smooth in vec2 vo1 ;
1652 smooth in vec4 vo2 ;
1653 out vec4 f0 ;
1654 void main() {
1655 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
1656 }
1657
1658 """
1659 }
1660 , Program
1661 { programUniforms =
1662 fromList
1663 [ ( "Tex_2432583247" , FTexture2D )
1664 , ( "identityLight" , Float )
1665 , ( "viewProj" , M44F )
1666 , ( "worldMat" , M44F )
1667 ]
1668 , programStreams =
1669 fromList
1670 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
1671 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
1672 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
1673 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
1674 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
1675 ]
1676 , programInTextures =
1677 fromList [ ( "Tex_2432583247" , FTexture2D ) ]
1678 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
1679 , vertexShader =
1680 """
1681 #version 330 core
1682 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
1683 uniform float identityLight ;
1684 uniform mat4 viewProj ;
1685 uniform mat4 worldMat ;
1686 in vec3 vi1 ;
1687 in vec3 vi2 ;
1688 in vec2 vi3 ;
1689 in vec2 vi4 ;
1690 in vec4 vi5 ;
1691 smooth out vec2 vo1 ;
1692 smooth out vec4 vo2 ;
1693 void main() {
1694 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
1695 vo1 = vi3;
1696 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
1697 }
1698
1699 """
1700 , geometryShader = Nothing
1701 , fragmentShader =
1702 """
1703 #version 330 core
1704 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
1705 uniform sampler2D Tex_2432583247 ;
1706 smooth in vec2 vo1 ;
1707 smooth in vec4 vo2 ;
1708 out vec4 f0 ;
1709 void main() {
1710 f0 = ( vo2 ) * ( texture2D ( Tex_2432583247,vo1 ) );
1711 }
1712
1713 """
1714 }
1715 , Program
1716 { programUniforms =
1717 fromList
1718 [ ( "LightMap" , FTexture2D )
1719 , ( "identityLight" , Float )
1720 , ( "viewProj" , M44F )
1721 , ( "worldMat" , M44F )
1722 ]
1723 , programStreams =
1724 fromList
1725 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
1726 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
1727 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
1728 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
1729 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
1730 ]
1731 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
1732 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
1733 , vertexShader =
1734 """
1735 #version 330 core
1736 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
1737 uniform float identityLight ;
1738 uniform mat4 viewProj ;
1739 uniform mat4 worldMat ;
1740 in vec3 vi1 ;
1741 in vec3 vi2 ;
1742 in vec2 vi3 ;
1743 in vec2 vi4 ;
1744 in vec4 vi5 ;
1745 smooth out vec2 vo1 ;
1746 smooth out vec4 vo2 ;
1747 void main() {
1748 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
1749 vo1 = vi4;
1750 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
1751 }
1752
1753 """
1754 , geometryShader = Nothing
1755 , fragmentShader =
1756 """
1757 #version 330 core
1758 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
1759 uniform sampler2D LightMap ;
1760 smooth in vec2 vo1 ;
1761 smooth in vec4 vo2 ;
1762 out vec4 f0 ;
1763 void main() {
1764 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
1765 }
1766
1767 """
1768 }
1769 , Program
1770 { programUniforms =
1771 fromList
1772 [ ( "Tex_1002517541" , FTexture2D )
1773 , ( "identityLight" , Float )
1774 , ( "viewProj" , M44F )
1775 , ( "worldMat" , M44F )
1776 ]
1777 , programStreams =
1778 fromList
1779 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
1780 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
1781 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
1782 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
1783 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
1784 ]
1785 , programInTextures =
1786 fromList [ ( "Tex_1002517541" , FTexture2D ) ]
1787 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
1788 , vertexShader =
1789 """
1790 #version 330 core
1791 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
1792 uniform float identityLight ;
1793 uniform mat4 viewProj ;
1794 uniform mat4 worldMat ;
1795 in vec3 vi1 ;
1796 in vec3 vi2 ;
1797 in vec2 vi3 ;
1798 in vec2 vi4 ;
1799 in vec4 vi5 ;
1800 smooth out vec2 vo1 ;
1801 smooth out vec4 vo2 ;
1802 void main() {
1803 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
1804 vo1 = vi3;
1805 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
1806 }
1807
1808 """
1809 , geometryShader = Nothing
1810 , fragmentShader =
1811 """
1812 #version 330 core
1813 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
1814 uniform sampler2D Tex_1002517541 ;
1815 smooth in vec2 vo1 ;
1816 smooth in vec4 vo2 ;
1817 out vec4 f0 ;
1818 void main() {
1819 f0 = ( vo2 ) * ( texture2D ( Tex_1002517541,vo1 ) );
1820 }
1821
1822 """
1823 }
1824 , Program
1825 { programUniforms =
1826 fromList
1827 [ ( "LightMap" , FTexture2D )
1828 , ( "identityLight" , Float )
1829 , ( "viewProj" , M44F )
1830 , ( "worldMat" , M44F )
1831 ]
1832 , programStreams =
1833 fromList
1834 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
1835 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
1836 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
1837 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
1838 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
1839 ]
1840 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
1841 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
1842 , vertexShader =
1843 """
1844 #version 330 core
1845 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
1846 uniform float identityLight ;
1847 uniform mat4 viewProj ;
1848 uniform mat4 worldMat ;
1849 in vec3 vi1 ;
1850 in vec3 vi2 ;
1851 in vec2 vi3 ;
1852 in vec2 vi4 ;
1853 in vec4 vi5 ;
1854 smooth out vec2 vo1 ;
1855 smooth out vec4 vo2 ;
1856 void main() {
1857 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
1858 vo1 = vi4;
1859 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
1860 }
1861
1862 """
1863 , geometryShader = Nothing
1864 , fragmentShader =
1865 """
1866 #version 330 core
1867 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
1868 uniform sampler2D LightMap ;
1869 smooth in vec2 vo1 ;
1870 smooth in vec4 vo2 ;
1871 out vec4 f0 ;
1872 void main() {
1873 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
1874 }
1875
1876 """
1877 }
1878 , Program
1879 { programUniforms =
1880 fromList
1881 [ ( "Tex_2639119078" , FTexture2D )
1882 , ( "identityLight" , Float )
1883 , ( "viewProj" , M44F )
1884 , ( "worldMat" , M44F )
1885 ]
1886 , programStreams =
1887 fromList
1888 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
1889 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
1890 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
1891 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
1892 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
1893 ]
1894 , programInTextures =
1895 fromList [ ( "Tex_2639119078" , FTexture2D ) ]
1896 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
1897 , vertexShader =
1898 """
1899 #version 330 core
1900 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
1901 uniform float identityLight ;
1902 uniform mat4 viewProj ;
1903 uniform mat4 worldMat ;
1904 in vec3 vi1 ;
1905 in vec3 vi2 ;
1906 in vec2 vi3 ;
1907 in vec2 vi4 ;
1908 in vec4 vi5 ;
1909 smooth out vec2 vo1 ;
1910 smooth out vec4 vo2 ;
1911 void main() {
1912 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
1913 vo1 = vi3;
1914 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
1915 }
1916
1917 """
1918 , geometryShader = Nothing
1919 , fragmentShader =
1920 """
1921 #version 330 core
1922 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
1923 uniform sampler2D Tex_2639119078 ;
1924 smooth in vec2 vo1 ;
1925 smooth in vec4 vo2 ;
1926 out vec4 f0 ;
1927 void main() {
1928 f0 = ( vo2 ) * ( texture2D ( Tex_2639119078,vo1 ) );
1929 }
1930
1931 """
1932 }
1933 , Program
1934 { programUniforms =
1935 fromList
1936 [ ( "LightMap" , FTexture2D )
1937 , ( "identityLight" , Float )
1938 , ( "viewProj" , M44F )
1939 , ( "worldMat" , M44F )
1940 ]
1941 , programStreams =
1942 fromList
1943 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
1944 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
1945 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
1946 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
1947 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
1948 ]
1949 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
1950 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
1951 , vertexShader =
1952 """
1953 #version 330 core
1954 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
1955 uniform float identityLight ;
1956 uniform mat4 viewProj ;
1957 uniform mat4 worldMat ;
1958 in vec3 vi1 ;
1959 in vec3 vi2 ;
1960 in vec2 vi3 ;
1961 in vec2 vi4 ;
1962 in vec4 vi5 ;
1963 smooth out vec2 vo1 ;
1964 smooth out vec4 vo2 ;
1965 void main() {
1966 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
1967 vo1 = vi4;
1968 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
1969 }
1970
1971 """
1972 , geometryShader = Nothing
1973 , fragmentShader =
1974 """
1975 #version 330 core
1976 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
1977 uniform sampler2D LightMap ;
1978 smooth in vec2 vo1 ;
1979 smooth in vec4 vo2 ;
1980 out vec4 f0 ;
1981 void main() {
1982 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
1983 }
1984
1985 """
1986 }
1987 , Program
1988 { programUniforms =
1989 fromList
1990 [ ( "Tex_3479185666" , FTexture2D )
1991 , ( "identityLight" , Float )
1992 , ( "viewProj" , M44F )
1993 , ( "worldMat" , M44F )
1994 ]
1995 , programStreams =
1996 fromList
1997 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
1998 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
1999 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
2000 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
2001 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
2002 ]
2003 , programInTextures =
2004 fromList [ ( "Tex_3479185666" , FTexture2D ) ]
2005 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
2006 , vertexShader =
2007 """
2008 #version 330 core
2009 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
2010 uniform float identityLight ;
2011 uniform mat4 viewProj ;
2012 uniform mat4 worldMat ;
2013 in vec3 vi1 ;
2014 in vec3 vi2 ;
2015 in vec2 vi3 ;
2016 in vec2 vi4 ;
2017 in vec4 vi5 ;
2018 smooth out vec2 vo1 ;
2019 smooth out vec4 vo2 ;
2020 void main() {
2021 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
2022 vo1 = vi3;
2023 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
2024 }
2025
2026 """
2027 , geometryShader = Nothing
2028 , fragmentShader =
2029 """
2030 #version 330 core
2031 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
2032 uniform sampler2D Tex_3479185666 ;
2033 smooth in vec2 vo1 ;
2034 smooth in vec4 vo2 ;
2035 out vec4 f0 ;
2036 void main() {
2037 f0 = ( vo2 ) * ( texture2D ( Tex_3479185666,vo1 ) );
2038 }
2039
2040 """
2041 }
2042 , Program
2043 { programUniforms =
2044 fromList
2045 [ ( "LightMap" , FTexture2D )
2046 , ( "identityLight" , Float )
2047 , ( "viewProj" , M44F )
2048 , ( "worldMat" , M44F )
2049 ]
2050 , programStreams =
2051 fromList
2052 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
2053 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
2054 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
2055 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
2056 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
2057 ]
2058 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
2059 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
2060 , vertexShader =
2061 """
2062 #version 330 core
2063 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
2064 uniform float identityLight ;
2065 uniform mat4 viewProj ;
2066 uniform mat4 worldMat ;
2067 in vec3 vi1 ;
2068 in vec3 vi2 ;
2069 in vec2 vi3 ;
2070 in vec2 vi4 ;
2071 in vec4 vi5 ;
2072 smooth out vec2 vo1 ;
2073 smooth out vec4 vo2 ;
2074 void main() {
2075 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
2076 vo1 = vi4;
2077 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
2078 }
2079
2080 """
2081 , geometryShader = Nothing
2082 , fragmentShader =
2083 """
2084 #version 330 core
2085 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
2086 uniform sampler2D LightMap ;
2087 smooth in vec2 vo1 ;
2088 smooth in vec4 vo2 ;
2089 out vec4 f0 ;
2090 void main() {
2091 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
2092 }
2093
2094 """
2095 }
2096 , Program
2097 { programUniforms =
2098 fromList
2099 [ ( "Tex_3448884269" , FTexture2D )
2100 , ( "identityLight" , Float )
2101 , ( "viewProj" , M44F )
2102 , ( "worldMat" , M44F )
2103 ]
2104 , programStreams =
2105 fromList
2106 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
2107 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
2108 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
2109 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
2110 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
2111 ]
2112 , programInTextures =
2113 fromList [ ( "Tex_3448884269" , FTexture2D ) ]
2114 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
2115 , vertexShader =
2116 """
2117 #version 330 core
2118 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
2119 uniform float identityLight ;
2120 uniform mat4 viewProj ;
2121 uniform mat4 worldMat ;
2122 in vec3 vi1 ;
2123 in vec3 vi2 ;
2124 in vec2 vi3 ;
2125 in vec2 vi4 ;
2126 in vec4 vi5 ;
2127 smooth out vec2 vo1 ;
2128 smooth out vec4 vo2 ;
2129 void main() {
2130 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
2131 vo1 = vi3;
2132 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
2133 }
2134
2135 """
2136 , geometryShader = Nothing
2137 , fragmentShader =
2138 """
2139 #version 330 core
2140 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
2141 uniform sampler2D Tex_3448884269 ;
2142 smooth in vec2 vo1 ;
2143 smooth in vec4 vo2 ;
2144 out vec4 f0 ;
2145 void main() {
2146 f0 = ( vo2 ) * ( texture2D ( Tex_3448884269,vo1 ) );
2147 }
2148
2149 """
2150 }
2151 , Program
2152 { programUniforms =
2153 fromList
2154 [ ( "LightMap" , FTexture2D )
2155 , ( "identityLight" , Float )
2156 , ( "viewProj" , M44F )
2157 , ( "worldMat" , M44F )
2158 ]
2159 , programStreams =
2160 fromList
2161 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
2162 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
2163 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
2164 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
2165 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
2166 ]
2167 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
2168 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
2169 , vertexShader =
2170 """
2171 #version 330 core
2172 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
2173 uniform float identityLight ;
2174 uniform mat4 viewProj ;
2175 uniform mat4 worldMat ;
2176 in vec3 vi1 ;
2177 in vec3 vi2 ;
2178 in vec2 vi3 ;
2179 in vec2 vi4 ;
2180 in vec4 vi5 ;
2181 smooth out vec2 vo1 ;
2182 smooth out vec4 vo2 ;
2183 void main() {
2184 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
2185 vo1 = vi4;
2186 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
2187 }
2188
2189 """
2190 , geometryShader = Nothing
2191 , fragmentShader =
2192 """
2193 #version 330 core
2194 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
2195 uniform sampler2D LightMap ;
2196 smooth in vec2 vo1 ;
2197 smooth in vec4 vo2 ;
2198 out vec4 f0 ;
2199 void main() {
2200 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
2201 }
2202
2203 """
2204 }
2205 , Program
2206 { programUniforms =
2207 fromList
2208 [ ( "Tex_1201212243" , FTexture2D )
2209 , ( "identityLight" , Float )
2210 , ( "viewProj" , M44F )
2211 , ( "worldMat" , M44F )
2212 ]
2213 , programStreams =
2214 fromList
2215 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
2216 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
2217 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
2218 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
2219 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
2220 ]
2221 , programInTextures =
2222 fromList [ ( "Tex_1201212243" , FTexture2D ) ]
2223 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
2224 , vertexShader =
2225 """
2226 #version 330 core
2227 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
2228 uniform float identityLight ;
2229 uniform mat4 viewProj ;
2230 uniform mat4 worldMat ;
2231 in vec3 vi1 ;
2232 in vec3 vi2 ;
2233 in vec2 vi3 ;
2234 in vec2 vi4 ;
2235 in vec4 vi5 ;
2236 smooth out vec2 vo1 ;
2237 smooth out vec4 vo2 ;
2238 void main() {
2239 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
2240 vo1 = vi3;
2241 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
2242 }
2243
2244 """
2245 , geometryShader = Nothing
2246 , fragmentShader =
2247 """
2248 #version 330 core
2249 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
2250 uniform sampler2D Tex_1201212243 ;
2251 smooth in vec2 vo1 ;
2252 smooth in vec4 vo2 ;
2253 out vec4 f0 ;
2254 void main() {
2255 f0 = ( vo2 ) * ( texture2D ( Tex_1201212243,vo1 ) );
2256 }
2257
2258 """
2259 }
2260 , Program
2261 { programUniforms =
2262 fromList
2263 [ ( "LightMap" , FTexture2D )
2264 , ( "identityLight" , Float )
2265 , ( "viewProj" , M44F )
2266 , ( "worldMat" , M44F )
2267 ]
2268 , programStreams =
2269 fromList
2270 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
2271 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
2272 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
2273 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
2274 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
2275 ]
2276 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
2277 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
2278 , vertexShader =
2279 """
2280 #version 330 core
2281 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
2282 uniform float identityLight ;
2283 uniform mat4 viewProj ;
2284 uniform mat4 worldMat ;
2285 in vec3 vi1 ;
2286 in vec3 vi2 ;
2287 in vec2 vi3 ;
2288 in vec2 vi4 ;
2289 in vec4 vi5 ;
2290 smooth out vec2 vo1 ;
2291 smooth out vec4 vo2 ;
2292 void main() {
2293 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
2294 vo1 = vi4;
2295 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
2296 }
2297
2298 """
2299 , geometryShader = Nothing
2300 , fragmentShader =
2301 """
2302 #version 330 core
2303 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
2304 uniform sampler2D LightMap ;
2305 smooth in vec2 vo1 ;
2306 smooth in vec4 vo2 ;
2307 out vec4 f0 ;
2308 void main() {
2309 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
2310 }
2311
2312 """
2313 }
2314 , Program
2315 { programUniforms =
2316 fromList
2317 [ ( "Tex_3389727963" , FTexture2D )
2318 , ( "identityLight" , Float )
2319 , ( "viewProj" , M44F )
2320 , ( "worldMat" , M44F )
2321 ]
2322 , programStreams =
2323 fromList
2324 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
2325 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
2326 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
2327 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
2328 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
2329 ]
2330 , programInTextures =
2331 fromList [ ( "Tex_3389727963" , FTexture2D ) ]
2332 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
2333 , vertexShader =
2334 """
2335 #version 330 core
2336 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
2337 uniform float identityLight ;
2338 uniform mat4 viewProj ;
2339 uniform mat4 worldMat ;
2340 in vec3 vi1 ;
2341 in vec3 vi2 ;
2342 in vec2 vi3 ;
2343 in vec2 vi4 ;
2344 in vec4 vi5 ;
2345 smooth out vec2 vo1 ;
2346 smooth out vec4 vo2 ;
2347 void main() {
2348 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
2349 vo1 = vi3;
2350 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
2351 }
2352
2353 """
2354 , geometryShader = Nothing
2355 , fragmentShader =
2356 """
2357 #version 330 core
2358 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
2359 uniform sampler2D Tex_3389727963 ;
2360 smooth in vec2 vo1 ;
2361 smooth in vec4 vo2 ;
2362 out vec4 f0 ;
2363 void main() {
2364 f0 = ( vo2 ) * ( texture2D ( Tex_3389727963,vo1 ) );
2365 }
2366
2367 """
2368 }
2369 , Program
2370 { programUniforms =
2371 fromList
2372 [ ( "LightMap" , FTexture2D )
2373 , ( "identityLight" , Float )
2374 , ( "viewProj" , M44F )
2375 , ( "worldMat" , M44F )
2376 ]
2377 , programStreams =
2378 fromList
2379 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
2380 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
2381 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
2382 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
2383 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
2384 ]
2385 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
2386 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
2387 , vertexShader =
2388 """
2389 #version 330 core
2390 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
2391 uniform float identityLight ;
2392 uniform mat4 viewProj ;
2393 uniform mat4 worldMat ;
2394 in vec3 vi1 ;
2395 in vec3 vi2 ;
2396 in vec2 vi3 ;
2397 in vec2 vi4 ;
2398 in vec4 vi5 ;
2399 smooth out vec2 vo1 ;
2400 smooth out vec4 vo2 ;
2401 void main() {
2402 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
2403 vo1 = vi4;
2404 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
2405 }
2406
2407 """
2408 , geometryShader = Nothing
2409 , fragmentShader =
2410 """
2411 #version 330 core
2412 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
2413 uniform sampler2D LightMap ;
2414 smooth in vec2 vo1 ;
2415 smooth in vec4 vo2 ;
2416 out vec4 f0 ;
