diff options
Diffstat (limited to 'testdata/Graphics.out')
-rw-r--r-- | testdata/Graphics.out | 8590 |
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 @@ | |||
1 | Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("viewProj",M44F),("worldMat",M44F)], programStreams = fromList [("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 (V4 True True True True))]}),RenderSlot 21,SetProgram 43,SetSamplerUniform "Tex_3389727963" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 20,SetProgram 42,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 20,SetProgram 41,SetSamplerUniform "Tex_1201212243" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 19,SetProgram 40,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 19,SetProgram 39,SetSamplerUniform "Tex_3448884269" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 18,SetProgram 38,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 18,SetProgram 37,SetSamplerUniform "Tex_3479185666" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 17,SetProgram 36,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 17,SetProgram 35,SetSamplerUniform "Tex_2639119078" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 16,SetProgram 34,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 16,SetProgram 33,SetSamplerUniform "Tex_1002517541" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 15,SetProgram 32,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 15,SetProgram 31,SetSamplerUniform "Tex_2432583247" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 14,SetProgram 30,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 14,SetProgram 29,SetSamplerUniform "Tex_1284708166" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 13,SetProgram 28,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 13,SetProgram 27,SetSamplerUniform "Tex_2024854890" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 12,SetProgram 26,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 12,SetProgram 25,SetSamplerUniform "Tex_1062467595" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 11,SetProgram 24,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 11,SetProgram 23,SetSamplerUniform "Tex_1581337759" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 10,SetProgram 22,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 10,SetProgram 21,SetSamplerUniform "Tex_2099456856" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 9,SetProgram 20,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 9,SetProgram 19,SetSamplerUniform "Tex_2073154888" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 8,SetProgram 18,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 8,SetProgram 17,SetSamplerUniform "Tex_564811775" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 7,SetProgram 16,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 7,SetProgram 15,SetSamplerUniform "Tex_4255130505" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 6,SetProgram 14,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 6,SetProgram 13,SetSamplerUniform "Tex_3202786139" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 5,SetProgram 12,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 5,SetProgram 11,SetSamplerUniform "Tex_4288602201" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 4,SetProgram 10,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 4,SetProgram 9,SetSamplerUniform "Tex_3416962274" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 3,SetProgram 8,SetSamplerUniform "Tex_4077187607" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 3,SetProgram 7,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 3,SetProgram 6,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 2,SetProgram 5,SetSamplerUniform "Tex_1910997598" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = Zero, alphaFSrc = DstColor, alphaFDst = Zero, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 2,SetProgram 4,SetSamplerUniform "Tex_47037129" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 3,SetSamplerUniform "Tex_3562558025" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = SrcAlpha, colorFDst = OneMinusSrcAlpha, alphaFSrc = SrcAlpha, alphaFDst = OneMinusSrcAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 2,SetSamplerUniform "LightMap" 0,SetRasterContext (TriangleCtx (CullFront CCW) PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = FuncAdd, colorFSrc = DstColor, colorFDst = OneMinusDstAlpha, alphaFSrc = DstColor, alphaFDst = OneMinusDstAlpha, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 1,SetProgram 1,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less False,ColorOp (Blend {colorEqSrc = FuncAdd, alphaEqSrc = Min, colorFSrc = One, colorFDst = One, alphaFSrc = One, alphaFDst = One, color = V4 1.0 1.0 1.0 1.0}) (VV4B (V4 True True True True))]}),RenderSlot 0,SetProgram 0,SetRasterContext (TriangleCtx CullNone (PolygonLine 1.0) NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Lequal True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file | 1 | Pipeline |
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 | ||
5913 | [ ( "LightMap" , FTexture2D ) | ||
5914 | , ( "Tex_1284708166" , FTexture2D ) | ||
5915 | , ( "identityLight" , Float ) | ||
5916 | , ( "viewProj" , M44F ) | ||
5917 | , ( "worldMat" , M44F ) | ||
5918 | ] | ||
5919 | , slotPrimitive = Triangles | ||
5920 | , slotPrograms = [ 28 , 29 ] | ||
5921 | } | ||
5922 | , Slot | ||
5923 | { slotName = "textures/gothic_wall/iron01_e" | ||
5924 | , slotStreams = | ||
5925 | fromList | ||
5926 | [ ( "color" , V4F ) | ||
5927 | , ( "diffuseUV" , V2F ) | ||
5928 | , ( "lightmapUV" , V2F ) | ||
5929 | , ( "normal" , V3F ) | ||
5930 | , ( "position" , V3F ) | ||
5931 | ] | ||
5932 | , slotUniforms = | ||
5933 | fromList | ||
5934 | [ ( "LightMap" , FTexture2D ) | ||
5935 | , ( "Tex_2432583247" , FTexture2D ) | ||
5936 | , ( "identityLight" , Float ) | ||
5937 | , ( "viewProj" , M44F ) | ||
5938 | , ( "worldMat" , M44F ) | ||
5939 | ] | ||
5940 | , slotPrimitive = Triangles | ||
5941 | , slotPrograms = [ 30 , 31 ] | ||
5942 | } | ||
5943 | , Slot | ||
5944 | { slotName = "textures/gothic_trim/baseboard04" | ||
5945 | , slotStreams = | ||
5946 | fromList | ||
5947 | [ ( "color" , V4F ) | ||
5948 | , ( "diffuseUV" , V2F ) | ||
5949 | , ( "lightmapUV" , V2F ) | ||
5