2417 void main() {
2418 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
2419 }
2420
2421 """
2422 }
2423 , Program
2424 { programUniforms =
2425 fromList
2426 [ ( "Tex_3836020895" , FTexture2D )
2427 , ( "identityLight" , Float )
2428 , ( "viewProj" , M44F )
2429 , ( "worldMat" , M44F )
2430 ]
2431 , programStreams =
2432 fromList
2433 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
2434 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
2435 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
2436 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
2437 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
2438 ]
2439 , programInTextures =
2440 fromList [ ( "Tex_3836020895" , FTexture2D ) ]
2441 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
2442 , vertexShader =
2443 """
2444 #version 330 core
2445 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
2446 uniform float identityLight ;
2447 uniform mat4 viewProj ;
2448 uniform mat4 worldMat ;
2449 in vec3 vi1 ;
2450 in vec3 vi2 ;
2451 in vec2 vi3 ;
2452 in vec2 vi4 ;
2453 in vec4 vi5 ;
2454 smooth out vec2 vo1 ;
2455 smooth out vec4 vo2 ;
2456 void main() {
2457 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
2458 vo1 = vi3;
2459 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
2460 }
2461
2462 """
2463 , geometryShader = Nothing
2464 , fragmentShader =
2465 """
2466 #version 330 core
2467 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
2468 uniform sampler2D Tex_3836020895 ;
2469 smooth in vec2 vo1 ;
2470 smooth in vec4 vo2 ;
2471 out vec4 f0 ;
2472 void main() {
2473 f0 = ( vo2 ) * ( texture2D ( Tex_3836020895,vo1 ) );
2474 }
2475
2476 """
2477 }
2478 , Program
2479 { programUniforms =
2480 fromList
2481 [ ( "LightMap" , FTexture2D )
2482 , ( "identityLight" , Float )
2483 , ( "viewProj" , M44F )
2484 , ( "worldMat" , M44F )
2485 ]
2486 , programStreams =
2487 fromList
2488 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
2489 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
2490 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
2491 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
2492 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
2493 ]
2494 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
2495 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
2496 , vertexShader =
2497 """
2498 #version 330 core
2499 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
2500 uniform float identityLight ;
2501 uniform mat4 viewProj ;
2502 uniform mat4 worldMat ;
2503 in vec3 vi1 ;
2504 in vec3 vi2 ;
2505 in vec2 vi3 ;
2506 in vec2 vi4 ;
2507 in vec4 vi5 ;
2508 smooth out vec2 vo1 ;
2509 smooth out vec4 vo2 ;
2510 void main() {
2511 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
2512 vo1 = vi4;
2513 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
2514 }
2515
2516 """
2517 , geometryShader = Nothing
2518 , fragmentShader =
2519 """
2520 #version 330 core
2521 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
2522 uniform sampler2D LightMap ;
2523 smooth in vec2 vo1 ;
2524 smooth in vec4 vo2 ;
2525 out vec4 f0 ;
2526 void main() {
2527 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
2528 }
2529
2530 """
2531 }
2532 , Program
2533 { programUniforms =
2534 fromList
2535 [ ( "Tex_209322640" , FTexture2D )
2536 , ( "identityLight" , Float )
2537 , ( "viewProj" , M44F )
2538 , ( "worldMat" , M44F )
2539 ]
2540 , programStreams =
2541 fromList
2542 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
2543 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
2544 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
2545 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
2546 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
2547 ]
2548 , programInTextures = fromList [ ( "Tex_209322640" , FTexture2D ) ]
2549 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
2550 , vertexShader =
2551 """
2552 #version 330 core
2553 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
2554 uniform float identityLight ;
2555 uniform mat4 viewProj ;
2556 uniform mat4 worldMat ;
2557 in vec3 vi1 ;
2558 in vec3 vi2 ;
2559 in vec2 vi3 ;
2560 in vec2 vi4 ;
2561 in vec4 vi5 ;
2562 smooth out vec2 vo1 ;
2563 smooth out vec4 vo2 ;
2564 void main() {
2565 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
2566 vo1 = vi3;
2567 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
2568 }
2569
2570 """
2571 , geometryShader = Nothing
2572 , fragmentShader =
2573 """
2574 #version 330 core
2575 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
2576 uniform sampler2D Tex_209322640 ;
2577 smooth in vec2 vo1 ;
2578 smooth in vec4 vo2 ;
2579 out vec4 f0 ;
2580 void main() {
2581 f0 = ( vo2 ) * ( texture2D ( Tex_209322640,vo1 ) );
2582 }
2583
2584 """
2585 }
2586 , Program
2587 { programUniforms =
2588 fromList
2589 [ ( "LightMap" , FTexture2D )
2590 , ( "identityLight" , Float )
2591 , ( "viewProj" , M44F )
2592 , ( "worldMat" , M44F )
2593 ]
2594 , programStreams =
2595 fromList
2596 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
2597 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
2598 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
2599 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
2600 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
2601 ]
2602 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
2603 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
2604 , vertexShader =
2605 """
2606 #version 330 core
2607 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
2608 uniform float identityLight ;
2609 uniform mat4 viewProj ;
2610 uniform mat4 worldMat ;
2611 in vec3 vi1 ;
2612 in vec3 vi2 ;
2613 in vec2 vi3 ;
2614 in vec2 vi4 ;
2615 in vec4 vi5 ;
2616 smooth out vec2 vo1 ;
2617 smooth out vec4 vo2 ;
2618 void main() {
2619 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
2620 vo1 = vi4;
2621 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
2622 }
2623
2624 """
2625 , geometryShader = Nothing
2626 , fragmentShader =
2627 """
2628 #version 330 core
2629 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
2630 uniform sampler2D LightMap ;
2631 smooth in vec2 vo1 ;
2632 smooth in vec4 vo2 ;
2633 out vec4 f0 ;
2634 void main() {
2635 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
2636 }
2637
2638 """
2639 }
2640 , Program
2641 { programUniforms =
2642 fromList
2643 [ ( "Tex_2893650486" , FTexture2D )
2644 , ( "identityLight" , Float )
2645 , ( "viewProj" , M44F )
2646 , ( "worldMat" , M44F )
2647 ]
2648 , programStreams =
2649 fromList
2650 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
2651 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
2652 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
2653 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
2654 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
2655 ]
2656 , programInTextures =
2657 fromList [ ( "Tex_2893650486" , FTexture2D ) ]
2658 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
2659 , vertexShader =
2660 """
2661 #version 330 core
2662 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
2663 uniform float identityLight ;
2664 uniform mat4 viewProj ;
2665 uniform mat4 worldMat ;
2666 in vec3 vi1 ;
2667 in vec3 vi2 ;
2668 in vec2 vi3 ;
2669 in vec2 vi4 ;
2670 in vec4 vi5 ;
2671 smooth out vec2 vo1 ;
2672 smooth out vec4 vo2 ;
2673 void main() {
2674 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
2675 vo1 = vi3;
2676 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
2677 }
2678
2679 """
2680 , geometryShader = Nothing
2681 , fragmentShader =
2682 """
2683 #version 330 core
2684 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
2685 uniform sampler2D Tex_2893650486 ;
2686 smooth in vec2 vo1 ;
2687 smooth in vec4 vo2 ;
2688 out vec4 f0 ;
2689 void main() {
2690 f0 = ( vo2 ) * ( texture2D ( Tex_2893650486,vo1 ) );
2691 }
2692
2693 """
2694 }
2695 , Program
2696 { programUniforms =
2697 fromList
2698 [ ( "LightMap" , FTexture2D )
2699 , ( "identityLight" , Float )
2700 , ( "viewProj" , M44F )
2701 , ( "worldMat" , M44F )
2702 ]
2703 , programStreams =
2704 fromList
2705 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
2706 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
2707 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
2708 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
2709 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
2710 ]
2711 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
2712 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
2713 , vertexShader =
2714 """
2715 #version 330 core
2716 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
2717 uniform float identityLight ;
2718 uniform mat4 viewProj ;
2719 uniform mat4 worldMat ;
2720 in vec3 vi1 ;
2721 in vec3 vi2 ;
2722 in vec2 vi3 ;
2723 in vec2 vi4 ;
2724 in vec4 vi5 ;
2725 smooth out vec2 vo1 ;
2726 smooth out vec4 vo2 ;
2727 void main() {
2728 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
2729 vo1 = vi4;
2730 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
2731 }
2732
2733 """
2734 , geometryShader = Nothing
2735 , fragmentShader =
2736 """
2737 #version 330 core
2738 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
2739 uniform sampler2D LightMap ;
2740 smooth in vec2 vo1 ;
2741 smooth in vec4 vo2 ;
2742 out vec4 f0 ;
2743 void main() {
2744 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
2745 }
2746
2747 """
2748 }
2749 , Program
2750 { programUniforms =
2751 fromList
2752 [ ( "Tex_3814342582" , FTexture2D )
2753 , ( "identityLight" , Float )
2754 , ( "viewProj" , M44F )
2755 , ( "worldMat" , M44F )
2756 ]
2757 , programStreams =
2758 fromList
2759 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
2760 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
2761 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
2762 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
2763 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
2764 ]
2765 , programInTextures =
2766 fromList [ ( "Tex_3814342582" , FTexture2D ) ]
2767 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
2768 , vertexShader =
2769 """
2770 #version 330 core
2771 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
2772 uniform float identityLight ;
2773 uniform mat4 viewProj ;
2774 uniform mat4 worldMat ;
2775 in vec3 vi1 ;
2776 in vec3 vi2 ;
2777 in vec2 vi3 ;
2778 in vec2 vi4 ;
2779 in vec4 vi5 ;
2780 smooth out vec2 vo1 ;
2781 smooth out vec4 vo2 ;
2782 void main() {
2783 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
2784 vo1 = vi3;
2785 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
2786 }
2787
2788 """
2789 , geometryShader = Nothing
2790 , fragmentShader =
2791 """
2792 #version 330 core
2793 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
2794 uniform sampler2D Tex_3814342582 ;
2795 smooth in vec2 vo1 ;
2796 smooth in vec4 vo2 ;
2797 out vec4 f0 ;
2798 void main() {
2799 f0 = ( vo2 ) * ( texture2D ( Tex_3814342582,vo1 ) );
2800 }
2801
2802 """
2803 }
2804 , Program
2805 { programUniforms =
2806 fromList
2807 [ ( "LightMap" , FTexture2D )
2808 , ( "identityLight" , Float )
2809 , ( "viewProj" , M44F )
2810 , ( "worldMat" , M44F )
2811 ]
2812 , programStreams =
2813 fromList
2814 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
2815 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
2816 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
2817 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
2818 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
2819 ]
2820 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
2821 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
2822 , vertexShader =
2823 """
2824 #version 330 core
2825 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
2826 uniform float identityLight ;
2827 uniform mat4 viewProj ;
2828 uniform mat4 worldMat ;
2829 in vec3 vi1 ;
2830 in vec3 vi2 ;
2831 in vec2 vi3 ;
2832 in vec2 vi4 ;
2833 in vec4 vi5 ;
2834 smooth out vec2 vo1 ;
2835 smooth out vec4 vo2 ;
2836 void main() {
2837 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
2838 vo1 = vi4;
2839 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
2840 }
2841
2842 """
2843 , geometryShader = Nothing
2844 , fragmentShader =
2845 """
2846 #version 330 core
2847 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
2848 uniform sampler2D LightMap ;
2849 smooth in vec2 vo1 ;
2850 smooth in vec4 vo2 ;
2851 out vec4 f0 ;
2852 void main() {
2853 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
2854 }
2855
2856 """
2857 }
2858 , Program
2859 { programUniforms =
2860 fromList
2861 [ ( "Tex_4189195777" , FTexture2D )
2862 , ( "identityLight" , Float )
2863 , ( "viewProj" , M44F )
2864 , ( "worldMat" , M44F )
2865 ]
2866 , programStreams =
2867 fromList
2868 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
2869 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
2870 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
2871 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
2872 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
2873 ]
2874 , programInTextures =
2875 fromList [ ( "Tex_4189195777" , FTexture2D ) ]
2876 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
2877 , vertexShader =
2878 """
2879 #version 330 core
2880 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
2881 uniform float identityLight ;
2882 uniform mat4 viewProj ;
2883 uniform mat4 worldMat ;
2884 in vec3 vi1 ;
2885 in vec3 vi2 ;
2886 in vec2 vi3 ;
2887 in vec2 vi4 ;
2888 in vec4 vi5 ;
2889 smooth out vec2 vo1 ;
2890 smooth out vec4 vo2 ;
2891 void main() {
2892 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
2893 vo1 = vi3;
2894 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
2895 }
2896
2897 """
2898 , geometryShader = Nothing
2899 , fragmentShader =
2900 """
2901 #version 330 core
2902 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
2903 uniform sampler2D Tex_4189195777 ;
2904 smooth in vec2 vo1 ;
2905 smooth in vec4 vo2 ;
2906 out vec4 f0 ;
2907 void main() {
2908 f0 = ( vo2 ) * ( texture2D ( Tex_4189195777,vo1 ) );
2909 }
2910
2911 """
2912 }
2913 , Program
2914 { programUniforms =
2915 fromList
2916 [ ( "LightMap" , FTexture2D )
2917 , ( "identityLight" , Float )
2918 , ( "viewProj" , M44F )
2919 , ( "worldMat" , M44F )
2920 ]
2921 , programStreams =
2922 fromList
2923 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
2924 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
2925 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
2926 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
2927 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
2928 ]
2929 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
2930 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
2931 , vertexShader =
2932 """
2933 #version 330 core
2934 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
2935 uniform float identityLight ;
2936 uniform mat4 viewProj ;
2937 uniform mat4 worldMat ;
2938 in vec3 vi1 ;
2939 in vec3 vi2 ;
2940 in vec2 vi3 ;
2941 in vec2 vi4 ;
2942 in vec4 vi5 ;
2943 smooth out vec2 vo1 ;
2944 smooth out vec4 vo2 ;
2945 void main() {
2946 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
2947 vo1 = vi4;
2948 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
2949 }
2950
2951 """
2952 , geometryShader = Nothing
2953 , fragmentShader =
2954 """
2955 #version 330 core
2956 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
2957 uniform sampler2D LightMap ;
2958 smooth in vec2 vo1 ;
2959 smooth in vec4 vo2 ;
2960 out vec4 f0 ;
2961 void main() {
2962 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
2963 }
2964
2965 """
2966 }
2967 , Program
2968 { programUniforms =
2969 fromList
2970 [ ( "Tex_2239853403" , FTexture2D )
2971 , ( "identityLight" , Float )
2972 , ( "viewProj" , M44F )
2973 , ( "worldMat" , M44F )
2974 ]
2975 , programStreams =
2976 fromList
2977 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
2978 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
2979 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
2980 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
2981 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
2982 ]
2983 , programInTextures =
2984 fromList [ ( "Tex_2239853403" , FTexture2D ) ]
2985 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
2986 , vertexShader =
2987 """
2988 #version 330 core
2989 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
2990 uniform float identityLight ;
2991 uniform mat4 viewProj ;
2992 uniform mat4 worldMat ;
2993 in vec3 vi1 ;
2994 in vec3 vi2 ;
2995 in vec2 vi3 ;
2996 in vec2 vi4 ;
2997 in vec4 vi5 ;
2998 smooth out vec2 vo1 ;
2999 smooth out vec4 vo2 ;
3000 void main() {
3001 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
3002 vo1 = vi3;
3003 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
3004 }
3005
3006 """
3007 , geometryShader = Nothing
3008 , fragmentShader =
3009 """
3010 #version 330 core
3011 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
3012 uniform sampler2D Tex_2239853403 ;
3013 smooth in vec2 vo1 ;
3014 smooth in vec4 vo2 ;
3015 out vec4 f0 ;
3016 void main() {
3017 f0 = ( vo2 ) * ( texture2D ( Tex_2239853403,vo1 ) );
3018 }
3019
3020 """
3021 }
3022 , Program
3023 { programUniforms =
3024 fromList
3025 [ ( "LightMap" , FTexture2D )
3026 , ( "identityLight" , Float )
3027 , ( "viewProj" , M44F )
3028 , ( "worldMat" , M44F )
3029 ]
3030 , programStreams =
3031 fromList
3032 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
3033 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
3034 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
3035 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
3036 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
3037 ]
3038 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
3039 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
3040 , vertexShader =
3041 """
3042 #version 330 core
3043 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
3044 uniform float identityLight ;
3045 uniform mat4 viewProj ;
3046 uniform mat4 worldMat ;
3047 in vec3 vi1 ;
3048 in vec3 vi2 ;
3049 in vec2 vi3 ;
3050 in vec2 vi4 ;
3051 in vec4 vi5 ;
3052 smooth out vec2 vo1 ;
3053 smooth out vec4 vo2 ;
3054 void main() {
3055 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
3056 vo1 = vi4;
3057 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
3058 }
3059
3060 """
3061 , geometryShader = Nothing
3062 , fragmentShader =
3063 """
3064 #version 330 core
3065 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
3066 uniform sampler2D LightMap ;
3067 smooth in vec2 vo1 ;
3068 smooth in vec4 vo2 ;
3069 out vec4 f0 ;
3070 void main() {
3071 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
3072 }
3073
3074 """
3075 }
3076 , Program
3077 { programUniforms =
3078 fromList
3079 [ ( "Tex_2367525081" , FTexture2D )
3080 , ( "identityLight" , Float )
3081 , ( "viewProj" , M44F )
3082 , ( "worldMat" , M44F )
3083 ]
3084 , programStreams =
3085 fromList
3086 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
3087 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
3088 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
3089 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
3090 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
3091 ]
3092 , programInTextures =
3093 fromList [ ( "Tex_2367525081" , FTexture2D ) ]
3094 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
3095 , vertexShader =
3096 """
3097 #version 330 core
3098 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
3099 uniform float identityLight ;
3100 uniform mat4 viewProj ;
3101 uniform mat4 worldMat ;
3102 in vec3 vi1 ;
3103 in vec3 vi2 ;
3104 in vec2 vi3 ;
3105 in vec2 vi4 ;
3106 in vec4 vi5 ;
3107 smooth out vec2 vo1 ;
3108 smooth out vec4 vo2 ;
3109 void main() {
3110 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
3111 vo1 = vi3;
3112 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
3113 }
3114
3115 """
3116 , geometryShader = Nothing
3117 , fragmentShader =
3118 """
3119 #version 330 core
3120 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
3121 uniform sampler2D Tex_2367525081 ;
3122 smooth in vec2 vo1 ;
3123 smooth in vec4 vo2 ;
3124 out vec4 f0 ;
3125 void main() {
3126 f0 = ( vo2 ) * ( texture2D ( Tex_2367525081,vo1 ) );
3127 }
3128
3129 """
3130 }
3131 , Program
3132 { programUniforms =
3133 fromList
3134 [ ( "LightMap" , FTexture2D )
3135 , ( "identityLight" , Float )
3136 , ( "viewProj" , M44F )
3137 , ( "worldMat" , M44F )
3138 ]
3139 , programStreams =
3140 fromList
3141 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
3142 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
3143 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
3144 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
3145 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
3146 ]
3147 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
3148 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
3149 , vertexShader =
3150 """
3151 #version 330 core
3152 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
3153 uniform float identityLight ;
3154 uniform mat4 viewProj ;
3155 uniform mat4 worldMat ;
3156 in vec3 vi1 ;
3157 in vec3 vi2 ;
3158 in vec2 vi3 ;
3159 in vec2 vi4 ;
3160 in vec4 vi5 ;
3161 smooth out vec2 vo1 ;
3162 smooth out vec4 vo2 ;
3163 void main() {
3164 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
3165 vo1 = vi4;
3166 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
3167 }
3168
3169 """
3170 , geometryShader = Nothing
3171 , fragmentShader =
3172 """
3173 #version 330 core
3174 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
3175 uniform sampler2D LightMap ;
3176 smooth in vec2 vo1 ;
3177 smooth in vec4 vo2 ;
3178 out vec4 f0 ;
3179 void main() {
3180 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
3181 }
3182
3183 """
3184 }
3185 , Program
3186 { programUniforms =
3187 fromList
3188 [ ( "Tex_2523116863" , FTexture2D )
3189 , ( "identityLight" , Float )
3190 , ( "viewProj" , M44F )
3191 , ( "worldMat" , M44F )
3192 ]
3193 , programStreams =
3194 fromList
3195 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
3196 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
3197 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
3198 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
3199 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
3200 ]
3201 , programInTextures =
3202 fromList [ ( "Tex_2523116863" , FTexture2D ) ]
3203 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
3204 , vertexShader =
3205 """
3206 #version 330 core
3207 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
3208 uniform float identityLight ;
3209 uniform mat4 viewProj ;
3210 uniform mat4 worldMat ;
3211 in vec3 vi1 ;
3212 in vec3 vi2 ;
3213 in vec2 vi3 ;
3214 in vec2 vi4 ;
3215 in vec4 vi5 ;
3216 smooth out vec2 vo1 ;
3217 smooth out vec4 vo2 ;
3218 void main() {
3219 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
3220 vo1 = vi3;
3221 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
3222 }
3223
3224 """
3225 , geometryShader = Nothing
3226 , fragmentShader =
3227 """
3228 #version 330 core
3229 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
3230 uniform sampler2D Tex_2523116863 ;
3231 smooth in vec2 vo1 ;
3232 smooth in vec4 vo2 ;
3233 out vec4 f0 ;
3234 void main() {
3235 f0 = ( vo2 ) * ( texture2D ( Tex_2523116863,vo1 ) );
3236 }
3237
3238 """
3239 }
3240 , Program
3241 { programUniforms =
3242 fromList
3243 [ ( "LightMap" , FTexture2D )
3244 , ( "identityLight" , Float )
3245 , ( "viewProj" , M44F )
3246 , ( "worldMat" , M44F )
3247 ]
3248 , programStreams =
3249 fromList
3250 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
3251 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
3252 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
3253 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
3254 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
3255 ]
3256 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
3257 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
3258 , vertexShader =
3259 """
3260 #version 330 core
3261 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
3262 uniform float identityLight ;
3263 uniform mat4 viewProj ;
3264 uniform mat4 worldMat ;
3265 in vec3 vi1 ;
3266 in vec3 vi2 ;
3267 in vec2 vi3 ;
3268 in vec2 vi4 ;
3269 in vec4 vi5 ;
3270 smooth out vec2 vo1 ;
3271 smooth out vec4 vo2 ;
3272 void main() {
3273 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
3274 vo1 = vi4;
3275 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
3276 }
3277
3278 """
3279 , geometryShader = Nothing
3280 , fragmentShader =
3281 """
3282 #version 330 core
3283 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
3284 uniform sampler2D LightMap ;
3285 smooth in vec2 vo1 ;
3286 smooth in vec4 vo2 ;
3287 out vec4 f0 ;
3288 void main() {
3289 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
3290 }
3291
3292 """
3293 }
3294 , Program
3295 { programUniforms =
3296 fromList
3297 [ ( "Tex_2512757607" , FTexture2D )
3298 , ( "identityLight" , Float )
3299 , ( "viewProj" , M44F )
3300 , ( "worldMat" , M44F )
3301 ]
3302 , programStreams =
3303 fromList
3304 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
3305 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
3306 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
3307 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
3308 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
3309 ]
3310 , programInTextures =
3311 fromList [ ( "Tex_2512757607" , FTexture2D ) ]
3312 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
3313 , vertexShader =
3314 """
3315 #version 330 core
3316 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
3317 uniform float identityLight ;
3318 uniform mat4 viewProj ;
3319 uniform mat4 worldMat ;
3320 in vec3 vi1 ;
3321 in vec3 vi2 ;
3322 in vec2 vi3 ;
3323 in vec2 vi4 ;
3324 in vec4 vi5 ;
3325 smooth out vec2 vo1 ;
3326 smooth out vec4 vo2 ;
3327 void main() {
3328 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
3329 vo1 = vi3;
3330 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
3331 }
3332
3333 """
3334 , geometryShader = Nothing
3335 , fragmentShader =
3336 """
3337 #version 330 core
3338 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
3339 uniform sampler2D Tex_2512757607 ;
3340 smooth in vec2 vo1 ;
3341 smooth in vec4 vo2 ;
3342 out vec4 f0 ;
3343 void main() {
3344 f0 = ( vo2 ) * ( texture2D ( Tex_2512757607,vo1 ) );
3345 }
3346
3347 """
3348 }
3349 , Program
3350 { programUniforms =
3351 fromList
3352 [ ( "LightMap" , FTexture2D )
3353 , ( "identityLight" , Float )
3354 , ( "viewProj" , M44F )
3355 , ( "worldMat" , M44F )
3356 ]
3357 , programStreams =
3358 fromList
3359 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
3360 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
3361 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
3362 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
3363 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
3364 ]
3365 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
3366 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
3367 , vertexShader =
3368 """
3369 #version 330 core
3370 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
3371 uniform float identityLight ;
3372 uniform mat4 viewProj ;
3373 uniform mat4 worldMat ;
3374 in vec3 vi1 ;
3375 in vec3 vi2 ;
3376 in vec2 vi3 ;
3377 in vec2 vi4 ;
3378 in vec4 vi5 ;
3379 smooth out vec2 vo1 ;
3380 smooth out vec4 vo2 ;
3381 void main() {
3382 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
3383 vo1 = vi4;
3384 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
3385 }
3386
3387 """
3388 , geometryShader = Nothing
3389 , fragmentShader =
3390 """
3391 #version 330 core
3392 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
3393 uniform sampler2D LightMap ;
3394 smooth in vec2 vo1 ;
3395 smooth in vec4 vo2 ;
3396 out vec4 f0 ;
3397 void main() {
3398 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
3399 }
3400
3401 """
3402 }
3403 , Program
3404 { programUniforms =
3405 fromList
3406 [ ( "Tex_4289279309" , FTexture2D )
3407 , ( "identityLight" , Float )
3408 , ( "viewProj" , M44F )
3409 , ( "worldMat" , M44F )
3410 ]
3411 , programStreams =
3412 fromList
3413 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
3414 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
3415 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
3416 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
3417 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
3418 ]
3419 , programInTextures =
3420 fromList [ ( "Tex_4289279309" , FTexture2D ) ]
3421 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
3422 , vertexShader =
3423 """
3424 #version 330 core
3425 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
3426 uniform float identityLight ;
3427 uniform mat4 viewProj ;
3428 uniform mat4 worldMat ;
3429 in vec3 vi1 ;
3430 in vec3 vi2 ;
3431 in vec2 vi3 ;
3432 in vec2 vi4 ;
3433 in vec4 vi5 ;
3434 smooth out vec2 vo1 ;
3435 smooth out vec4 vo2 ;
3436 void main() {
3437 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
3438 vo1 = vi3;
3439 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
3440 }
3441
3442 """
3443 , geometryShader = Nothing
3444 , fragmentShader =
3445 """
3446 #version 330 core
3447 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
3448 uniform sampler2D Tex_4289279309 ;
3449 smooth in vec2 vo1 ;
3450 smooth in vec4 vo2 ;
3451 out vec4 f0 ;
3452 void main() {
3453 f0 = ( vo2 ) * ( texture2D ( Tex_4289279309,vo1 ) );
3454 }
3455
3456 """
3457 }
3458 , Program
3459 { programUniforms =
3460 fromList
3461 [ ( "LightMap" , FTexture2D )
3462 , ( "identityLight" , Float )
3463 , ( "viewProj" , M44F )
3464 , ( "worldMat" , M44F )
3465 ]
3466 , programStreams =
3467 fromList
3468 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
3469 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
3470 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
3471 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
3472 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
3473 ]
3474 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
3475 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
3476 , vertexShader =
3477 """
3478 #version 330 core
3479 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
3480 uniform float identityLight ;
3481 uniform mat4 viewProj ;
3482 uniform mat4 worldMat ;
3483 in vec3 vi1 ;
3484 in vec3 vi2 ;
3485 in vec2 vi3 ;
3486 in vec2 vi4 ;
3487 in vec4 vi5 ;
3488 smooth out vec2 vo1 ;
3489 smooth out vec4 vo2 ;
3490 void main() {
3491 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
3492 vo1 = vi4;
3493 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
3494 }
3495
3496 """
3497 , geometryShader = Nothing
3498 , fragmentShader =
3499 """
3500 #version 330 core
3501 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
3502 uniform sampler2D LightMap ;
3503 smooth in vec2 vo1 ;
3504 smooth in vec4 vo2 ;
3505 out vec4 f0 ;
3506 void main() {
3507 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
3508 }
3509
3510 """
3511 }
3512 , Program
3513 { programUniforms =
3514 fromList
3515 [ ( "Tex_2525124732" , FTexture2D )
3516 , ( "identityLight" , Float )
3517 , ( "viewProj" , M44F )
3518 , ( "worldMat" , M44F )
3519 ]
3520 , programStreams =
3521 fromList
3522 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
3523 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
3524 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
3525 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
3526 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
3527 ]
3528 , programInTextures =
3529 fromList [ ( "Tex_2525124732" , FTexture2D ) ]
3530 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
3531 , vertexShader =
3532 """
3533 #version 330 core
3534 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
3535 uniform float identityLight ;
3536 uniform mat4 viewProj ;
3537 uniform mat4 worldMat ;
3538 in vec3 vi1 ;
3539 in vec3 vi2 ;
3540 in vec2 vi3 ;
3541 in vec2 vi4 ;
3542 in vec4 vi5 ;
3543 smooth out vec2 vo1 ;
3544 smooth out vec4 vo2 ;
3545 void main() {
3546 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
3547 vo1 = vi3;
3548 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
3549 }
3550
3551 """
3552 , geometryShader = Nothing
3553 , fragmentShader =
3554 """
3555 #version 330 core
3556 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
3557 uniform sampler2D Tex_2525124732 ;
3558 smooth in vec2 vo1 ;
3559 smooth in vec4 vo2 ;
3560 out vec4 f0 ;
3561 void main() {
3562 f0 = ( vo2 ) * ( texture2D ( Tex_2525124732,vo1 ) );
3563 }
3564
3565 """
3566 }
3567 , Program
3568 { programUniforms =
3569 fromList
3570 [ ( "LightMap" , FTexture2D )
3571 , ( "identityLight" , Float )
3572 , ( "viewProj" , M44F )
3573 , ( "worldMat" , M44F )
3574 ]
3575 , programStreams =
3576 fromList
3577 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
3578 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
3579 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
3580 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
3581 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
3582 ]
3583 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
3584 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
3585 , vertexShader =
3586 """
3587 #version 330 core
3588 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
3589 uniform float identityLight ;
3590 uniform mat4 viewProj ;
3591 uniform mat4 worldMat ;
3592 in vec3 vi1 ;
3593 in vec3 vi2 ;
3594 in vec2 vi3 ;
3595 in vec2 vi4 ;
3596 in vec4 vi5 ;
3597 smooth out vec2 vo1 ;
3598 smooth out vec4 vo2 ;
3599 void main() {
3600 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
3601 vo1 = vi4;
3602 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
3603 }
3604
3605 """
3606 , geometryShader = Nothing
3607 , fragmentShader =
3608 """
3609 #version 330 core
3610 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
3611 uniform sampler2D LightMap ;
3612 smooth in vec2 vo1 ;
3613 smooth in vec4 vo2 ;
3614 out vec4 f0 ;
3615 void main() {
3616 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
3617 }
3618
3619 """
3620 }
3621 , Program
3622 { programUniforms =
3623 fromList
3624 [ ( "Tex_3071107621" , FTexture2D )
3625 , ( "identityLight" , Float )
3626 , ( "viewProj" , M44F )
3627 , ( "worldMat" , M44F )
3628 ]
3629 , programStreams =
3630 fromList
3631 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
3632 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
3633 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
3634 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
3635 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
3636 ]
3637 , programInTextures =
3638 fromList [ ( "Tex_3071107621" , FTexture2D ) ]
3639 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
3640 , vertexShader =
3641 """
3642 #version 330 core
3643 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
3644 uniform float identityLight ;
3645 uniform mat4 viewProj ;
3646 uniform mat4 worldMat ;
3647 in vec3 vi1 ;
3648 in vec3 vi2 ;
3649 in vec2 vi3 ;
3650 in vec2 vi4 ;
3651 in vec4 vi5 ;
3652 smooth out vec2 vo1 ;
3653 smooth out vec4 vo2 ;
3654 void main() {
3655 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
3656 vo1 = vi3;
3657 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
3658 }
3659
3660 """
3661 , geometryShader = Nothing
3662 , fragmentShader =
3663 """
3664 #version 330 core
3665 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
3666 uniform sampler2D Tex_3071107621 ;
3667 smooth in vec2 vo1 ;
3668 smooth in vec4 vo2 ;
3669 out vec4 f0 ;
3670 void main() {
3671 f0 = ( vo2 ) * ( texture2D ( Tex_3071107621,vo1 ) );
3672 }
3673
3674 """
3675 }
3676 , Program
3677 { programUniforms =
3678 fromList
3679 [ ( "LightMap" , FTexture2D )
3680 , ( "identityLight" , Float )
3681 , ( "viewProj" , M44F )
3682 , ( "worldMat" , M44F )
3683 ]
3684 , programStreams =
3685 fromList
3686 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
3687 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
3688 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
3689 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
3690 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
3691 ]
3692 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
3693 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
3694 , vertexShader =
3695 """
3696 #version 330 core
3697 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
3698 uniform float identityLight ;
3699 uniform mat4 viewProj ;
3700 uniform mat4 worldMat ;
3701 in vec3 vi1 ;
3702 in vec3 vi2 ;
3703 in vec2 vi3 ;
3704 in vec2 vi4 ;
3705 in vec4 vi5 ;
3706 smooth out vec2 vo1 ;
3707 smooth out vec4 vo2 ;
3708 void main() {
3709 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
3710 vo1 = vi4;
3711 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
3712 }
3713
3714 """
3715 , geometryShader = Nothing
3716 , fragmentShader =
3717 """
3718 #version 330 core
3719 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
3720 uniform sampler2D LightMap ;
3721 smooth in vec2 vo1 ;
3722 smooth in vec4 vo2 ;
3723 out vec4 f0 ;
3724 void main() {
3725 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
3726 }
3727
3728 """
3729 }
3730 , Program
3731 { programUniforms =
3732 fromList
3733 [ ( "Tex_3921745736" , FTexture2D )
3734 , ( "identityLight" , Float )
3735 , ( "viewProj" , M44F )
3736 , ( "worldMat" , M44F )
3737 ]
3738 , programStreams =
3739 fromList
3740 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
3741 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
3742 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
3743 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
3744 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
3745 ]
3746 , programInTextures =
3747 fromList [ ( "Tex_3921745736" , FTexture2D ) ]
3748 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
3749 , vertexShader =
3750 """
3751 #version 330 core
3752 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
3753 uniform float identityLight ;
3754 uniform mat4 viewProj ;
3755 uniform mat4 worldMat ;
3756 in vec3 vi1 ;
3757 in vec3 vi2 ;
3758 in vec2 vi3 ;
3759 in vec2 vi4 ;
3760 in vec4 vi5 ;
3761 smooth out vec2 vo1 ;
3762 smooth out vec4 vo2 ;
3763 void main() {
3764 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
3765 vo1 = vi3;
3766 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
3767 }
3768
3769 """
3770 , geometryShader = Nothing
3771 , fragmentShader =
3772 """
3773 #version 330 core
3774 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
3775 uniform sampler2D Tex_3921745736 ;
3776 smooth in vec2 vo1 ;
3777 smooth in vec4 vo2 ;
3778 out vec4 f0 ;
3779 void main() {
3780 f0 = ( vo2 ) * ( texture2D ( Tex_3921745736,vo1 ) );
3781 }
3782
3783 """
3784 }
3785 , Program
3786 { programUniforms =
3787 fromList
3788 [ ( "LightMap" , FTexture2D )
3789 , ( "identityLight" , Float )
3790 , ( "viewProj" , M44F )
3791 , ( "worldMat" , M44F )
3792 ]
3793 , programStreams =
3794 fromList
3795 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
3796 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
3797 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
3798 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
3799 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
3800 ]
3801 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
3802 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
3803 , vertexShader =
3804 """
3805 #version 330 core
3806 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
3807 uniform float identityLight ;
3808 uniform mat4 viewProj ;
3809 uniform mat4 worldMat ;
3810 in vec3 vi1 ;
3811 in vec3 vi2 ;
3812 in vec2 vi3 ;
3813 in vec2 vi4 ;
3814 in vec4 vi5 ;
3815 smooth out vec2 vo1 ;
3816 smooth out vec4 vo2 ;
3817 void main() {
3818 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
3819 vo1 = vi4;
3820 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
3821 }
3822
3823 """
3824 , geometryShader = Nothing
3825 , fragmentShader =
3826 """
3827 #version 330 core
3828 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
3829 uniform sampler2D LightMap ;
3830 smooth in vec2 vo1 ;
3831 smooth in vec4 vo2 ;
3832 out vec4 f0 ;
3833 void main() {
3834 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
3835 }
3836
3837 """
3838 }
3839 , Program
3840 { programUniforms =
3841 fromList
3842 [ ( "Tex_3647563961" , FTexture2D )
3843 , ( "identityLight" , Float )
3844 , ( "viewProj" , M44F )
3845 , ( "worldMat" , M44F )
3846 ]
3847 , programStreams =
3848 fromList
3849 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
3850 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
3851 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
3852 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
3853 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
3854 ]
3855 , programInTextures =
3856 fromList [ ( "Tex_3647563961" , FTexture2D ) ]
3857 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
3858 , vertexShader =
3859 """
3860 #version 330 core
3861 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
3862 uniform float identityLight ;
3863 uniform mat4 viewProj ;
3864 uniform mat4 worldMat ;
3865 in vec3 vi1 ;
3866 in vec3 vi2 ;
3867 in vec2 vi3 ;
3868 in vec2 vi4 ;
3869 in vec4 vi5 ;
3870 smooth out vec2 vo1 ;
3871 smooth out vec4 vo2 ;
3872 void main() {
3873 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
3874 vo1 = vi3;
3875 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
3876 }
3877
3878 """
3879 , geometryShader = Nothing
3880 , fragmentShader =
3881 """
3882 #version 330 core
3883 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
3884 uniform sampler2D Tex_3647563961 ;
3885 smooth in vec2 vo1 ;
3886 smooth in vec4 vo2 ;
3887 out vec4 f0 ;
3888 void main() {
3889 f0 = ( vo2 ) * ( texture2D ( Tex_3647563961,vo1 ) );
3890 }
3891
3892 """
3893 }
3894 , Program
3895 { programUniforms =
3896 fromList
3897 [ ( "LightMap" , FTexture2D )
3898 , ( "identityLight" , Float )
3899 , ( "viewProj" , M44F )
3900 , ( "worldMat" , M44F )
3901 ]
3902 , programStreams =
3903 fromList
3904 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
3905 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
3906 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
3907 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
3908 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
3909 ]
3910 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
3911 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
3912 , vertexShader =
3913 """
3914 #version 330 core
3915 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
3916 uniform float identityLight ;
3917 uniform mat4 viewProj ;
3918 uniform mat4 worldMat ;
3919 in vec3 vi1 ;
3920 in vec3 vi2 ;
3921 in vec2 vi3 ;
3922 in vec2 vi4 ;
3923 in vec4 vi5 ;
3924 smooth out vec2 vo1 ;
3925 smooth out vec4 vo2 ;
3926 void main() {
3927 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
3928 vo1 = vi4;
3929 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
3930 }
3931
3932 """
3933 , geometryShader = Nothing
3934 , fragmentShader =
3935 """
3936 #version 330 core
3937 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
3938 uniform sampler2D LightMap ;
3939 smooth in vec2 vo1 ;
3940 smooth in vec4 vo2 ;
3941 out vec4 f0 ;
3942 void main() {
3943 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
3944 }
3945
3946 """
3947 }
3948 , Program
3949 { programUniforms =
3950 fromList
3951 [ ( "Tex_3593923076" , FTexture2D )
3952 , ( "identityLight" , Float )
3953 , ( "viewProj" , M44F )
3954 , ( "worldMat" , M44F )
3955 ]
3956 , programStreams =
3957 fromList
3958 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
3959 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
3960 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
3961 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
3962 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
3963 ]
3964 , programInTextures =
3965 fromList [ ( "Tex_3593923076" , FTexture2D ) ]
3966 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
3967 , vertexShader =
3968 """
3969 #version 330 core
3970 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
3971 uniform float identityLight ;
3972 uniform mat4 viewProj ;
3973 uniform mat4 worldMat ;
3974 in vec3 vi1 ;
3975 in vec3 vi2 ;
3976 in vec2 vi3 ;
3977 in vec2 vi4 ;
3978 in vec4 vi5 ;
3979 smooth out vec2 vo1 ;
3980 smooth out vec4 vo2 ;
3981 void main() {
3982 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
3983 vo1 = vi3;
3984 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
3985 }
3986
3987 """
3988 , geometryShader = Nothing
3989 , fragmentShader =
3990 """
3991 #version 330 core
3992 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
3993 uniform sampler2D Tex_3593923076 ;
3994 smooth in vec2 vo1 ;
3995 smooth in vec4 vo2 ;
3996 out vec4 f0 ;
3997 void main() {
3998 f0 = ( vo2 ) * ( texture2D ( Tex_3593923076,vo1 ) );
3999 }
4000
4001 """
4002 }
4003 , Program
4004 { programUniforms =
4005 fromList
4006 [ ( "LightMap" , FTexture2D )
4007 , ( "identityLight" , Float )
4008 , ( "viewProj" , M44F )
4009 , ( "worldMat" , M44F )
4010 ]
4011 , programStreams =
4012 fromList
4013 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
4014 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
4015 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
4016 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
4017 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
4018 ]
4019 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
4020 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
4021 , vertexShader =
4022 """
4023 #version 330 core
4024 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
4025 uniform float identityLight ;
4026 uniform mat4 viewProj ;
4027 uniform mat4 worldMat ;
4028 in vec3 vi1 ;
4029 in vec3 vi2 ;
4030 in vec2 vi3 ;
4031 in vec2 vi4 ;
4032 in vec4 vi5 ;
4033 smooth out vec2 vo1 ;
4034 smooth out vec4 vo2 ;
4035 void main() {
4036 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
4037 vo1 = vi4;
4038 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
4039 }
4040
4041 """
4042 , geometryShader = Nothing
4043 , fragmentShader =
4044 """
4045 #version 330 core
4046 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
4047 uniform sampler2D LightMap ;
4048 smooth in vec2 vo1 ;
4049 smooth in vec4 vo2 ;
4050 out vec4 f0 ;
4051 void main() {
4052 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
4053 }
4054
4055 """
4056 }
4057 , Program
4058 { programUniforms =
4059 fromList
4060 [ ( "Tex_1435187472" , FTexture2D )
4061 , ( "identityLight" , Float )
4062 , ( "viewProj" , M44F )
4063 , ( "worldMat" , M44F )
4064 ]
4065 , programStreams =
4066 fromList
4067 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
4068 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
4069 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
4070 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
4071 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
4072 ]
4073 , programInTextures =
4074 fromList [ ( "Tex_1435187472" , FTexture2D ) ]
4075 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
4076 , vertexShader =
4077 """
4078 #version 330 core
4079 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
4080 uniform float identityLight ;
4081 uniform mat4 viewProj ;
4082 uniform mat4 worldMat ;
4083 in vec3 vi1 ;
4084 in vec3 vi2 ;
4085 in vec2 vi3 ;
4086 in vec2 vi4 ;
4087 in vec4 vi5 ;
4088 smooth out vec2 vo1 ;
4089 smooth out vec4 vo2 ;
4090 void main() {
4091 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
4092 vo1 = vi3;
4093 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
4094 }
4095
4096 """
4097 , geometryShader = Nothing
4098 , fragmentShader =
4099 """
4100 #version 330 core
4101 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
4102 uniform sampler2D Tex_1435187472 ;
4103 smooth in vec2 vo1 ;
4104 smooth in vec4 vo2 ;
4105 out vec4 f0 ;
4106 void main() {
4107 f0 = ( vo2 ) * ( texture2D ( Tex_1435187472,vo1 ) );
4108 }
4109
4110 """
4111 }
4112 , Program
4113 { programUniforms =
4114 fromList
4115 [ ( "LightMap" , FTexture2D )
4116 , ( "identityLight" , Float )
4117 , ( "viewProj" , M44F )
4118 , ( "worldMat" , M44F )
4119 ]
4120 , programStreams =
4121 fromList
4122 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
4123 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
4124 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
4125 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
4126 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
4127 ]
4128 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
4129 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
4130 , vertexShader =
4131 """
4132 #version 330 core
4133 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
4134 uniform float identityLight ;
4135 uniform mat4 viewProj ;
4136 uniform mat4 worldMat ;
4137 in vec3 vi1 ;
4138 in vec3 vi2 ;
4139 in vec2 vi3 ;
4140 in vec2 vi4 ;
4141 in vec4 vi5 ;
4142 smooth out vec2 vo1 ;
4143 smooth out vec4 vo2 ;
4144 void main() {
4145 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
4146 vo1 = vi4;
4147 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
4148 }
4149
4150 """
4151 , geometryShader = Nothing
4152 , fragmentShader =
4153 """
4154 #version 330 core
4155 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
4156 uniform sampler2D LightMap ;
4157 smooth in vec2 vo1 ;
4158 smooth in vec4 vo2 ;
4159 out vec4 f0 ;
4160 void main() {
4161 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
4162 }
4163
4164 """
4165 }
4166 , Program
4167 { programUniforms =
4168 fromList
4169 [ ( "Tex_1318715778" , FTexture2D )
4170 , ( "identityLight" , Float )
4171 , ( "viewProj" , M44F )
4172 , ( "worldMat" , M44F )
4173 ]
4174 , programStreams =
4175 fromList
4176 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
4177 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
4178 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
4179 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
4180 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
4181 ]
4182 , programInTextures =
4183 fromList [ ( "Tex_1318715778" , FTexture2D ) ]
4184 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
4185 , vertexShader =
4186 """
4187 #version 330 core
4188 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
4189 uniform float identityLight ;
4190 uniform mat4 viewProj ;
4191 uniform mat4 worldMat ;
4192 in vec3 vi1 ;
4193 in vec3 vi2 ;
4194 in vec2 vi3 ;
4195 in vec2 vi4 ;
4196 in vec4 vi5 ;
4197 smooth out vec2 vo1 ;
4198 smooth out vec4 vo2 ;
4199 void main() {
4200 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
4201 vo1 = vi3;
4202 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
4203 }
4204
4205 """
4206 , geometryShader = Nothing
4207 , fragmentShader =
4208 """
4209 #version 330 core
4210 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
4211 uniform sampler2D Tex_1318715778 ;
4212 smooth in vec2 vo1 ;
4213 smooth in vec4 vo2 ;
4214 out vec4 f0 ;
4215 void main() {
4216 f0 = ( vo2 ) * ( texture2D ( Tex_1318715778,vo1 ) );
4217 }
4218
4219 """
4220 }
4221 , Program
4222 { programUniforms =
4223 fromList
4224 [ ( "LightMap" , FTexture2D )
4225 , ( "identityLight" , Float )
4226 , ( "viewProj" , M44F )
4227 , ( "worldMat" , M44F )
4228 ]
4229 , programStreams =
4230 fromList
4231 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
4232 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
4233 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
4234 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
4235 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
4236 ]
4237 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
4238 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
4239 , vertexShader =
4240 """
4241 #version 330 core
4242 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
4243 uniform float identityLight ;
4244 uniform mat4 viewProj ;
4245 uniform mat4 worldMat ;
4246 in vec3 vi1 ;
4247 in vec3 vi2 ;
4248 in vec2 vi3 ;
4249 in vec2 vi4 ;
4250 in vec4 vi5 ;
4251 smooth out vec2 vo1 ;
4252 smooth out vec4 vo2 ;
4253 void main() {
4254 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
4255 vo1 = vi4;
4256 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
4257 }
4258
4259 """
4260 , geometryShader = Nothing
4261 , fragmentShader =
4262 """
4263 #version 330 core
4264 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
4265 uniform sampler2D LightMap ;
4266 smooth in vec2 vo1 ;
4267 smooth in vec4 vo2 ;
4268 out vec4 f0 ;
4269 void main() {
4270 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
4271 }
4272
4273 """
4274 }
4275 , Program
4276 { programUniforms =
4277 fromList
4278 [ ( "Tex_442868841" , FTexture2D )
4279 , ( "identityLight" , Float )
4280 , ( "viewProj" , M44F )
4281 , ( "worldMat" , M44F )
4282 ]
4283 , programStreams =
4284 fromList
4285 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
4286 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
4287 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
4288 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
4289 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
4290 ]
4291 , programInTextures = fromList [ ( "Tex_442868841" , FTexture2D ) ]
4292 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
4293 , vertexShader =
4294 """
4295 #version 330 core
4296 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
4297 uniform float identityLight ;
4298 uniform mat4 viewProj ;
4299 uniform mat4 worldMat ;
4300 in vec3 vi1 ;
4301 in vec3 vi2 ;
4302 in vec2 vi3 ;
4303 in vec2 vi4 ;
4304 in vec4 vi5 ;
4305 smooth out vec2 vo1 ;
4306 smooth out vec4 vo2 ;
4307 void main() {
4308 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
4309 vo1 = vi3;
4310 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
4311 }
4312
4313 """
4314 , geometryShader = Nothing
4315 , fragmentShader =
4316 """
4317 #version 330 core
4318 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
4319 uniform sampler2D Tex_442868841 ;
4320 smooth in vec2 vo1 ;
4321 smooth in vec4 vo2 ;
4322 out vec4 f0 ;
4323 void main() {
4324 f0 = ( vo2 ) * ( texture2D ( Tex_442868841,vo1 ) );
4325 }
4326
4327 """
4328 }
4329 , Program
4330 { programUniforms =
4331 fromList
4332 [ ( "LightMap" , FTexture2D )
4333 , ( "identityLight" , Float )
4334 , ( "viewProj" , M44F )
4335 , ( "worldMat" , M44F )
4336 ]
4337 , programStreams =
4338 fromList
4339 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
4340 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
4341 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
4342 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
4343 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
4344 ]
4345 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
4346 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
4347 , vertexShader =
4348 """
4349 #version 330 core
4350 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
4351 uniform float identityLight ;
4352 uniform mat4 viewProj ;
4353 uniform mat4 worldMat ;
4354 in vec3 vi1 ;
4355 in vec3 vi2 ;
4356 in vec2 vi3 ;
4357 in vec2 vi4 ;
4358 in vec4 vi5 ;
4359 smooth out vec2 vo1 ;
4360 smooth out vec4 vo2 ;
4361 void main() {
4362 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
4363 vo1 = vi4;
4364 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
4365 }
4366
4367 """
4368 , geometryShader = Nothing
4369 , fragmentShader =
4370 """
4371 #version 330 core
4372 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
4373 uniform sampler2D LightMap ;
4374 smooth in vec2 vo1 ;
4375 smooth in vec4 vo2 ;
4376 out vec4 f0 ;
4377 void main() {
4378 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
4379 }
4380
4381 """
4382 }
4383 , Program
4384 { programUniforms =
4385 fromList
4386 [ ( "Tex_2289735512" , FTexture2D )
4387 , ( "identityLight" , Float )
4388 , ( "viewProj" , M44F )
4389 , ( "worldMat" , M44F )
4390 ]
4391 , programStreams =
4392 fromList
4393 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
4394 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
4395 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
4396 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
4397 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
4398 ]
4399 , programInTextures =
4400 fromList [ ( "Tex_2289735512" , FTexture2D ) ]
4401 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
4402 , vertexShader =
4403 """
4404 #version 330 core
4405 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
4406 uniform float identityLight ;
4407 uniform mat4 viewProj ;
4408 uniform mat4 worldMat ;
4409 in vec3 vi1 ;
4410 in vec3 vi2 ;
4411 in vec2 vi3 ;
4412 in vec2 vi4 ;
4413 in vec4 vi5 ;
4414 smooth out vec2 vo1 ;
4415 smooth out vec4 vo2 ;
4416 void main() {
4417 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
4418 vo1 = vi3;
4419 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
4420 }
4421
4422 """
4423 , geometryShader = Nothing
4424 , fragmentShader =
4425 """
4426 #version 330 core
4427 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
4428 uniform sampler2D Tex_2289735512 ;
4429 smooth in vec2 vo1 ;
4430 smooth in vec4 vo2 ;
4431 out vec4 f0 ;
4432 void main() {
4433 f0 = ( vo2 ) * ( texture2D ( Tex_2289735512,vo1 ) );
4434 }
4435
4436 """
4437 }
4438 , Program
4439 { programUniforms =
4440 fromList
4441 [ ( "LightMap" , FTexture2D )
4442 , ( "identityLight" , Float )
4443 , ( "viewProj" , M44F )
4444 , ( "worldMat" , M44F )
4445 ]
4446 , programStreams =
4447 fromList
4448 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
4449 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
4450 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
4451 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
4452 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
4453 ]
4454 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
4455 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
4456 , vertexShader =
4457 """
4458 #version 330 core
4459 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
4460 uniform float identityLight ;
4461 uniform mat4 viewProj ;
4462 uniform mat4 worldMat ;
4463 in vec3 vi1 ;
4464 in vec3 vi2 ;
4465 in vec2 vi3 ;
4466 in vec2 vi4 ;
4467 in vec4 vi5 ;
4468 smooth out vec2 vo1 ;
4469 smooth out vec4 vo2 ;
4470 void main() {
4471 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
4472 vo1 = vi4;
4473 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
4474 }
4475
4476 """
4477 , geometryShader = Nothing
4478 , fragmentShader =
4479 """
4480 #version 330 core
4481 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
4482 uniform sampler2D LightMap ;
4483 smooth in vec2 vo1 ;
4484 smooth in vec4 vo2 ;
4485 out vec4 f0 ;
4486 void main() {
4487 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
4488 }
4489
4490 """
4491 }
4492 , Program
4493 { programUniforms =
4494 fromList
4495 [ ( "Tex_3939430064" , FTexture2D )
4496 , ( "identityLight" , Float )
4497 , ( "viewProj" , M44F )
4498 , ( "worldMat" , M44F )
4499 ]
4500 , programStreams =
4501 fromList
4502 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
4503 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
4504 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
4505 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
4506 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
4507 ]
4508 , programInTextures =
4509 fromList [ ( "Tex_3939430064" , FTexture2D ) ]
4510 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
4511 , vertexShader =
4512 """
4513 #version 330 core
4514 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
4515 uniform float identityLight ;
4516 uniform mat4 viewProj ;
4517 uniform mat4 worldMat ;
4518 in vec3 vi1 ;
4519 in vec3 vi2 ;
4520 in vec2 vi3 ;
4521 in vec2 vi4 ;
4522 in vec4 vi5 ;
4523 smooth out vec2 vo1 ;
4524 smooth out vec4 vo2 ;
4525 void main() {
4526 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
4527 vo1 = vi3;
4528 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
4529 }
4530
4531 """
4532 , geometryShader = Nothing
4533 , fragmentShader =
4534 """
4535 #version 330 core
4536 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
4537 uniform sampler2D Tex_3939430064 ;
4538 smooth in vec2 vo1 ;
4539 smooth in vec4 vo2 ;
4540 out vec4 f0 ;
4541 void main() {
4542 f0 = ( vo2 ) * ( texture2D ( Tex_3939430064,vo1 ) );
4543 }
4544
4545 """
4546 }
4547 , Program
4548 { programUniforms =
4549 fromList
4550 [ ( "LightMap" , FTexture2D )
4551 , ( "identityLight" , Float )
4552 , ( "viewProj" , M44F )
4553 , ( "worldMat" , M44F )
4554 ]
4555 , programStreams =
4556 fromList
4557 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
4558 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
4559 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
4560 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
4561 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
4562 ]
4563 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
4564 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
4565 , vertexShader =
4566 """
4567 #version 330 core
4568 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
4569 uniform float identityLight ;
4570 uniform mat4 viewProj ;
4571 uniform mat4 worldMat ;
4572 in vec3 vi1 ;
4573 in vec3 vi2 ;
4574 in vec2 vi3 ;
4575 in vec2 vi4 ;
4576 in vec4 vi5 ;
4577 smooth out vec2 vo1 ;
4578 smooth out vec4 vo2 ;
4579 void main() {
4580 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
4581 vo1 = vi4;
4582 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
4583 }
4584
4585 """
4586 , geometryShader = Nothing
4587 , fragmentShader =
4588 """
4589 #version 330 core
4590 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
4591 uniform sampler2D LightMap ;
4592 smooth in vec2 vo1 ;
4593 smooth in vec4 vo2 ;
4594 out vec4 f0 ;
4595 void main() {
4596 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
4597 }
4598
4599 """
4600 }
4601 , Program
4602 { programUniforms =
4603 fromList
4604 [ ( "Tex_3012001075" , FTexture2D )
4605 , ( "identityLight" , Float )
4606 , ( "viewProj" , M44F )
4607 , ( "worldMat" , M44F )
4608 ]
4609 , programStreams =
4610 fromList
4611 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
4612 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
4613 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
4614 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
4615 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
4616 ]
4617 , programInTextures =
4618 fromList [ ( "Tex_3012001075" , FTexture2D ) ]
4619 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
4620 , vertexShader =
4621 """
4622 #version 330 core
4623 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
4624 uniform float identityLight ;
4625 uniform mat4 viewProj ;
4626 uniform mat4 worldMat ;
4627 in vec3 vi1 ;
4628 in vec3 vi2 ;
4629 in vec2 vi3 ;
4630 in vec2 vi4 ;
4631 in vec4 vi5 ;
4632 smooth out vec2 vo1 ;
4633 smooth out vec4 vo2 ;
4634 void main() {
4635 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
4636 vo1 = vi3;
4637 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
4638 }
4639
4640 """
4641 , geometryShader = Nothing
4642 , fragmentShader =
4643 """
4644 #version 330 core
4645 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
4646 uniform sampler2D Tex_3012001075 ;
4647 smooth in vec2 vo1 ;
4648 smooth in vec4 vo2 ;
4649 out vec4 f0 ;
4650 void main() {
4651 f0 = ( vo2 ) * ( texture2D ( Tex_3012001075,vo1 ) );
4652 }
4653
4654 """
4655 }
4656 , Program
4657 { programUniforms =
4658 fromList
4659 [ ( "LightMap" , FTexture2D )
4660 , ( "identityLight" , Float )
4661 , ( "viewProj" , M44F )
4662 , ( "worldMat" , M44F )
4663 ]
4664 , programStreams =
4665 fromList
4666 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
4667 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
4668 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
4669 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
4670 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
4671 ]
4672 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
4673 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
4674 , vertexShader =
4675 """
4676 #version 330 core
4677 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
4678 uniform float identityLight ;
4679 uniform mat4 viewProj ;
4680 uniform mat4 worldMat ;
4681 in vec3 vi1 ;
4682 in vec3 vi2 ;
4683 in vec2 vi3 ;
4684 in vec2 vi4 ;
4685 in vec4 vi5 ;
4686 smooth out vec2 vo1 ;
4687 smooth out vec4 vo2 ;
4688 void main() {
4689 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
4690 vo1 = vi4;
4691 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
4692 }
4693
4694 """
4695 , geometryShader = Nothing
4696 , fragmentShader =
4697 """
4698 #version 330 core
4699 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
4700 uniform sampler2D LightMap ;
4701 smooth in vec2 vo1 ;
4702 smooth in vec4 vo2 ;
4703 out vec4 f0 ;
4704 void main() {
4705 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
4706 }
4707
4708 """
4709 }
4710 , Program
4711 { programUniforms =
4712 fromList
4713 [ ( "Tex_3768122504" , FTexture2D )
4714 , ( "identityLight" , Float )
4715 , ( "viewProj" , M44F )
4716 , ( "worldMat" , M44F )
4717 ]
4718 , programStreams =
4719 fromList
4720 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
4721 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
4722 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
4723 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
4724 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
4725 ]
4726 , programInTextures =
4727 fromList [ ( "Tex_3768122504" , FTexture2D ) ]
4728 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
4729 , vertexShader =
4730 """
4731 #version 330 core
4732 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
4733 uniform float identityLight ;
4734 uniform mat4 viewProj ;
4735 uniform mat4 worldMat ;
4736 in vec3 vi1 ;
4737 in vec3 vi2 ;
4738 in vec2 vi3 ;
4739 in vec2 vi4 ;
4740 in vec4 vi5 ;
4741 smooth out vec2 vo1 ;
4742 smooth out vec4 vo2 ;
4743 void main() {
4744 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
4745 vo1 = vi3;
4746 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
4747 }
4748
4749 """
4750 , geometryShader = Nothing
4751 , fragmentShader =
4752 """
4753 #version 330 core
4754 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
4755 uniform sampler2D Tex_3768122504 ;
4756 smooth in vec2 vo1 ;
4757 smooth in vec4 vo2 ;
4758 out vec4 f0 ;
4759 void main() {
4760 f0 = ( vo2 ) * ( texture2D ( Tex_3768122504,vo1 ) );
4761 }
4762
4763 """
4764 }
4765 , Program
4766 { programUniforms =
4767 fromList
4768 [ ( "LightMap" , FTexture2D )
4769 , ( "identityLight" , Float )
4770 , ( "viewProj" , M44F )
4771 , ( "worldMat" , M44F )
4772 ]
4773 , programStreams =
4774 fromList
4775 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
4776 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
4777 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
4778 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
4779 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
4780 ]
4781 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
4782 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
4783 , vertexShader =
4784 """
4785 #version 330 core
4786 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
4787 uniform float identityLight ;
4788 uniform mat4 viewProj ;
4789 uniform mat4 worldMat ;
4790 in vec3 vi1 ;
4791 in vec3 vi2 ;
4792 in vec2 vi3 ;
4793 in vec2 vi4 ;
4794 in vec4 vi5 ;
4795 smooth out vec2 vo1 ;
4796 smooth out vec4 vo2 ;
4797 void main() {
4798 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
4799 vo1 = vi4;
4800 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
4801 }
4802
4803 """
4804 , geometryShader = Nothing
4805 , fragmentShader =
4806 """
4807 #version 330 core
4808 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
4809 uniform sampler2D LightMap ;
4810 smooth in vec2 vo1 ;
4811 smooth in vec4 vo2 ;
4812 out vec4 f0 ;
4813 void main() {
4814 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
4815 }
4816
4817 """
4818 }
4819 , Program
4820 { programUniforms =
4821 fromList
4822 [ ( "Tex_2634868983" , FTexture2D )
4823 , ( "identityLight" , Float )
4824 , ( "viewProj" , M44F )
4825 , ( "worldMat" , M44F )
4826 ]
4827 , programStreams =
4828 fromList
4829 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
4830 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
4831 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
4832 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
4833 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
4834 ]
4835 , programInTextures =
4836 fromList [ ( "Tex_2634868983" , FTexture2D ) ]
4837 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
4838 , vertexShader =
4839 """
4840 #version 330 core
4841 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
4842 uniform float identityLight ;
4843 uniform mat4 viewProj ;
4844 uniform mat4 worldMat ;
4845 in vec3 vi1 ;
4846 in vec3 vi2 ;
4847 in vec2 vi3 ;
4848 in vec2 vi4 ;
4849 in vec4 vi5 ;
4850 smooth out vec2 vo1 ;
4851 smooth out vec4 vo2 ;
4852 void main() {
4853 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
4854 vo1 = vi3;
4855 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
4856 }
4857
4858 """
4859 , geometryShader = Nothing
4860 , fragmentShader =
4861 """
4862 #version 330 core
4863 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
4864 uniform sampler2D Tex_2634868983 ;
4865 smooth in vec2 vo1 ;
4866 smooth in vec4 vo2 ;
4867 out vec4 f0 ;
4868 void main() {
4869 f0 = ( vo2 ) * ( texture2D ( Tex_2634868983,vo1 ) );
4870 }
4871
4872 """
4873 }
4874 , Program
4875 { programUniforms =
4876 fromList
4877 [ ( "LightMap" , FTexture2D )
4878 , ( "identityLight" , Float )
4879 , ( "viewProj" , M44F )
4880 , ( "worldMat" , M44F )
4881 ]
4882 , programStreams =
4883 fromList
4884 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
4885 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
4886 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
4887 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
4888 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
4889 ]
4890 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
4891 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
4892 , vertexShader =
4893 """
4894 #version 330 core
4895 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
4896 uniform float identityLight ;
4897 uniform mat4 viewProj ;
4898 uniform mat4 worldMat ;
4899 in vec3 vi1 ;
4900 in vec3 vi2 ;
4901 in vec2 vi3 ;
4902 in vec2 vi4 ;
4903 in vec4 vi5 ;
4904 smooth out vec2 vo1 ;
4905 smooth out vec4 vo2 ;
4906 void main() {
4907 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
4908 vo1 = vi4;
4909 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
4910 }
4911
4912 """
4913 , geometryShader = Nothing
4914 , fragmentShader =
4915 """
4916 #version 330 core
4917 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
4918 uniform sampler2D LightMap ;
4919 smooth in vec2 vo1 ;
4920 smooth in vec4 vo2 ;
4921 out vec4 f0 ;
4922 void main() {
4923 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
4924 }
4925
4926 """
4927 }
4928 , Program
4929 { programUniforms =
4930 fromList
4931 [ ( "Tex_3269743316" , FTexture2D )
4932 , ( "identityLight" , Float )
4933 , ( "viewProj" , M44F )
4934 , ( "worldMat" , M44F )
4935 ]
4936 , programStreams =
4937 fromList
4938 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
4939 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
4940 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
4941 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
4942 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
4943 ]
4944 , programInTextures =
4945 fromList [ ( "Tex_3269743316" , FTexture2D ) ]
4946 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
4947 , vertexShader =
4948 """
4949 #version 330 core
4950 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
4951 uniform float identityLight ;
4952 uniform mat4 viewProj ;
4953 uniform mat4 worldMat ;
4954 in vec3 vi1 ;
4955 in vec3 vi2 ;
4956 in vec2 vi3 ;
4957 in vec2 vi4 ;
4958 in vec4 vi5 ;
4959 smooth out vec2 vo1 ;
4960 smooth out vec4 vo2 ;
4961 void main() {
4962 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
4963 vo1 = vi3;
4964 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
4965 }
4966
4967 """
4968 , geometryShader = Nothing
4969 , fragmentShader =
4970 """
4971 #version 330 core
4972 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
4973 uniform sampler2D Tex_3269743316 ;
4974 smooth in vec2 vo1 ;
4975 smooth in vec4 vo2 ;
4976 out vec4 f0 ;
4977 void main() {
4978 f0 = ( vo2 ) * ( texture2D ( Tex_3269743316,vo1 ) );
4979 }
4980
4981 """
4982 }
4983 , Program
4984 { programUniforms =
4985 fromList
4986 [ ( "LightMap" , FTexture2D )
4987 , ( "identityLight" , Float )
4988 , ( "viewProj" , M44F )
4989 , ( "worldMat" , M44F )
4990 ]
4991 , programStreams =
4992 fromList
4993 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
4994 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
4995 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
4996 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
4997 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
4998 ]
4999 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
5000 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
5001 , vertexShader =
5002 """
5003 #version 330 core
5004 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
5005 uniform float identityLight ;
5006 uniform mat4 viewProj ;
5007 uniform mat4 worldMat ;
5008 in vec3 vi1 ;
5009 in vec3 vi2 ;
5010 in vec2 vi3 ;
5011 in vec2 vi4 ;
5012 in vec4 vi5 ;
5013 smooth out vec2 vo1 ;
5014 smooth out vec4 vo2 ;
5015 void main() {
5016 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
5017 vo1 = vi4;
5018 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
5019 }
5020
5021 """
5022 , geometryShader = Nothing
5023 , fragmentShader =
5024 """
5025 #version 330 core
5026 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
5027 uniform sampler2D LightMap ;
5028 smooth in vec2 vo1 ;
5029 smooth in vec4 vo2 ;
5030 out vec4 f0 ;
5031 void main() {
5032 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
5033 }
5034
5035 """
5036 }
5037 , Program
5038 { programUniforms =
5039 fromList
5040 [ ( "Tex_3617993418" , FTexture2D )
5041 , ( "identityLight" , Float )
5042 , ( "viewProj" , M44F )
5043 , ( "worldMat" , M44F )
5044 ]
5045 , programStreams =
5046 fromList
5047 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
5048 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
5049 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
5050 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
5051 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
5052 ]
5053 , programInTextures =
5054 fromList [ ( "Tex_3617993418" , FTexture2D ) ]
5055 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
5056 , vertexShader =
5057 """
5058 #version 330 core
5059 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
5060 uniform float identityLight ;
5061 uniform mat4 viewProj ;
5062 uniform mat4 worldMat ;
5063 in vec3 vi1 ;
5064 in vec3 vi2 ;
5065 in vec2 vi3 ;
5066 in vec2 vi4 ;
5067 in vec4 vi5 ;
5068 smooth out vec2 vo1 ;
5069 smooth out vec4 vo2 ;
5070 void main() {
5071 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
5072 vo1 = vi3;
5073 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
5074 }
5075
5076 """
5077 , geometryShader = Nothing
5078 , fragmentShader =
5079 """
5080 #version 330 core
5081 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
5082 uniform sampler2D Tex_3617993418 ;
5083 smooth in vec2 vo1 ;
5084 smooth in vec4 vo2 ;
5085 out vec4 f0 ;
5086 void main() {
5087 f0 = ( vo2 ) * ( texture2D ( Tex_3617993418,vo1 ) );
5088 }
5089
5090 """
5091 }
5092 , Program
5093 { programUniforms =
5094 fromList
5095 [ ( "LightMap" , FTexture2D )
5096 , ( "identityLight" , Float )
5097 , ( "viewProj" , M44F )
5098 , ( "worldMat" , M44F )
5099 ]
5100 , programStreams =
5101 fromList
5102 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
5103 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
5104 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
5105 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
5106 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
5107 ]
5108 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
5109 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
5110 , vertexShader =
5111 """
5112 #version 330 core
5113 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
5114 uniform float identityLight ;
5115 uniform mat4 viewProj ;
5116 uniform mat4 worldMat ;
5117 in vec3 vi1 ;
5118 in vec3 vi2 ;
5119 in vec2 vi3 ;
5120 in vec2 vi4 ;
5121 in vec4 vi5 ;
5122 smooth out vec2 vo1 ;
5123 smooth out vec4 vo2 ;
5124 void main() {
5125 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
5126 vo1 = vi4;
5127 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
5128 }
5129
5130 """
5131 , geometryShader = Nothing
5132 , fragmentShader =
5133 """
5134 #version 330 core
5135 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
5136 uniform sampler2D LightMap ;
5137 smooth in vec2 vo1 ;
5138 smooth in vec4 vo2 ;
5139 out vec4 f0 ;
5140 void main() {
5141 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
5142 }
5143
5144 """
5145 }
5146 , Program
5147 { programUniforms =
5148 fromList
5149 [ ( "Tex_1243894392" , FTexture2D )
5150 , ( "identityLight" , Float )
5151 , ( "viewProj" , M44F )
5152 , ( "worldMat" , M44F )
5153 ]
5154 , programStreams =
5155 fromList
5156 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
5157 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
5158 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
5159 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
5160 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
5161 ]
5162 , programInTextures =
5163 fromList [ ( "Tex_1243894392" , FTexture2D ) ]
5164 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
5165 , vertexShader =
5166 """
5167 #version 330 core
5168 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
5169 uniform float identityLight ;
5170 uniform mat4 viewProj ;
5171 uniform mat4 worldMat ;
5172 in vec3 vi1 ;
5173 in vec3 vi2 ;
5174 in vec2 vi3 ;
5175 in vec2 vi4 ;
5176 in vec4 vi5 ;
5177 smooth out vec2 vo1 ;
5178 smooth out vec4 vo2 ;
5179 void main() {
5180 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
5181 vo1 = vi3;
5182 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
5183 }
5184
5185 """
5186 , geometryShader = Nothing
5187 , fragmentShader =
5188 """
5189 #version 330 core
5190 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
5191 uniform sampler2D Tex_1243894392 ;
5192 smooth in vec2 vo1 ;
5193 smooth in vec4 vo2 ;
5194 out vec4 f0 ;
5195 void main() {
5196 f0 = ( vo2 ) * ( texture2D ( Tex_1243894392,vo1 ) );
5197 }
5198
5199 """
5200 }
5201 , Program
5202 { programUniforms =
5203 fromList
5204 [ ( "LightMap" , FTexture2D )
5205 , ( "identityLight" , Float )
5206 , ( "viewProj" , M44F )
5207 , ( "worldMat" , M44F )
5208 ]
5209 , programStreams =
5210 fromList
5211 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
5212 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
5213 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
5214 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
5215 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
5216 ]
5217 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
5218 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
5219 , vertexShader =
5220 """
5221 #version 330 core
5222 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
5223 uniform float identityLight ;
5224 uniform mat4 viewProj ;
5225 uniform mat4 worldMat ;
5226 in vec3 vi1 ;
5227 in vec3 vi2 ;
5228 in vec2 vi3 ;
5229 in vec2 vi4 ;
5230 in vec4 vi5 ;
5231 smooth out vec2 vo1 ;
5232 smooth out vec4 vo2 ;
5233 void main() {
5234 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
5235 vo1 = vi4;
5236 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
5237 }
5238
5239 """
5240 , geometryShader = Nothing
5241 , fragmentShader =
5242 """
5243 #version 330 core
5244 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
5245 uniform sampler2D LightMap ;
5246 smooth in vec2 vo1 ;
5247 smooth in vec4 vo2 ;
5248 out vec4 f0 ;
5249 void main() {
5250 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
5251 }
5252
5253 """
5254 }
5255 , Program
5256 { programUniforms =
5257 fromList
5258 [ ( "Tex_2966885788" , FTexture2D )
5259 , ( "identityLight" , Float )
5260 , ( "viewProj" , M44F )
5261 , ( "worldMat" , M44F )
5262 ]
5263 , programStreams =
5264 fromList
5265 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
5266 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
5267 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
5268 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
5269 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
5270 ]
5271 , programInTextures =
5272 fromList [ ( "Tex_2966885788" , FTexture2D ) ]
5273 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
5274 , vertexShader =
5275 """
5276 #version 330 core
5277 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
5278 uniform float identityLight ;
5279 uniform mat4 viewProj ;
5280 uniform mat4 worldMat ;
5281 in vec3 vi1 ;
5282 in vec3 vi2 ;
5283 in vec2 vi3 ;
5284 in vec2 vi4 ;
5285 in vec4 vi5 ;
5286 smooth out vec2 vo1 ;
5287 smooth out vec4 vo2 ;
5288 void main() {
5289 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
5290 vo1 = vi3;
5291 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
5292 }
5293
5294 """
5295 , geometryShader = Nothing
5296 , fragmentShader =
5297 """
5298 #version 330 core
5299 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
5300 uniform sampler2D Tex_2966885788 ;
5301 smooth in vec2 vo1 ;
5302 smooth in vec4 vo2 ;
5303 out vec4 f0 ;
5304 void main() {
5305 f0 = ( vo2 ) * ( texture2D ( Tex_2966885788,vo1 ) );
5306 }
5307
5308 """
5309 }
5310 , Program
5311 { programUniforms =
5312 fromList
5313 [ ( "LightMap" , FTexture2D )
5314 , ( "identityLight" , Float )
5315 , ( "viewProj" , M44F )
5316 , ( "worldMat" , M44F )
5317 ]
5318 , programStreams =
5319 fromList
5320 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
5321 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
5322 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
5323 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
5324 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
5325 ]
5326 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
5327 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
5328 , vertexShader =
5329 """
5330 #version 330 core
5331 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
5332 uniform float identityLight ;
5333 uniform mat4 viewProj ;
5334 uniform mat4 worldMat ;
5335 in vec3 vi1 ;
5336 in vec3 vi2 ;
5337 in vec2 vi3 ;
5338 in vec2 vi4 ;
5339 in vec4 vi5 ;
5340 smooth out vec2 vo1 ;
5341 smooth out vec4 vo2 ;
5342 void main() {
5343 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
5344 vo1 = vi4;
5345 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
5346 }
5347
5348 """
5349 , geometryShader = Nothing
5350 , fragmentShader =
5351 """
5352 #version 330 core
5353 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
5354 uniform sampler2D LightMap ;
5355 smooth in vec2 vo1 ;
5356 smooth in vec4 vo2 ;
5357 out vec4 f0 ;
5358 void main() {
5359 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
5360 }
5361
5362 """
5363 }
5364 , Program
5365 { programUniforms =
5366 fromList
5367 [ ( "Tex_1250438154" , FTexture2D )
5368 , ( "identityLight" , Float )
5369 , ( "viewProj" , M44F )
5370 , ( "worldMat" , M44F )
5371 ]
5372 , programStreams =
5373 fromList
5374 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
5375 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
5376 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
5377 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
5378 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
5379 ]
5380 , programInTextures =
5381 fromList [ ( "Tex_1250438154" , FTexture2D ) ]
5382 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
5383 , vertexShader =
5384 """
5385 #version 330 core
5386 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
5387 uniform float identityLight ;
5388 uniform mat4 viewProj ;
5389 uniform mat4 worldMat ;
5390 in vec3 vi1 ;
5391 in vec3 vi2 ;
5392 in vec2 vi3 ;
5393 in vec2 vi4 ;
5394 in vec4 vi5 ;
5395 smooth out vec2 vo1 ;
5396 smooth out vec4 vo2 ;
5397 void main() {
5398 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
5399 vo1 = vi3;
5400 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
5401 }
5402
5403 """
5404 , geometryShader = Nothing
5405 , fragmentShader =
5406 """
5407 #version 330 core
5408 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
5409 uniform sampler2D Tex_1250438154 ;
5410 smooth in vec2 vo1 ;
5411 smooth in vec4 vo2 ;
5412 out vec4 f0 ;
5413 void main() {
5414 f0 = ( vo2 ) * ( texture2D ( Tex_1250438154,vo1 ) );
5415 }
5416
5417 """
5418 }
5419 , Program
5420 { programUniforms =
5421 fromList
5422 [ ( "LightMap" , FTexture2D )
5423 , ( "identityLight" , Float )
5424 , ( "viewProj" , M44F )
5425 , ( "worldMat" , M44F )
5426 ]
5427 , programStreams =
5428 fromList
5429 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
5430 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
5431 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
5432 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
5433 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
5434 ]
5435 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
5436 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
5437 , vertexShader =
5438 """
5439 #version 330 core
5440 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
5441 uniform float identityLight ;
5442 uniform mat4 viewProj ;
5443 uniform mat4 worldMat ;
5444 in vec3 vi1 ;
5445 in vec3 vi2 ;
5446 in vec2 vi3 ;
5447 in vec2 vi4 ;
5448 in vec4 vi5 ;
5449 smooth out vec2 vo1 ;
5450 smooth out vec4 vo2 ;
5451 void main() {
5452 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
5453 vo1 = vi4;
5454 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
5455 }
5456
5457 """
5458 , geometryShader = Nothing
5459 , fragmentShader =
5460 """
5461 #version 330 core
5462 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
5463 uniform sampler2D LightMap ;
5464 smooth in vec2 vo1 ;
5465 smooth in vec4 vo2 ;
5466 out vec4 f0 ;
5467 void main() {
5468 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
5469 }
5470
5471 """
5472 }
5473 , Program
5474 { programUniforms =
5475 fromList
5476 [ ( "Tex_2490648334" , FTexture2D )
5477 , ( "identityLight" , Float )
5478 , ( "viewProj" , M44F )
5479 , ( "worldMat" , M44F )
5480 ]
5481 , programStreams =
5482 fromList
5483 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
5484 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
5485 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
5486 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
5487 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
5488 ]
5489 , programInTextures =
5490 fromList [ ( "Tex_2490648334" , FTexture2D ) ]
5491 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
5492 , vertexShader =
5493 """
5494 #version 330 core
5495 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
5496 uniform float identityLight ;
5497 uniform mat4 viewProj ;
5498 uniform mat4 worldMat ;
5499 in vec3 vi1 ;
5500 in vec3 vi2 ;
5501 in vec2 vi3 ;
5502 in vec2 vi4 ;
5503 in vec4 vi5 ;
5504 smooth out vec2 vo1 ;
5505 smooth out vec4 vo2 ;
5506 void main() {
5507 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
5508 vo1 = vi3;
5509 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
5510 }
5511
5512 """
5513 , geometryShader = Nothing
5514 , fragmentShader =
5515 """
5516 #version 330 core
5517 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
5518 uniform sampler2D Tex_2490648334 ;
5519 smooth in vec2 vo1 ;
5520 smooth in vec4 vo2 ;
5521 out vec4 f0 ;
5522 void main() {
5523 f0 = ( vo2 ) * ( texture2D ( Tex_2490648334,vo1 ) );
5524 }
5525
5526 """
5527 }
5528 , Program
5529 { programUniforms =
5530 fromList
5531 [ ( "LightMap" , FTexture2D )
5532 , ( "identityLight" , Float )
5533 , ( "viewProj" , M44F )
5534 , ( "worldMat" , M44F )
5535 ]
5536 , programStreams =
5537 fromList
5538 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
5539 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
5540 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
5541 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
5542 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
5543 ]
5544 , programInTextures = fromList [ ( "LightMap" , FTexture2D ) ]
5545 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
5546 , vertexShader =
5547 """
5548 #version 330 core
5549 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
5550 uniform float identityLight ;
5551 uniform mat4 viewProj ;
5552 uniform mat4 worldMat ;
5553 in vec3 vi1 ;
5554 in vec3 vi2 ;
5555 in vec2 vi3 ;
5556 in vec2 vi4 ;
5557 in vec4 vi5 ;
5558 smooth out vec2 vo1 ;
5559 smooth out vec4 vo2 ;
5560 void main() {
5561 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
5562 vo1 = vi4;
5563 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
5564 }
5565
5566 """
5567 , geometryShader = Nothing
5568 , fragmentShader =
5569 """
5570 #version 330 core
5571 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
5572 uniform sampler2D LightMap ;
5573 smooth in vec2 vo1 ;
5574 smooth in vec4 vo2 ;
5575 out vec4 f0 ;
5576 void main() {
5577 f0 = ( vo2 ) * ( texture2D ( LightMap,vo1 ) );
5578 }
5579
5580 """
5581 }
5582 , Program
5583 { programUniforms =
5584 fromList
5585 [ ( "Tex_3694494180" , FTexture2D )
5586 , ( "identityLight" , Float )
5587 , ( "viewProj" , M44F )
5588 , ( "worldMat" , M44F )
5589 ]
5590 , programStreams =
5591 fromList
5592 [ ( "vi1" , Parameter { name = "position" , ty = V3F } )
5593 , ( "vi2" , Parameter { name = "normal" , ty = V3F } )
5594 , ( "vi3" , Parameter { name = "diffuseUV" , ty = V2F } )
5595 , ( "vi4" , Parameter { name = "lightmapUV" , ty = V2F } )
5596 , ( "vi5" , Parameter { name = "color" , ty = V4F } )
5597 ]
5598 , programInTextures =
5599 fromList [ ( "Tex_3694494180" , FTexture2D ) ]
5600 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
5601 , vertexShader =
5602 """
5603 #version 330 core
5604 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
5605 uniform float identityLight ;
5606 uniform mat4 viewProj ;
5607 uniform mat4 worldMat ;
5608 in vec3 vi1 ;
5609 in vec3 vi2 ;
5610 in vec2 vi3 ;
5611 in vec2 vi4 ;
5612 in vec4 vi5 ;
5613 smooth out vec2 vo1 ;
5614 smooth out vec4 vo2 ;
5615 void main() {
5616 gl_Position = ( viewProj ) * ( ( worldMat ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) );
5617 vo1 = vi3;
5618 vo2 = vec4 ( identityLight,identityLight,identityLight,1.0 );
5619 }
5620
5621 """
5622 , geometryShader = Nothing
5623 , fragmentShader =
5624 """
5625 #version 330 core
5626 vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}
5627 uniform sampler2D Tex_3694494180 ;
5628 smooth in vec2 vo1 ;
5629 smooth in vec4 vo2 ;
5630 out vec4 f0 ;
5631 void main() {
5632 f0 = ( vo2 ) * ( texture2D ( Tex_3694494180,vo1 ) );
5633 }
5634
5635 """
5636 }
5637 ]
5638 , slots =
5639 [ Slot
5640 { slotName = "missing shader"
5641 , slotStreams =
5642 fromList [ ( "color" , V4F ) , ( "position" , V3F ) ]
5643 , slotUniforms =
5644 fromList [ ( "viewProj" , M44F ) , ( "worldMat" , M44F ) ]
5645 , slotPrimitive = Triangles
5646 , slotPrograms = [ 0 , 1 ]
5647 }
5648 , Slot
5649 { slotName = "textures/gothic_block/demon_block15fx"
5650 , slotStreams =
5651 fromList
5652 [ ( "color" , V4F )
5653 , ( "diffuseUV" , V2F )
5654 , ( "lightmapUV" , V2F )
5655 , ( "normal" , V3F )
5656 , ( "position" , V3F )
5657 ]
5658 , slotUniforms =
5659 fromList
5660 [ ( "LightMap" , FTexture2D )
5661 , ( "Tex_3562558025" , FTexture2D )
5662 , ( "Tex_47037129" , FTexture2D )
5663 , ( "time" , Float )
5664 , ( "viewProj" , M44F )
5665 , ( "worldMat" , M44F )
5666 ]
5667 , slotPrimitive = Triangles
5668 , slotPrograms = [ 2 , 3 , 4 ]
5669 }
5670 , Slot
5671 { slotName = "textures/gothic_trim/pitted_rust2_trans"
5672 , slotStreams =
5673 fromList
5674 [ ( "color" , V4F )
5675 , ( "diffuseUV" , V2F )
5676 , ( "lightmapUV" , V2F )
5677 , ( "normal" , V3F )
5678 , ( "position" , V3F )
5679 ]
5680 , slotUniforms =
5681 fromList
5682 [ ( "LightMap" , FTexture2D )
5683 , ( "Tex_1910997598" , FTexture2D )
5684 , ( "viewProj" , M44F )
5685 , ( "worldMat" , M44F )
5686 ]
5687 , slotPrimitive = Triangles
5688 , slotPrograms = [ 5 , 6 ]
5689 }
5690 , Slot
5691 { slotName = "textures/gothic_door/skullarch_b"
5692 , slotStreams =
5693 fromList
5694 [ ( "color" , V4F )
5695 , ( "diffuseUV" , V2F )
5696 , ( "lightmapUV" , V2F )
5697 , ( "normal" , V3F )
5698 , ( "position" , V3F )
5699 ]
5700 , slotUniforms =
5701 fromList
5702 [ ( "LightMap" , FTexture2D )
5703 , ( "Tex_3416962274" , FTexture2D )
5704 , ( "Tex_4077187607" , FTexture2D )
5705 , ( "time" , Float )
5706 , ( "viewProj" , M44F )
5707 , ( "worldMat" , M44F )
5708 ]
5709 , slotPrimitive = Triangles
5710 , slotPrograms = [ 7 , 8 , 9 ]
5711 }
5712 , Slot
5713 { slotName = "textures/gothic_block/blocks11b"
5714 , slotStreams =
5715 fromList
5716 [ ( "color" , V4F )
5717 , ( "diffuseUV" , V2F )
5718 , ( "lightmapUV" , V2F )
5719 , ( "normal" , V3F )
5720 , ( "position" , V3F )
5721 ]
5722 , slotUniforms =
5723 fromList
5724 [ ( "LightMap" , FTexture2D )
5725 , ( "Tex_4288602201" , FTexture2D )
5726 , ( "identityLight" , Float )
5727 , ( "viewProj" , M44F )
5728 , ( "worldMat" , M44F )
5729 ]
5730 , slotPrimitive = Triangles
5731 , slotPrograms = [ 10 , 11 ]
5732 }
5733 , Slot
5734 { slotName = "textures/gothic_trim/baseboard09_l2"
5735 , slotStreams =
5736 fromList
5737 [ ( "color" , V4F )
5738 , ( "diffuseUV" , V2F )
5739 , ( "lightmapUV" , V2F )
5740 , ( "normal" , V3F )
5741 , ( "position" , V3F )
5742 ]
5743 , slotUniforms =
5744 fromList
5745 [ ( "LightMap" , FTexture2D )
5746 , ( "Tex_3202786139" , FTexture2D )
5747 , ( "identityLight" , Float )
5748 , ( "viewProj" , M44F )
5749 , ( "worldMat" , M44F )
5750 ]
5751 , slotPrimitive = Triangles
5752 , slotPrograms = [ 12 , 13 ]
5753 }
5754 , Slot
5755 { slotName = "textures/gothic_door/skull_door_e"
5756 , slotStreams =
5757 fromList
5758 [ ( "color" , V4F )
5759 , ( "diffuseUV" , V2F )
5760 , ( "lightmapUV" , V2F )
5761 , ( "normal" , V3F )
5762 , ( "position" , V3F )
5763 ]
5764 , slotUniforms =
5765 fromList
5766 [ ( "LightMap" , FTexture2D )
5767 , ( "Tex_4255130505" , FTexture2D )
5768 , ( "identityLight" , Float )
5769 , ( "viewProj" , M44F )
5770 , ( "worldMat" , M44F )
5771 ]
5772 , slotPrimitive = Triangles
5773 , slotPrograms = [ 14 , 15 ]
5774 }
5775 , Slot
5776 { slotName = "textures/gothic_wall/supportborder_blue_b"
5777 , slotStreams =
5778 fromList
5779 [ ( "color" , V4F )
5780 , ( "diffuseUV" , V2F )
5781 , ( "lightmapUV" , V2F )
5782 , ( "normal" , V3F )
5783 , ( "position" , V3F )
5784 ]
5785 , slotUniforms =
5786 fromList
5787 [ ( "LightMap" , FTexture2D )
5788 , ( "Tex_564811775" , FTexture2D )
5789 , ( "identityLight" , Float )
5790 , ( "viewProj" , M44F )
5791 , ( "worldMat" , M44F )
5792 ]
5793 , slotPrimitive = Triangles
5794 , slotPrograms = [ 16 , 17 ]
5795 }
5796 , Slot
5797 { slotName = "textures/gothic_door/km_arena1archfinalc_mid"
5798 , slotStreams =
5799 fromList
5800 [ ( "color" , V4F )
5801 , ( "diffuseUV" , V2F )
5802 , ( "lightmapUV" , V2F )
5803 , ( "normal" , V3F )
5804 , ( "position" , V3F )
5805 ]
5806 , slotUniforms =
5807 fromList
5808 [ ( "LightMap" , FTexture2D )
5809 , ( "Tex_2073154888" , FTexture2D )
5810 , ( "identityLight" , Float )
5811 , ( "viewProj" , M44F )
5812 , ( "worldMat" , M44F )
5813 ]
5814 , slotPrimitive = Triangles
5815 , slotPrograms = [ 18 , 19 ]
5816 }
5817 , Slot
5818 { slotName = "textures/gothic_trim/pitted_rust2"
5819 , slotStreams =
5820 fromList
5821 [ ( "color" , V4F )
5822 , ( "diffuseUV" , V2F )
5823 , ( "lightmapUV" , V2F )
5824 , ( "normal" , V3F )
5825 , ( "position" , V3F )
5826 ]
5827 , slotUniforms =
5828 fromList
5829 [ ( "LightMap" , FTexture2D )
5830 , ( "Tex_2099456856" , FTexture2D )
5831 , ( "identityLight" , Float )
5832 , ( "viewProj" , M44F )
5833 , ( "worldMat" , M44F )
5834 ]
5835 , slotPrimitive = Triangles
5836 , slotPrograms = [ 20 , 21 ]
5837 }
5838 , Slot
5839 { slotName = "textures/gothic_floor/metalbridge06"
5840 , slotStreams =
5841 fromList
5842 [ ( "color" , V4F )
5843 , ( "diffuseUV" , V2F )
5844 , ( "lightmapUV" , V2F )
5845 , ( "normal" , V3F )
5846 , ( "position" , V3F )
5847 ]
5848 , slotUniforms =
5849 fromList
5850 [ ( "LightMap" , FTexture2D )
5851 , ( "Tex_1581337759" , FTexture2D )
5852 , ( "identityLight" , Float )
5853 , ( "viewProj" , M44F )
5854 , ( "worldMat" , M44F )
5855 ]
5856 , slotPrimitive = Triangles
5857 , slotPrograms = [ 22 , 23 ]
5858 }
5859 , Slot
5860 { slotName = "textures/gothic_trim/metaldemonkillblock"
5861 , slotStreams =
5862 fromList
5863 [ ( "color" , V4F )
5864 , ( "diffuseUV" , V2F )
5865 , ( "lightmapUV" , V2F )
5866 , ( "normal" , V3F )
5867 , ( "position" , V3F )
5868 ]
5869 , slotUniforms =
5870 fromList
5871 [ ( "LightMap" , FTexture2D )
5872 , ( "Tex_1062467595" , FTexture2D )
5873 , ( "identityLight" , Float )
5874 , ( "viewProj" , M44F )
5875 , ( "worldMat" , M44F )
5876 ]
5877 , slotPrimitive = Triangles
5878 , slotPrograms = [ 24 , 25 ]
5879 }
5880 , Slot
5881 { slotName = "textures/gothic_door/skullarch_c"
5882 , slotStreams =
5883 fromList
5884 [ ( "color" , V4F )
5885 , ( "diffuseUV" , V2F )
5886 , ( "lightmapUV" , V2F )
5887 , ( "normal" , V3F )
5888 , ( "position" , V3F )
5889 ]
5890 , slotUniforms =
5891 fromList
5892 [ ( "LightMap" , FTexture2D )
5893 , ( "Tex_2024854890" , FTexture2D )
5894 , ( "identityLight" , Float )
5895 , ( "viewProj" , M44F )
5896 , ( "worldMat" , M44F )
5897 ]
5898 , slotPrimitive = Triangles
5899 , slotPrograms = [ 26 , 27 ]
5900 }
5901 , Slot
5902 { slotName = "textures/gothic_door/skull_door_a"
5903 , slotStreams =
5904 fromList
5905 [ ( "color" , V4F )
5906 , ( "diffuseUV" , V2F )
5907 , ( "lightmapUV" , V2F )
5908 , ( "normal" , V3F )
5909 , ( "position" , V3F )
5910 ]
5911 , slotUniforms =
5912 fromList
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6584 fromList
6585 [ ( "LightMap" , FTexture2D )
6586 , ( "Tex_3617993418" , FTexture2D )
6587 , ( "identityLight" , Float )
6588 , ( "viewProj" , M44F )
6589 , ( "worldMat" , M44F )
6590 ]
6591 , slotPrimitive = Triangles
6592 , slotPrograms = [ 92 , 93 ]
6593 }
6594 , Slot
6595 { slotName = "textures/gothic_trim/pitted_rust"
6596 , slotStreams =
6597 fromList
6598 [ ( "color" , V4F )
6599 , ( "diffuseUV" , V2F )
6600 , ( "lightmapUV" , V2F )
6601 , ( "normal" , V3F )
6602 , ( "position" , V3F )
6603 ]
6604 , slotUniforms =
6605 fromList
6606 [ ( "LightMap" , FTexture2D )
6607 , ( "Tex_1243894392" , FTexture2D )
6608 , ( "identityLight" , Float )
6609 , ( "viewProj" , M44F )
6610 , ( "worldMat" , M44F )
6611 ]
6612 , slotPrimitive = Triangles
6613 , slotPrograms = [ 94 , 95 ]
6614 }
6615 , Slot
6616 { slotName = "textures/gothic_floor/largerblock3b"
6617 , slotStreams =
6618 fromList
6619 [ ( "color" , V4F )
6620 , ( "diffuseUV" , V2F )
6621 , ( "lightmapUV" , V2F )
6622 , ( "normal" , V3F )
6623 , ( "position" , V3F )
6624 ]
6625 , slotUniforms =
6626 fromList
6627 [ ( "LightMap" , FTexture2D )
6628 , ( "Tex_2966885788" , FTexture2D )
6629 , ( "identityLight" , Float )
6630 , ( "viewProj" , M44F )
6631 , ( "worldMat" , M44F )
6632 ]
6633 , slotPrimitive = Triangles
6634 , slotPrograms = [ 96 , 97 ]
6635 }
6636 , Slot
6637 { slotName = "textures/gothic_door/skull_door_d"
6638 , slotStreams =
6639 fromList
6640 [ ( "color" , V4F )
6641 , ( "diffuseUV" , V2F )
6642 , ( "lightmapUV" , V2F )
6643 , ( "normal" , V3F )
6644 , ( "position" , V3F )
6645 ]
6646 , slotUniforms =
6647 fromList
6648 [ ( "LightMap" , FTexture2D )
6649 , ( "Tex_1250438154" , FTexture2D )
6650 , ( "identityLight" , Float )
6651 , ( "viewProj" , M44F )
6652 , ( "worldMat" , M44F )
6653 ]
6654 , slotPrimitive = Triangles
6655 , slotPrograms = [ 98 , 99 ]
6656 }
6657 , Slot
6658 { slotName = "textures/gothic_wall/slateroofc"
6659 , slotStreams =
6660 fromList
6661 [ ( "color" , V4F )
6662 , ( "diffuseUV" , V2F )
6663 , ( "lightmapUV" , V2F )
6664 , ( "normal" , V3F )
6665 , ( "position" , V3F )
6666 ]
6667 , slotUniforms =
6668 fromList
6669 [ ( "LightMap" , FTexture2D )
6670 , ( "Tex_2490648334" , FTexture2D )
6671 , ( "identityLight" , Float )
6672 , ( "viewProj" , M44F )
6673 , ( "worldMat" , M44F )
6674 ]
6675 , slotPrimitive = Triangles
6676 , slotPrograms = [ 100 , 101 ]
6677 }
6678 , Slot
6679 { slotName = "textures/gothic_trim/baseboard09_e2"
6680 , slotStreams =
6681 fromList
6682 [ ( "color" , V4F )
6683 , ( "diffuseUV" , V2F )
6684 , ( "lightmapUV" , V2F )
6685 , ( "normal" , V3F )
6686 , ( "position" , V3F )
6687 ]
6688 , slotUniforms =
6689 fromList
6690 [ ( "LightMap" , FTexture2D )
6691 , ( "Tex_3694494180" , FTexture2D )
6692 , ( "identityLight" , Float )
6693 , ( "viewProj" , M44F )
6694 , ( "worldMat" , M44F )
6695 ]
6696 , slotPrimitive = Triangles
6697 , slotPrograms = [ 102 , 103 ]
6698 }
6699 ]
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6703 , ClearRenderTarget
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6705 , ClearImage
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6708 , SetProgram 103
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6710 , SetRasterContext
6711 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
6712 , SetAccumulationContext
6713 AccumulationContext
6714 { accViewportName = Nothing
6715 , accOperations =
6716 [ DepthOp Lequal True
6717 , ColorOp NoBlending (VV4B (V4 True True True True))
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6720 , RenderSlot 50
6721 , SetProgram 102
6722 , SetSamplerUniform "LightMap" 0
6723 , SetRasterContext
6724 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
6725 , SetAccumulationContext
6726 AccumulationContext
6727 { accViewportName = Nothing
6728 , accOperations =
6729 [ DepthOp Lequal True
6730 , ColorOp
6731 Blend
6732 { colorEqSrc = FuncAdd
6733 , alphaEqSrc = FuncAdd
6734 , colorFSrc = DstColor
6735 , colorFDst = Zero
6736 , alphaFSrc = DstColor
6737 , alphaFDst = Zero
6738 , color = V4 1.0 1.0 1.0 1.0
6739 }
6740 (VV4B (V4 True True True True))
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6742 }
6743 , RenderSlot 50
6744 , SetProgram 101
6745 , SetSamplerUniform "Tex_2490648334" 0
6746 , SetRasterContext
6747 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
6748 , SetAccumulationContext
6749 AccumulationContext
6750 { accViewportName = Nothing
6751 , accOperations =
6752 [ DepthOp Lequal True
6753 , ColorOp NoBlending (VV4B (V4 True True True True))
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6756 , RenderSlot 49
6757 , SetProgram 100
6758 , SetSamplerUniform "LightMap" 0
6759 , SetRasterContext
6760 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
6761 , SetAccumulationContext
6762 AccumulationContext
6763 { accViewportName = Nothing
6764 , accOperations =
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6766 , ColorOp
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6770 , colorFSrc = DstColor
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6772 , alphaFSrc = DstColor
6773 , alphaFDst = Zero
6774 , color = V4 1.0 1.0 1.0 1.0
6775 }
6776 (VV4B (V4 True True True True))
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6778 }
6779 , RenderSlot 49
6780 , SetProgram 99
6781 , SetSamplerUniform "Tex_1250438154" 0
6782 , SetRasterContext
6783 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
6784 , SetAccumulationContext
6785 AccumulationContext
6786 { accViewportName = Nothing
6787 , accOperations =
6788 [ DepthOp Lequal True
6789 , ColorOp NoBlending (VV4B (V4 True True True True))
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6792 , RenderSlot 48
6793 , SetProgram 98
6794 , SetSamplerUniform "LightMap" 0
6795 , SetRasterContext
6796 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
6797 , SetAccumulationContext
6798 AccumulationContext
6799 { accViewportName = Nothing
6800 , accOperations =
6801 [ DepthOp Lequal True
6802 , ColorOp
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6805 , alphaEqSrc = FuncAdd
6806 , colorFSrc = DstColor
6807 , colorFDst = Zero
6808 , alphaFSrc = DstColor
6809 , alphaFDst = Zero
6810 , color = V4 1.0 1.0 1.0 1.0
6811 }
6812 (VV4B (V4 True True True True))
6813 ]
6814 }
6815 , RenderSlot 48
6816 , SetProgram 97
6817 , SetSamplerUniform "Tex_2966885788" 0
6818 , SetRasterContext
6819 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
6820 , SetAccumulationContext
6821 AccumulationContext
6822 { accViewportName = Nothing
6823 , accOperations =
6824 [ DepthOp Lequal True
6825 , ColorOp NoBlending (VV4B (V4 True True True True))
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6828 , RenderSlot 47
6829 , SetProgram 96
6830 , SetSamplerUniform "LightMap" 0
6831 , SetRasterContext
6832 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
6833 , SetAccumulationContext
6834 AccumulationContext
6835 { accViewportName = Nothing
6836 , accOperations =
6837 [ DepthOp Lequal True
6838 , ColorOp
6839 Blend
6840 { colorEqSrc = FuncAdd
6841 , alphaEqSrc = FuncAdd
6842 , colorFSrc = DstColor
6843 , colorFDst = Zero
6844 , alphaFSrc = DstColor
6845 , alphaFDst = Zero
6846 , color = V4 1.0 1.0 1.0 1.0
6847 }
6848 (VV4B (V4 True True True True))
6849 ]
6850 }
6851 , RenderSlot 47
6852 , SetProgram 95
6853 , SetSamplerUniform "Tex_1243894392" 0
6854 , SetRasterContext
6855 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
6856 , SetAccumulationContext
6857 AccumulationContext
6858 { accViewportName = Nothing
6859 , accOperations =
6860 [ DepthOp Lequal True
6861 , ColorOp NoBlending (VV4B (V4 True True True True))
6862 ]
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6864 , RenderSlot 46
6865 , SetProgram 94
6866 , SetSamplerUniform "LightMap" 0
6867 , SetRasterContext
6868 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
6869 , SetAccumulationContext
6870 AccumulationContext
6871 { accViewportName = Nothing
6872 , accOperations =
6873 [ DepthOp Lequal True
6874 , ColorOp
6875 Blend
6876 { colorEqSrc = FuncAdd
6877 , alphaEqSrc = FuncAdd
6878 , colorFSrc = DstColor
6879 , colorFDst = Zero
6880 , alphaFSrc = DstColor
6881 , alphaFDst = Zero
6882 , color = V4 1.0 1.0 1.0 1.0
6883 }
6884 (VV4B (V4 True True True True))
6885 ]
6886 }
6887 , RenderSlot 46
6888 , SetProgram 93
6889 , SetSamplerUniform "Tex_3617993418" 0
6890 , SetRasterContext
6891 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
6892 , SetAccumulationContext
6893 AccumulationContext
6894 { accViewportName = Nothing
6895 , accOperations =
6896 [ DepthOp Lequal True
6897 , ColorOp NoBlending (VV4B (V4 True True True True))
6898 ]
6899 }
6900 , RenderSlot 45
6901 , SetProgram 92
6902 , SetSamplerUniform "LightMap" 0
6903 , SetRasterContext
6904 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
6905 , SetAccumulationContext
6906 AccumulationContext
6907 { accViewportName = Nothing
6908 , accOperations =
6909 [ DepthOp Lequal True
6910 , ColorOp
6911 Blend
6912 { colorEqSrc = FuncAdd
6913 , alphaEqSrc = FuncAdd
6914 , colorFSrc = DstColor
6915 , colorFDst = Zero
6916 , alphaFSrc = DstColor
6917 , alphaFDst = Zero
6918 , color = V4 1.0 1.0 1.0 1.0
6919 }
6920 (VV4B (V4 True True True True))
6921 ]
6922 }
6923 , RenderSlot 45
6924 , SetProgram 91
6925 , SetSamplerUniform "Tex_3269743316" 0
6926 , SetRasterContext
6927 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
6928 , SetAccumulationContext
6929 AccumulationContext
6930 { accViewportName = Nothing
6931 , accOperations =
6932 [ DepthOp Lequal True
6933 , ColorOp NoBlending (VV4B (V4 True True True True))
6934 ]
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6936 , RenderSlot 44
6937 , SetProgram 90
6938 , SetSamplerUniform "LightMap" 0
6939 , SetRasterContext
6940 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
6941 , SetAccumulationContext
6942 AccumulationContext
6943 { accViewportName = Nothing
6944 , accOperations =
6945 [ DepthOp Lequal True
6946 , ColorOp
6947 Blend
6948 { colorEqSrc = FuncAdd
6949 , alphaEqSrc = FuncAdd
6950 , colorFSrc = DstColor
6951 , colorFDst = Zero
6952 , alphaFSrc = DstColor
6953 , alphaFDst = Zero
6954 , color = V4 1.0 1.0 1.0 1.0
6955 }
6956 (VV4B (V4 True True True True))
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6958 }
6959 , RenderSlot 44
6960 , SetProgram 89
6961 , SetSamplerUniform "Tex_2634868983" 0
6962 , SetRasterContext
6963 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
6964 , SetAccumulationContext
6965 AccumulationContext
6966 { accViewportName = Nothing
6967 , accOperations =
6968 [ DepthOp Lequal True
6969 , ColorOp NoBlending (VV4B (V4 True True True True))
6970 ]
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6972 , RenderSlot 43
6973 , SetProgram 88
6974 , SetSamplerUniform "LightMap" 0
6975 , SetRasterContext
6976 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
6977 , SetAccumulationContext
6978 AccumulationContext
6979 { accViewportName = Nothing
6980 , accOperations =
6981 [ DepthOp Lequal True
6982 , ColorOp
6983 Blend
6984 { colorEqSrc = FuncAdd
6985 , alphaEqSrc = FuncAdd
6986 , colorFSrc = DstColor
6987 , colorFDst = Zero
6988 , alphaFSrc = DstColor
6989 , alphaFDst = Zero
6990 , color = V4 1.0 1.0 1.0 1.0
6991 }
6992 (VV4B (V4 True True True True))
6993 ]
6994 }
6995 , RenderSlot 43
6996 , SetProgram 87
6997 , SetSamplerUniform "Tex_3768122504" 0
6998 , SetRasterContext
6999 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7000 , SetAccumulationContext
7001 AccumulationContext
7002 { accViewportName = Nothing
7003 , accOperations =
7004 [ DepthOp Lequal True
7005 , ColorOp NoBlending (VV4B (V4 True True True True))
7006 ]
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7008 , RenderSlot 42
7009 , SetProgram 86
7010 , SetSamplerUniform "LightMap" 0
7011 , SetRasterContext
7012 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7013 , SetAccumulationContext
7014 AccumulationContext
7015 { accViewportName = Nothing
7016 , accOperations =
7017 [ DepthOp Lequal True
7018 , ColorOp
7019 Blend
7020 { colorEqSrc = FuncAdd
7021 , alphaEqSrc = FuncAdd
7022 , colorFSrc = DstColor
7023 , colorFDst = Zero
7024 , alphaFSrc = DstColor
7025 , alphaFDst = Zero
7026 , color = V4 1.0 1.0 1.0 1.0
7027 }
7028 (VV4B (V4 True True True True))
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7030 }
7031 , RenderSlot 42
7032 , SetProgram 85
7033 , SetSamplerUniform "Tex_3012001075" 0
7034 , SetRasterContext
7035 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7036 , SetAccumulationContext
7037 AccumulationContext
7038 { accViewportName = Nothing
7039 , accOperations =
7040 [ DepthOp Lequal True
7041 , ColorOp NoBlending (VV4B (V4 True True True True))
7042 ]
7043 }
7044 , RenderSlot 41
7045 , SetProgram 84
7046 , SetSamplerUniform "LightMap" 0
7047 , SetRasterContext
7048 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7049 , SetAccumulationContext
7050 AccumulationContext
7051 { accViewportName = Nothing
7052 , accOperations =
7053 [ DepthOp Lequal True
7054 , ColorOp
7055 Blend
7056 { colorEqSrc = FuncAdd
7057 , alphaEqSrc = FuncAdd
7058 , colorFSrc = DstColor
7059 , colorFDst = Zero
7060 , alphaFSrc = DstColor
7061 , alphaFDst = Zero
7062 , color = V4 1.0 1.0 1.0 1.0
7063 }
7064 (VV4B (V4 True True True True))
7065 ]
7066 }
7067 , RenderSlot 41
7068 , SetProgram 83
7069 , SetSamplerUniform "Tex_3939430064" 0
7070 , SetRasterContext
7071 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7072 , SetAccumulationContext
7073 AccumulationContext
7074 { accViewportName = Nothing
7075 , accOperations =
7076 [ DepthOp Lequal True
7077 , ColorOp NoBlending (VV4B (V4 True True True True))
7078 ]
7079 }
7080 , RenderSlot 40
7081 , SetProgram 82
7082 , SetSamplerUniform "LightMap" 0
7083 , SetRasterContext
7084 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7085 , SetAccumulationContext
7086 AccumulationContext
7087 { accViewportName = Nothing
7088 , accOperations =
7089 [ DepthOp Lequal True
7090 , ColorOp
7091 Blend
7092 { colorEqSrc = FuncAdd
7093 , alphaEqSrc = FuncAdd
7094 , colorFSrc = DstColor
7095 , colorFDst = Zero
7096 , alphaFSrc = DstColor
7097 , alphaFDst = Zero
7098 , color = V4 1.0 1.0 1.0 1.0
7099 }
7100 (VV4B (V4 True True True True))
7101 ]
7102 }
7103 , RenderSlot 40
7104 , SetProgram 81
7105 , SetSamplerUniform "Tex_2289735512" 0
7106 , SetRasterContext
7107 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7108 , SetAccumulationContext
7109 AccumulationContext
7110 { accViewportName = Nothing
7111 , accOperations =
7112 [ DepthOp Lequal True
7113 , ColorOp NoBlending (VV4B (V4 True True True True))
7114 ]
7115 }
7116 , RenderSlot 39
7117 , SetProgram 80
7118 , SetSamplerUniform "LightMap" 0
7119 , SetRasterContext
7120 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7121 , SetAccumulationContext
7122 AccumulationContext
7123 { accViewportName = Nothing
7124 , accOperations =
7125 [ DepthOp Lequal True
7126 , ColorOp
7127 Blend
7128 { colorEqSrc = FuncAdd
7129 , alphaEqSrc = FuncAdd
7130 , colorFSrc = DstColor
7131 , colorFDst = Zero
7132 , alphaFSrc = DstColor
7133 , alphaFDst = Zero
7134 , color = V4 1.0 1.0 1.0 1.0
7135 }
7136 (VV4B (V4 True True True True))
7137 ]
7138 }
7139 , RenderSlot 39
7140 , SetProgram 79
7141 , SetSamplerUniform "Tex_442868841" 0
7142 , SetRasterContext
7143 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7144 , SetAccumulationContext
7145 AccumulationContext
7146 { accViewportName = Nothing
7147 , accOperations =
7148 [ DepthOp Lequal True
7149 , ColorOp NoBlending (VV4B (V4 True True True True))
7150 ]
7151 }
7152 , RenderSlot 38
7153 , SetProgram 78
7154 , SetSamplerUniform "LightMap" 0
7155 , SetRasterContext
7156 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7157 , SetAccumulationContext
7158 AccumulationContext
7159 { accViewportName = Nothing
7160 , accOperations =
7161 [ DepthOp Lequal True
7162 , ColorOp
7163 Blend
7164 { colorEqSrc = FuncAdd
7165 , alphaEqSrc = FuncAdd
7166 , colorFSrc = DstColor
7167 , colorFDst = Zero
7168 , alphaFSrc = DstColor
7169 , alphaFDst = Zero
7170 , color = V4 1.0 1.0 1.0 1.0
7171 }
7172 (VV4B (V4 True True True True))
7173 ]
7174 }
7175 , RenderSlot 38
7176 , SetProgram 77
7177 , SetSamplerUniform "Tex_1318715778" 0
7178 , SetRasterContext
7179 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7180 , SetAccumulationContext
7181 AccumulationContext
7182 { accViewportName = Nothing
7183 , accOperations =
7184 [ DepthOp Lequal True
7185 , ColorOp NoBlending (VV4B (V4 True True True True))
7186 ]
7187 }
7188 , RenderSlot 37
7189 , SetProgram 76
7190 , SetSamplerUniform "LightMap" 0
7191 , SetRasterContext
7192 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7193 , SetAccumulationContext
7194 AccumulationContext
7195 { accViewportName = Nothing
7196 , accOperations =
7197 [ DepthOp Lequal True
7198 , ColorOp
7199 Blend
7200 { colorEqSrc = FuncAdd
7201 , alphaEqSrc = FuncAdd
7202 , colorFSrc = DstColor
7203 , colorFDst = Zero
7204 , alphaFSrc = DstColor
7205 , alphaFDst = Zero
7206 , color = V4 1.0 1.0 1.0 1.0
7207 }
7208 (VV4B (V4 True True True True))
7209 ]
7210 }
7211 , RenderSlot 37
7212 , SetProgram 75
7213 , SetSamplerUniform "Tex_1435187472" 0
7214 , SetRasterContext
7215 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7216 , SetAccumulationContext
7217 AccumulationContext
7218 { accViewportName = Nothing
7219 , accOperations =
7220 [ DepthOp Lequal True
7221 , ColorOp NoBlending (VV4B (V4 True True True True))
7222 ]
7223 }
7224 , RenderSlot 36
7225 , SetProgram 74
7226 , SetSamplerUniform "LightMap" 0
7227 , SetRasterContext
7228 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7229 , SetAccumulationContext
7230 AccumulationContext
7231 { accViewportName = Nothing
7232 , accOperations =
7233 [ DepthOp Lequal True
7234 , ColorOp
7235 Blend
7236 { colorEqSrc = FuncAdd
7237 , alphaEqSrc = FuncAdd
7238 , colorFSrc = DstColor
7239 , colorFDst = Zero
7240 , alphaFSrc = DstColor
7241 , alphaFDst = Zero
7242 , color = V4 1.0 1.0 1.0 1.0
7243 }
7244 (VV4B (V4 True True True True))
7245 ]
7246 }
7247 , RenderSlot 36
7248 , SetProgram 73
7249 , SetSamplerUniform "Tex_3593923076" 0
7250 , SetRasterContext
7251 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7252 , SetAccumulationContext
7253 AccumulationContext
7254 { accViewportName = Nothing
7255 , accOperations =
7256 [ DepthOp Lequal True
7257 , ColorOp NoBlending (VV4B (V4 True True True True))
7258 ]
7259 }
7260 , RenderSlot 35
7261 , SetProgram 72
7262 , SetSamplerUniform "LightMap" 0
7263 , SetRasterContext
7264 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7265 , SetAccumulationContext
7266 AccumulationContext
7267 { accViewportName = Nothing
7268 , accOperations =
7269 [ DepthOp Lequal True
7270 , ColorOp
7271 Blend
7272 { colorEqSrc = FuncAdd
7273 , alphaEqSrc = FuncAdd
7274 , colorFSrc = DstColor
7275 , colorFDst = Zero
7276 , alphaFSrc = DstColor
7277 , alphaFDst = Zero
7278 , color = V4 1.0 1.0 1.0 1.0
7279 }
7280 (VV4B (V4 True True True True))
7281 ]
7282 }
7283 , RenderSlot 35
7284 , SetProgram 71
7285 , SetSamplerUniform "Tex_3647563961" 0
7286 , SetRasterContext
7287 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7288 , SetAccumulationContext
7289 AccumulationContext
7290 { accViewportName = Nothing
7291 , accOperations =
7292 [ DepthOp Lequal True
7293 , ColorOp NoBlending (VV4B (V4 True True True True))
7294 ]
7295 }
7296 , RenderSlot 34
7297 , SetProgram 70
7298 , SetSamplerUniform "LightMap" 0
7299 , SetRasterContext
7300 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7301 , SetAccumulationContext
7302 AccumulationContext
7303 { accViewportName = Nothing
7304 , accOperations =
7305 [ DepthOp Lequal True
7306 , ColorOp
7307 Blend
7308 { colorEqSrc = FuncAdd
7309 , alphaEqSrc = FuncAdd
7310 , colorFSrc = DstColor
7311 , colorFDst = Zero
7312 , alphaFSrc = DstColor
7313 , alphaFDst = Zero
7314 , color = V4 1.0 1.0 1.0 1.0
7315 }
7316 (VV4B (V4 True True True True))
7317 ]
7318 }
7319 , RenderSlot 34
7320 , SetProgram 69
7321 , SetSamplerUniform "Tex_3921745736" 0
7322 , SetRasterContext
7323 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7324 , SetAccumulationContext
7325 AccumulationContext
7326 { accViewportName = Nothing
7327 , accOperations =
7328 [ DepthOp Lequal True
7329 , ColorOp NoBlending (VV4B (V4 True True True True))
7330 ]
7331 }
7332 , RenderSlot 33
7333 , SetProgram 68
7334 , SetSamplerUniform "LightMap" 0
7335 , SetRasterContext
7336 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7337 , SetAccumulationContext
7338 AccumulationContext
7339 { accViewportName = Nothing
7340 , accOperations =
7341 [ DepthOp Lequal True
7342 , ColorOp
7343 Blend
7344 { colorEqSrc = FuncAdd
7345 , alphaEqSrc = FuncAdd
7346 , colorFSrc = DstColor
7347 , colorFDst = Zero
7348 , alphaFSrc = DstColor
7349 , alphaFDst = Zero
7350 , color = V4 1.0 1.0 1.0 1.0
7351 }
7352 (VV4B (V4 True True True True))
7353 ]
7354 }
7355 , RenderSlot 33
7356 , SetProgram 67
7357 , SetSamplerUniform "Tex_3071107621" 0
7358 , SetRasterContext
7359 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7360 , SetAccumulationContext
7361 AccumulationContext
7362 { accViewportName = Nothing
7363 , accOperations =
7364 [ DepthOp Lequal True
7365 , ColorOp NoBlending (VV4B (V4 True True True True))
7366 ]
7367 }
7368 , RenderSlot 32
7369 , SetProgram 66
7370 , SetSamplerUniform "LightMap" 0
7371 , SetRasterContext
7372 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7373 , SetAccumulationContext
7374 AccumulationContext
7375 { accViewportName = Nothing
7376 , accOperations =
7377 [ DepthOp Lequal True
7378 , ColorOp
7379 Blend
7380 { colorEqSrc = FuncAdd
7381 , alphaEqSrc = FuncAdd
7382 , colorFSrc = DstColor
7383 , colorFDst = Zero
7384 , alphaFSrc = DstColor
7385 , alphaFDst = Zero
7386 , color = V4 1.0 1.0 1.0 1.0
7387 }
7388 (VV4B (V4 True True True True))
7389 ]
7390 }
7391 , RenderSlot 32
7392 , SetProgram 65
7393 , SetSamplerUniform "Tex_2525124732" 0
7394 , SetRasterContext
7395 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7396 , SetAccumulationContext
7397 AccumulationContext
7398 { accViewportName = Nothing
7399 , accOperations =
7400 [ DepthOp Lequal True
7401 , ColorOp NoBlending (VV4B (V4 True True True True))
7402 ]
7403 }
7404 , RenderSlot 31
7405 , SetProgram 64
7406 , SetSamplerUniform "LightMap" 0
7407 , SetRasterContext
7408 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7409 , SetAccumulationContext
7410 AccumulationContext
7411 { accViewportName = Nothing
7412 , accOperations =
7413 [ DepthOp Lequal True
7414 , ColorOp
7415 Blend
7416 { colorEqSrc = FuncAdd
7417 , alphaEqSrc = FuncAdd
7418 , colorFSrc = DstColor
7419 , colorFDst = Zero
7420 , alphaFSrc = DstColor
7421 , alphaFDst = Zero
7422 , color = V4 1.0 1.0 1.0 1.0
7423 }
7424 (VV4B (V4 True True True True))
7425 ]
7426 }
7427 , RenderSlot 31
7428 , SetProgram 63
7429 , SetSamplerUniform "Tex_4289279309" 0
7430 , SetRasterContext
7431 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7432 , SetAccumulationContext
7433 AccumulationContext
7434 { accViewportName = Nothing
7435 , accOperations =
7436 [ DepthOp Lequal True
7437 , ColorOp NoBlending (VV4B (V4 True True True True))
7438 ]
7439 }
7440 , RenderSlot 30
7441 , SetProgram 62
7442 , SetSamplerUniform "LightMap" 0
7443 , SetRasterContext
7444 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7445 , SetAccumulationContext
7446 AccumulationContext
7447 { accViewportName = Nothing
7448 , accOperations =
7449 [ DepthOp Lequal True
7450 , ColorOp
7451 Blend
7452 { colorEqSrc = FuncAdd
7453 , alphaEqSrc = FuncAdd
7454 , colorFSrc = DstColor
7455 , colorFDst = Zero
7456 , alphaFSrc = DstColor
7457 , alphaFDst = Zero
7458 , color = V4 1.0 1.0 1.0 1.0
7459 }
7460 (VV4B (V4 True True True True))
7461 ]
7462 }
7463 , RenderSlot 30
7464 , SetProgram 61
7465 , SetSamplerUniform "Tex_2512757607" 0
7466 , SetRasterContext
7467 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7468 , SetAccumulationContext
7469 AccumulationContext
7470 { accViewportName = Nothing
7471 , accOperations =
7472 [ DepthOp Lequal True
7473 , ColorOp NoBlending (VV4B (V4 True True True True))
7474 ]
7475 }
7476 , RenderSlot 29
7477 , SetProgram 60
7478 , SetSamplerUniform "LightMap" 0
7479 , SetRasterContext
7480 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7481 , SetAccumulationContext
7482 AccumulationContext
7483 { accViewportName = Nothing
7484 , accOperations =
7485 [ DepthOp Lequal True
7486 , ColorOp
7487 Blend
7488 { colorEqSrc = FuncAdd
7489 , alphaEqSrc = FuncAdd
7490 , colorFSrc = DstColor
7491 , colorFDst = Zero
7492 , alphaFSrc = DstColor
7493 , alphaFDst = Zero
7494 , color = V4 1.0 1.0 1.0 1.0
7495 }
7496 (VV4B (V4 True True True True))
7497 ]
7498 }
7499 , RenderSlot 29
7500 , SetProgram 59
7501 , SetSamplerUniform "Tex_2523116863" 0
7502 , SetRasterContext
7503 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7504 , SetAccumulationContext
7505 AccumulationContext
7506 { accViewportName = Nothing
7507 , accOperations =
7508 [ DepthOp Lequal True
7509 , ColorOp NoBlending (VV4B (V4 True True True True))
7510 ]
7511 }
7512 , RenderSlot 28
7513 , SetProgram 58
7514 , SetSamplerUniform "LightMap" 0
7515 , SetRasterContext
7516 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7517 , SetAccumulationContext
7518 AccumulationContext
7519 { accViewportName = Nothing
7520 , accOperations =
7521 [ DepthOp Lequal True
7522 , ColorOp
7523 Blend
7524 { colorEqSrc = FuncAdd
7525 , alphaEqSrc = FuncAdd
7526 , colorFSrc = DstColor
7527 , colorFDst = Zero
7528 , alphaFSrc = DstColor
7529 , alphaFDst = Zero
7530 , color = V4 1.0 1.0 1.0 1.0
7531 }
7532 (VV4B (V4 True True True True))
7533 ]
7534 }
7535 , RenderSlot 28
7536 , SetProgram 57
7537 , SetSamplerUniform "Tex_2367525081" 0
7538 , SetRasterContext
7539 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7540 , SetAccumulationContext
7541 AccumulationContext
7542 { accViewportName = Nothing
7543 , accOperations =
7544 [ DepthOp Lequal True
7545 , ColorOp NoBlending (VV4B (V4 True True True True))
7546 ]
7547 }
7548 , RenderSlot 27
7549 , SetProgram 56
7550 , SetSamplerUniform "LightMap" 0
7551 , SetRasterContext
7552 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7553 , SetAccumulationContext
7554 AccumulationContext
7555 { accViewportName = Nothing
7556 , accOperations =
7557 [ DepthOp Lequal True
7558 , ColorOp
7559 Blend
7560 { colorEqSrc = FuncAdd
7561 , alphaEqSrc = FuncAdd
7562 , colorFSrc = DstColor
7563 , colorFDst = Zero
7564 , alphaFSrc = DstColor
7565 , alphaFDst = Zero
7566 , color = V4 1.0 1.0 1.0 1.0
7567 }
7568 (VV4B (V4 True True True True))
7569 ]
7570 }
7571 , RenderSlot 27
7572 , SetProgram 55
7573 , SetSamplerUniform "Tex_2239853403" 0
7574 , SetRasterContext
7575 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7576 , SetAccumulationContext
7577 AccumulationContext
7578 { accViewportName = Nothing
7579 , accOperations =
7580 [ DepthOp Lequal True
7581 , ColorOp NoBlending (VV4B (V4 True True True True))
7582 ]
7583 }
7584 , RenderSlot 26
7585 , SetProgram 54
7586 , SetSamplerUniform "LightMap" 0
7587 , SetRasterContext
7588 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7589 , SetAccumulationContext
7590 AccumulationContext
7591 { accViewportName = Nothing
7592 , accOperations =
7593 [ DepthOp Lequal True
7594 , ColorOp
7595 Blend
7596 { colorEqSrc = FuncAdd
7597 , alphaEqSrc = FuncAdd
7598 , colorFSrc = DstColor
7599 , colorFDst = Zero
7600 , alphaFSrc = DstColor
7601 , alphaFDst = Zero
7602 , color = V4 1.0 1.0 1.0 1.0
7603 }
7604 (VV4B (V4 True True True True))
7605 ]
7606 }
7607 , RenderSlot 26
7608 , SetProgram 53
7609 , SetSamplerUniform "Tex_4189195777" 0
7610 , SetRasterContext
7611 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7612 , SetAccumulationContext
7613 AccumulationContext
7614 { accViewportName = Nothing
7615 , accOperations =
7616 [ DepthOp Lequal True
7617 , ColorOp NoBlending (VV4B (V4 True True True True))
7618 ]
7619 }
7620 , RenderSlot 25
7621 , SetProgram 52
7622 , SetSamplerUniform "LightMap" 0
7623 , SetRasterContext
7624 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7625 , SetAccumulationContext
7626 AccumulationContext
7627 { accViewportName = Nothing
7628 , accOperations =
7629 [ DepthOp Lequal True
7630 , ColorOp
7631 Blend
7632 { colorEqSrc = FuncAdd
7633 , alphaEqSrc = FuncAdd
7634 , colorFSrc = DstColor
7635 , colorFDst = Zero
7636 , alphaFSrc = DstColor
7637 , alphaFDst = Zero
7638 , color = V4 1.0 1.0 1.0 1.0
7639 }
7640 (VV4B (V4 True True True True))
7641 ]
7642 }
7643 , RenderSlot 25
7644 , SetProgram 51
7645 , SetSamplerUniform "Tex_3814342582" 0
7646 , SetRasterContext
7647 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7648 , SetAccumulationContext
7649 AccumulationContext
7650 { accViewportName = Nothing
7651 , accOperations =
7652 [ DepthOp Lequal True
7653 , ColorOp NoBlending (VV4B (V4 True True True True))
7654 ]
7655 }
7656 , RenderSlot 24
7657 , SetProgram 50
7658 , SetSamplerUniform "LightMap" 0
7659 , SetRasterContext
7660 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7661 , SetAccumulationContext
7662 AccumulationContext
7663 { accViewportName = Nothing
7664 , accOperations =
7665 [ DepthOp Lequal True
7666 , ColorOp
7667 Blend
7668 { colorEqSrc = FuncAdd
7669 , alphaEqSrc = FuncAdd
7670 , colorFSrc = DstColor
7671 , colorFDst = Zero
7672 , alphaFSrc = DstColor
7673 , alphaFDst = Zero
7674 , color = V4 1.0 1.0 1.0 1.0
7675 }
7676 (VV4B (V4 True True True True))
7677 ]
7678 }
7679 , RenderSlot 24
7680 , SetProgram 49
7681 , SetSamplerUniform "Tex_2893650486" 0
7682 , SetRasterContext
7683 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7684 , SetAccumulationContext
7685 AccumulationContext
7686 { accViewportName = Nothing
7687 , accOperations =
7688 [ DepthOp Lequal True
7689 , ColorOp NoBlending (VV4B (V4 True True True True))
7690 ]
7691 }
7692 , RenderSlot 23
7693 , SetProgram 48
7694 , SetSamplerUniform "LightMap" 0
7695 , SetRasterContext
7696 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7697 , SetAccumulationContext
7698 AccumulationContext
7699 { accViewportName = Nothing
7700 , accOperations =
7701 [ DepthOp Lequal True
7702 , ColorOp
7703 Blend
7704 { colorEqSrc = FuncAdd
7705 , alphaEqSrc = FuncAdd
7706 , colorFSrc = DstColor
7707 , colorFDst = Zero
7708 , alphaFSrc = DstColor
7709 , alphaFDst = Zero
7710 , color = V4 1.0 1.0 1.0 1.0
7711 }
7712 (VV4B (V4 True True True True))
7713 ]
7714 }
7715 , RenderSlot 23
7716 , SetProgram 47
7717 , SetSamplerUniform "Tex_209322640" 0
7718 , SetRasterContext
7719 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7720 , SetAccumulationContext
7721 AccumulationContext
7722 { accViewportName = Nothing
7723 , accOperations =
7724 [ DepthOp Lequal True
7725 , ColorOp NoBlending (VV4B (V4 True True True True))
7726 ]
7727 }
7728 , RenderSlot 22
7729 , SetProgram 46
7730 , SetSamplerUniform "LightMap" 0
7731 , SetRasterContext
7732 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7733 , SetAccumulationContext
7734 AccumulationContext
7735 { accViewportName = Nothing
7736 , accOperations =
7737 [ DepthOp Lequal True
7738 , ColorOp
7739 Blend
7740 { colorEqSrc = FuncAdd
7741 , alphaEqSrc = FuncAdd
7742 , colorFSrc = DstColor
7743 , colorFDst = Zero
7744 , alphaFSrc = DstColor
7745 , alphaFDst = Zero
7746 , color = V4 1.0 1.0 1.0 1.0
7747 }
7748 (VV4B (V4 True True True True))
7749 ]
7750 }
7751 , RenderSlot 22
7752 , SetProgram 45
7753 , SetSamplerUniform "Tex_3836020895" 0
7754 , SetRasterContext
7755 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7756 , SetAccumulationContext
7757 AccumulationContext
7758 { accViewportName = Nothing
7759 , accOperations =
7760 [ DepthOp Lequal True
7761 , ColorOp NoBlending (VV4B (V4 True True True True))
7762 ]
7763 }
7764 , RenderSlot 21
7765 , SetProgram 44
7766 , SetSamplerUniform "LightMap" 0
7767 , SetRasterContext
7768 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7769 , SetAccumulationContext
7770 AccumulationContext
7771 { accViewportName = Nothing
7772 , accOperations =
7773 [ DepthOp Lequal True
7774 , ColorOp
7775 Blend
7776 { colorEqSrc = FuncAdd
7777 , alphaEqSrc = FuncAdd
7778 , colorFSrc = DstColor
7779 , colorFDst = Zero
7780 , alphaFSrc = DstColor
7781 , alphaFDst = Zero
7782 , color = V4 1.0 1.0 1.0 1.0
7783 }
7784 (VV4B (V4 True True True True))
7785 ]
7786 }
7787 , RenderSlot 21
7788 , SetProgram 43
7789 , SetSamplerUniform "Tex_3389727963" 0
7790 , SetRasterContext
7791 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7792 , SetAccumulationContext
7793 AccumulationContext
7794 { accViewportName = Nothing
7795 , accOperations =
7796 [ DepthOp Lequal True
7797 , ColorOp NoBlending (VV4B (V4 True True True True))
7798 ]
7799 }
7800 , RenderSlot 20
7801 , SetProgram 42
7802 , SetSamplerUniform "LightMap" 0
7803 , SetRasterContext
7804 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7805 , SetAccumulationContext
7806 AccumulationContext
7807 { accViewportName = Nothing
7808 , accOperations =
7809 [ DepthOp Lequal True
7810 , ColorOp
7811 Blend
7812 { colorEqSrc = FuncAdd
7813 , alphaEqSrc = FuncAdd
7814 , colorFSrc = DstColor
7815 , colorFDst = Zero
7816 , alphaFSrc = DstColor
7817 , alphaFDst = Zero
7818 , color = V4 1.0 1.0 1.0 1.0
7819 }
7820 (VV4B (V4 True True True True))
7821 ]
7822 }
7823 , RenderSlot 20
7824 , SetProgram 41
7825 , SetSamplerUniform "Tex_1201212243" 0
7826 , SetRasterContext
7827 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7828 , SetAccumulationContext
7829 AccumulationContext
7830 { accViewportName = Nothing
7831 , accOperations =
7832 [ DepthOp Lequal True
7833 , ColorOp NoBlending (VV4B (V4 True True True True))
7834 ]
7835 }
7836 , RenderSlot 19
7837 , SetProgram 40
7838 , SetSamplerUniform "LightMap" 0
7839 , SetRasterContext
7840 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7841 , SetAccumulationContext
7842 AccumulationContext
7843 { accViewportName = Nothing
7844 , accOperations =
7845 [ DepthOp Lequal True
7846 , ColorOp
7847 Blend
7848 { colorEqSrc = FuncAdd
7849 , alphaEqSrc = FuncAdd
7850 , colorFSrc = DstColor
7851 , colorFDst = Zero
7852 , alphaFSrc = DstColor
7853 , alphaFDst = Zero
7854 , color = V4 1.0 1.0 1.0 1.0
7855 }
7856 (VV4B (V4 True True True True))
7857 ]
7858 }
7859 , RenderSlot 19
7860 , SetProgram 39
7861 , SetSamplerUniform "Tex_3448884269" 0
7862 , SetRasterContext
7863 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7864 , SetAccumulationContext
7865 AccumulationContext
7866 { accViewportName = Nothing
7867 , accOperations =
7868 [ DepthOp Lequal True
7869 , ColorOp NoBlending (VV4B (V4 True True True True))
7870 ]
7871 }
7872 , RenderSlot 18
7873 , SetProgram 38
7874 , SetSamplerUniform "LightMap" 0
7875 , SetRasterContext
7876 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7877 , SetAccumulationContext
7878 AccumulationContext
7879 { accViewportName = Nothing
7880 , accOperations =
7881 [ DepthOp Lequal True
7882 , ColorOp
7883 Blend
7884 { colorEqSrc = FuncAdd
7885 , alphaEqSrc = FuncAdd
7886 , colorFSrc = DstColor
7887 , colorFDst = Zero
7888 , alphaFSrc = DstColor
7889 , alphaFDst = Zero
7890 , color = V4 1.0 1.0 1.0 1.0
7891 }
7892 (VV4B (V4 True True True True))
7893 ]
7894 }
7895 , RenderSlot 18
7896 , SetProgram 37
7897 , SetSamplerUniform "Tex_3479185666" 0
7898 , SetRasterContext
7899 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7900 , SetAccumulationContext
7901 AccumulationContext
7902 { accViewportName = Nothing
7903 , accOperations =
7904 [ DepthOp Lequal True
7905 , ColorOp NoBlending (VV4B (V4 True True True True))
7906 ]
7907 }
7908 , RenderSlot 17
7909 , SetProgram 36
7910 , SetSamplerUniform "LightMap" 0
7911 , SetRasterContext
7912 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7913 , SetAccumulationContext
7914 AccumulationContext
7915 { accViewportName = Nothing
7916 , accOperations =
7917 [ DepthOp Lequal True
7918 , ColorOp
7919 Blend
7920 { colorEqSrc = FuncAdd
7921 , alphaEqSrc = FuncAdd
7922 , colorFSrc = DstColor
7923 , colorFDst = Zero
7924 , alphaFSrc = DstColor
7925 , alphaFDst = Zero
7926 , color = V4 1.0 1.0 1.0 1.0
7927 }
7928 (VV4B (V4 True True True True))
7929 ]
7930 }
7931 , RenderSlot 17
7932 , SetProgram 35
7933 , SetSamplerUniform "Tex_2639119078" 0
7934 , SetRasterContext
7935 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7936 , SetAccumulationContext
7937 AccumulationContext
7938 { accViewportName = Nothing
7939 , accOperations =
7940 [ DepthOp Lequal True
7941 , ColorOp NoBlending (VV4B (V4 True True True True))
7942 ]
7943 }
7944 , RenderSlot 16
7945 , SetProgram 34
7946 , SetSamplerUniform "LightMap" 0
7947 , SetRasterContext
7948 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7949 , SetAccumulationContext
7950 AccumulationContext
7951 { accViewportName = Nothing
7952 , accOperations =
7953 [ DepthOp Lequal True
7954 , ColorOp
7955 Blend
7956 { colorEqSrc = FuncAdd
7957 , alphaEqSrc = FuncAdd
7958 , colorFSrc = DstColor
7959 , colorFDst = Zero
7960 , alphaFSrc = DstColor
7961 , alphaFDst = Zero
7962 , color = V4 1.0 1.0 1.0 1.0
7963 }
7964 (VV4B (V4 True True True True))
7965 ]
7966 }
7967 , RenderSlot 16
7968 , SetProgram 33
7969 , SetSamplerUniform "Tex_1002517541" 0
7970 , SetRasterContext
7971 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7972 , SetAccumulationContext
7973 AccumulationContext
7974 { accViewportName = Nothing
7975 , accOperations =
7976 [ DepthOp Lequal True
7977 , ColorOp NoBlending (VV4B (V4 True True True True))
7978 ]
7979 }
7980 , RenderSlot 15
7981 , SetProgram 32
7982 , SetSamplerUniform "LightMap" 0
7983 , SetRasterContext
7984 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
7985 , SetAccumulationContext
7986 AccumulationContext
7987 { accViewportName = Nothing
7988 , accOperations =
7989 [ DepthOp Lequal True
7990 , ColorOp
7991 Blend
7992 { colorEqSrc = FuncAdd
7993 , alphaEqSrc = FuncAdd
7994 , colorFSrc = DstColor
7995 , colorFDst = Zero
7996 , alphaFSrc = DstColor
7997 , alphaFDst = Zero
7998 , color = V4 1.0 1.0 1.0 1.0
7999 }
8000 (VV4B (V4 True True True True))
8001 ]
8002 }
8003 , RenderSlot 15
8004 , SetProgram 31
8005 , SetSamplerUniform "Tex_2432583247" 0
8006 , SetRasterContext
8007 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
8008 , SetAccumulationContext
8009 AccumulationContext
8010 { accViewportName = Nothing
8011 , accOperations =
8012 [ DepthOp Lequal True
8013 , ColorOp NoBlending (VV4B (V4 True True True True))
8014 ]
8015 }
8016 , RenderSlot 14
8017 , SetProgram 30
8018 , SetSamplerUniform "LightMap" 0
8019 , SetRasterContext
8020 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
8021 , SetAccumulationContext
8022 AccumulationContext
8023 { accViewportName = Nothing
8024 , accOperations =
8025 [ DepthOp Lequal True
8026 , ColorOp
8027 Blend
8028 { colorEqSrc = FuncAdd
8029 , alphaEqSrc = FuncAdd
8030 , colorFSrc = DstColor
8031 , colorFDst = Zero
8032 , alphaFSrc = DstColor
8033 , alphaFDst = Zero
8034 , color = V4 1.0 1.0 1.0 1.0
8035 }
8036 (VV4B (V4 True True True True))
8037 ]
8038 }
8039 , RenderSlot 14
8040 , SetProgram 29
8041 , SetSamplerUniform "Tex_1284708166" 0
8042 , SetRasterContext
8043 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
8044 , SetAccumulationContext
8045 AccumulationContext
8046 { accViewportName = Nothing
8047 , accOperations =
8048 [ DepthOp Lequal True
8049 , ColorOp NoBlending (VV4B (V4 True True True True))
8050 ]
8051 }
8052 , RenderSlot 13
8053 , SetProgram 28
8054 , SetSamplerUniform "LightMap" 0
8055 , SetRasterContext
8056 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
8057 , SetAccumulationContext
8058 AccumulationContext
8059 { accViewportName = Nothing
8060 , accOperations =
8061 [ DepthOp Lequal True
8062 , ColorOp
8063 Blend
8064 { colorEqSrc = FuncAdd
8065 , alphaEqSrc = FuncAdd
8066 , colorFSrc = DstColor
8067 , colorFDst = Zero
8068 , alphaFSrc = DstColor
8069 , alphaFDst = Zero
8070 , color = V4 1.0 1.0 1.0 1.0
8071 }
8072 (VV4B (V4 True True True True))
8073 ]
8074 }
8075 , RenderSlot 13
8076 , SetProgram 27
8077 , SetSamplerUniform "Tex_2024854890" 0
8078 , SetRasterContext
8079 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
8080 , SetAccumulationContext
8081 AccumulationContext
8082 { accViewportName = Nothing
8083 , accOperations =
8084 [ DepthOp Lequal True
8085 , ColorOp NoBlending (VV4B (V4 True True True True))
8086 ]
8087 }
8088 , RenderSlot 12
8089 , SetProgram 26
8090 , SetSamplerUniform "LightMap" 0
8091 , SetRasterContext
8092 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
8093 , SetAccumulationContext
8094 AccumulationContext
8095 { accViewportName = Nothing
8096 , accOperations =
8097 [ DepthOp Lequal True
8098 , ColorOp
8099 Blend
8100 { colorEqSrc = FuncAdd
8101 , alphaEqSrc = FuncAdd
8102 , colorFSrc = DstColor
8103 , colorFDst = Zero
8104 , alphaFSrc = DstColor
8105 , alphaFDst = Zero
8106 , color = V4 1.0 1.0 1.0 1.0
8107 }
8108 (VV4B (V4 True True True True))
8109 ]
8110 }
8111 , RenderSlot 12
8112 , SetProgram 25
8113 , SetSamplerUniform "Tex_1062467595" 0
8114 , SetRasterContext
8115 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
8116 , SetAccumulationContext
8117 AccumulationContext
8118 { accViewportName = Nothing
8119 , accOperations =
8120 [ DepthOp Lequal True
8121 , ColorOp NoBlending (VV4B (V4 True True True True))
8122 ]
8123 }
8124 , RenderSlot 11
8125 , SetProgram 24
8126 , SetSamplerUniform "LightMap" 0
8127 , SetRasterContext
8128 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
8129 , SetAccumulationContext
8130 AccumulationContext
8131 { accViewportName = Nothing
8132 , accOperations =
8133 [ DepthOp Lequal True
8134 , ColorOp
8135 Blend
8136 { colorEqSrc = FuncAdd
8137 , alphaEqSrc = FuncAdd
8138 , colorFSrc = DstColor
8139 , colorFDst = Zero
8140 , alphaFSrc = DstColor
8141 , alphaFDst = Zero
8142 , color = V4 1.0 1.0 1.0 1.0
8143 }
8144 (VV4B (V4 True True True True))
8145 ]
8146 }
8147 , RenderSlot 11
8148 , SetProgram 23
8149 , SetSamplerUniform "Tex_1581337759" 0
8150 , SetRasterContext
8151 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
8152 , SetAccumulationContext
8153 AccumulationContext
8154 { accViewportName = Nothing
8155 , accOperations =
8156 [ DepthOp Lequal True
8157 , ColorOp NoBlending (VV4B (V4 True True True True))
8158 ]
8159 }
8160 , RenderSlot 10
8161 , SetProgram 22
8162 , SetSamplerUniform "LightMap" 0
8163 , SetRasterContext
8164 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
8165 , SetAccumulationContext
8166 AccumulationContext
8167 { accViewportName = Nothing
8168 , accOperations =
8169 [ DepthOp Lequal True
8170 , ColorOp
8171 Blend
8172 { colorEqSrc = FuncAdd
8173 , alphaEqSrc = FuncAdd
8174 , colorFSrc = DstColor
8175 , colorFDst = Zero
8176 , alphaFSrc = DstColor
8177 , alphaFDst = Zero
8178 , color = V4 1.0 1.0 1.0 1.0
8179 }
8180 (VV4B (V4 True True True True))
8181 ]
8182 }
8183 , RenderSlot 10
8184 , SetProgram 21
8185 , SetSamplerUniform "Tex_2099456856" 0
8186 , SetRasterContext
8187 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
8188 , SetAccumulationContext
8189 AccumulationContext
8190 { accViewportName = Nothing
8191 , accOperations =
8192 [ DepthOp Lequal True
8193 , ColorOp NoBlending (VV4B (V4 True True True True))
8194 ]
8195 }
8196 , RenderSlot 9
8197 , SetProgram 20
8198 , SetSamplerUniform "LightMap" 0
8199 , SetRasterContext
8200 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
8201 , SetAccumulationContext
8202 AccumulationContext
8203 { accViewportName = Nothing
8204 , accOperations =
8205 [ DepthOp Lequal True
8206 , ColorOp
8207 Blend
8208 { colorEqSrc = FuncAdd
8209 , alphaEqSrc = FuncAdd
8210 , colorFSrc = DstColor
8211 , colorFDst = Zero
8212 , alphaFSrc = DstColor
8213 , alphaFDst = Zero
8214 , color = V4 1.0 1.0 1.0 1.0
8215 }
8216 (VV4B (V4 True True True True))
8217 ]
8218 }
8219 , RenderSlot 9
8220 , SetProgram 19
8221 , SetSamplerUniform "Tex_2073154888" 0
8222 , SetRasterContext
8223 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
8224 , SetAccumulationContext
8225 AccumulationContext
8226 { accViewportName = Nothing
8227 , accOperations =
8228 [ DepthOp Lequal True
8229 , ColorOp NoBlending (VV4B (V4 True True True True))
8230 ]
8231 }
8232 , RenderSlot 8
8233 , SetProgram 18
8234 , SetSamplerUniform "LightMap" 0
8235 , SetRasterContext
8236 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
8237 , SetAccumulationContext
8238 AccumulationContext
8239 { accViewportName = Nothing
8240 , accOperations =
8241 [ DepthOp Lequal True
8242 , ColorOp
8243 Blend
8244 { colorEqSrc = FuncAdd
8245 , alphaEqSrc = FuncAdd
8246 , colorFSrc = DstColor
8247 , colorFDst = Zero
8248 , alphaFSrc = DstColor
8249 , alphaFDst = Zero
8250 , color = V4 1.0 1.0 1.0 1.0
8251 }
8252 (VV4B (V4 True True True True))
8253 ]
8254 }
8255 , RenderSlot 8
8256 , SetProgram 17
8257 , SetSamplerUniform "Tex_564811775" 0
8258 , SetRasterContext
8259 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
8260 , SetAccumulationContext
8261 AccumulationContext
8262 { accViewportName = Nothing
8263 , accOperations =
8264 [ DepthOp Lequal True
8265 , ColorOp NoBlending (VV4B (V4 True True True True))
8266 ]
8267 }
8268 , RenderSlot 7
8269 , SetProgram 16
8270 , SetSamplerUniform "LightMap" 0
8271 , SetRasterContext
8272 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
8273 , SetAccumulationContext
8274 AccumulationContext
8275 { accViewportName = Nothing
8276 , accOperations =
8277 [ DepthOp Lequal True
8278 , ColorOp
8279 Blend
8280 { colorEqSrc = FuncAdd
8281 , alphaEqSrc = FuncAdd
8282 , colorFSrc = DstColor
8283 , colorFDst = Zero
8284 , alphaFSrc = DstColor
8285 , alphaFDst = Zero
8286 , color = V4 1.0 1.0 1.0 1.0
8287 }
8288 (VV4B (V4 True True True True))
8289 ]
8290 }
8291 , RenderSlot 7
8292 , SetProgram 15
8293 , SetSamplerUniform "Tex_4255130505" 0
8294 , SetRasterContext
8295 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
8296 , SetAccumulationContext
8297 AccumulationContext
8298 { accViewportName = Nothing
8299 , accOperations =
8300 [ DepthOp Lequal True
8301 , ColorOp NoBlending (VV4B (V4 True True True True))
8302 ]
8303 }
8304 , RenderSlot 6
8305 , SetProgram 14
8306 , SetSamplerUniform "LightMap" 0
8307 , SetRasterContext
8308 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
8309 , SetAccumulationContext
8310 AccumulationContext
8311 { accViewportName = Nothing
8312 , accOperations =
8313 [ DepthOp Lequal True
8314 , ColorOp
8315 Blend
8316 { colorEqSrc = FuncAdd
8317 , alphaEqSrc = FuncAdd
8318 , colorFSrc = DstColor
8319 , colorFDst = Zero
8320 , alphaFSrc = DstColor
8321 , alphaFDst = Zero
8322 , color = V4 1.0 1.0 1.0 1.0
8323 }
8324 (VV4B (V4 True True True True))
8325 ]
8326 }
8327 , RenderSlot 6
8328 , SetProgram 13
8329 , SetSamplerUniform "Tex_3202786139" 0
8330 , SetRasterContext
8331 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
8332 , SetAccumulationContext
8333 AccumulationContext
8334 { accViewportName = Nothing
8335 , accOperations =
8336 [ DepthOp Lequal True
8337 , ColorOp NoBlending (VV4B (V4 True True True True))
8338 ]
8339 }
8340 , RenderSlot 5
8341 , SetProgram 12
8342 , SetSamplerUniform "LightMap" 0
8343 , SetRasterContext
8344 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
8345 , SetAccumulationContext
8346 AccumulationContext
8347 { accViewportName = Nothing
8348 , accOperations =
8349 [ DepthOp Lequal True
8350 , ColorOp
8351 Blend
8352 { colorEqSrc = FuncAdd
8353 , alphaEqSrc = FuncAdd
8354 , colorFSrc = DstColor
8355 , colorFDst = Zero
8356 , alphaFSrc = DstColor
8357 , alphaFDst = Zero
8358 , color = V4 1.0 1.0 1.0 1.0
8359 }
8360 (VV4B (V4 True True True True))
8361 ]
8362 }
8363 , RenderSlot 5
8364 , SetProgram 11
8365 , SetSamplerUniform "Tex_4288602201" 0
8366 , SetRasterContext
8367 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
8368 , SetAccumulationContext
8369 AccumulationContext
8370 { accViewportName = Nothing
8371 , accOperations =
8372 [ DepthOp Lequal True
8373 , ColorOp NoBlending (VV4B (V4 True True True True))
8374 ]
8375 }
8376 , RenderSlot 4
8377 , SetProgram 10
8378 , SetSamplerUniform "LightMap" 0
8379 , SetRasterContext
8380 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
8381 , SetAccumulationContext
8382 AccumulationContext
8383 { accViewportName = Nothing
8384 , accOperations =
8385 [ DepthOp Lequal True
8386 , ColorOp
8387 Blend
8388 { colorEqSrc = FuncAdd
8389 , alphaEqSrc = FuncAdd
8390 , colorFSrc = DstColor
8391 , colorFDst = Zero
8392 , alphaFSrc = DstColor
8393 , alphaFDst = Zero
8394 , color = V4 1.0 1.0 1.0 1.0
8395 }
8396 (VV4B (V4 True True True True))
8397 ]
8398 }
8399 , RenderSlot 4
8400 , SetProgram 9
8401 , SetSamplerUniform "Tex_3416962274" 0
8402 , SetRasterContext
8403 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
8404 , SetAccumulationContext
8405 AccumulationContext
8406 { accViewportName = Nothing
8407 , accOperations =
8408 [ DepthOp Lequal True
8409 , ColorOp NoBlending (VV4B (V4 True True True True))
8410 ]
8411 }
8412 , RenderSlot 3
8413 , SetProgram 8
8414 , SetSamplerUniform "Tex_4077187607" 0
8415 , SetRasterContext
8416 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
8417 , SetAccumulationContext
8418 AccumulationContext
8419 { accViewportName = Nothing
8420 , accOperations =
8421 [ DepthOp Lequal False
8422 , ColorOp
8423 Blend
8424 { colorEqSrc = FuncAdd
8425 , alphaEqSrc = FuncAdd
8426 , colorFSrc = SrcAlpha
8427 , colorFDst = OneMinusSrcAlpha
8428 , alphaFSrc = SrcAlpha
8429 , alphaFDst = OneMinusSrcAlpha
8430 , color = V4 1.0 1.0 1.0 1.0
8431 }
8432 (VV4B (V4 True True True True))
8433 ]
8434 }
8435 , RenderSlot 3
8436 , SetProgram 7
8437 , SetSamplerUniform "LightMap" 0
8438 , SetRasterContext
8439 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
8440 , SetAccumulationContext
8441 AccumulationContext
8442 { accViewportName = Nothing
8443 , accOperations =
8444 [ DepthOp Lequal False
8445 , ColorOp
8446 Blend
8447 { colorEqSrc = FuncAdd
8448 , alphaEqSrc = FuncAdd
8449 , colorFSrc = DstColor
8450 , colorFDst = Zero
8451 , alphaFSrc = DstColor
8452 , alphaFDst = Zero
8453 , color = V4 1.0 1.0 1.0 1.0
8454 }
8455 (VV4B (V4 True True True True))
8456 ]
8457 }
8458 , RenderSlot 3
8459 , SetProgram 6
8460 , SetSamplerUniform "LightMap" 0
8461 , SetRasterContext
8462 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
8463 , SetAccumulationContext
8464 AccumulationContext
8465 { accViewportName = Nothing
8466 , accOperations =
8467 [ DepthOp Lequal True
8468 , ColorOp NoBlending (VV4B (V4 True True True True))
8469 ]
8470 }
8471 , RenderSlot 2
8472 , SetProgram 5
8473 , SetSamplerUniform "Tex_1910997598" 0
8474 , SetRasterContext
8475 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
8476 , SetAccumulationContext
8477 AccumulationContext
8478 { accViewportName = Nothing
8479 , accOperations =
8480 [ DepthOp Lequal False
8481 , ColorOp
8482 Blend
8483 { colorEqSrc = FuncAdd
8484 , alphaEqSrc = FuncAdd
8485 , colorFSrc = DstColor
8486 , colorFDst = Zero
8487 , alphaFSrc = DstColor
8488 , alphaFDst = Zero
8489 , color = V4 1.0 1.0 1.0 1.0
8490 }
8491 (VV4B (V4 True True True True))
8492 ]
8493 }
8494 , RenderSlot 2
8495 , SetProgram 4
8496 , SetSamplerUniform "Tex_47037129" 0
8497 , SetRasterContext
8498 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
8499 , SetAccumulationContext
8500 AccumulationContext
8501 { accViewportName = Nothing
8502 , accOperations =
8503 [ DepthOp Lequal True
8504 , ColorOp NoBlending (VV4B (V4 True True True True))
8505 ]
8506 }
8507 , RenderSlot 1
8508 , SetProgram 3
8509 , SetSamplerUniform "Tex_3562558025" 0
8510 , SetRasterContext
8511 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
8512 , SetAccumulationContext
8513 AccumulationContext
8514 { accViewportName = Nothing
8515 , accOperations =
8516 [ DepthOp Lequal False
8517 , ColorOp
8518 Blend
8519 { colorEqSrc = FuncAdd
8520 , alphaEqSrc = FuncAdd
8521 , colorFSrc = SrcAlpha
8522 , colorFDst = OneMinusSrcAlpha
8523 , alphaFSrc = SrcAlpha
8524 , alphaFDst = OneMinusSrcAlpha
8525 , color = V4 1.0 1.0 1.0 1.0
8526 }
8527 (VV4B (V4 True True True True))
8528 ]
8529 }
8530 , RenderSlot 1
8531 , SetProgram 2
8532 , SetSamplerUniform "LightMap" 0
8533 , SetRasterContext
8534 (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex)
8535 , SetAccumulationContext
8536 AccumulationContext
8537 { accViewportName = Nothing
8538 , accOperations =
8539 [ DepthOp Lequal False
8540 , ColorOp
8541 Blend
8542 { colorEqSrc = FuncAdd
8543 , alphaEqSrc = FuncAdd
8544 , colorFSrc = DstColor
8545 , colorFDst = OneMinusDstAlpha
8546 , alphaFSrc = DstColor
8547 , alphaFDst = OneMinusDstAlpha
8548 , color = V4 1.0 1.0 1.0 1.0
8549 }
8550 (VV4B (V4 True True True True))
8551 ]
8552 }
8553 , RenderSlot 1
8554 , SetProgram 1
8555 , SetRasterContext
8556 (TriangleCtx CullNone PolygonFill NoOffset LastVertex)
8557 , SetAccumulationContext
8558 AccumulationContext
8559 { accViewportName = Nothing
8560 , accOperations =
8561 [ DepthOp Less False
8562 , ColorOp
8563 Blend
8564 { colorEqSrc = FuncAdd
8565 , alphaEqSrc = Min
8566 , colorFSrc = One
8567 , colorFDst = One
8568 , alphaFSrc = One
8569 , alphaFDst = One
8570 , color = V4 1.0 1.0 1.0 1.0
8571 }
8572 (VV4B (V4 True True True True))
8573 ]
8574 }
8575 , RenderSlot 0
8576 , SetProgram 0
8577 , SetRasterContext
8578 (TriangleCtx CullNone (PolygonLine 1.0) NoOffset LastVertex)
8579 , SetAccumulationContext
8580 AccumulationContext
8581 { accViewportName = Nothing
8582 , accOperations =
8583 [ DepthOp Lequal True
8584 , ColorOp NoBlending (VV4B (V4 True True True True))
8585 ]
8586 }
8587 , RenderSlot 0
8588 ]
8589 } \ No newline at end of file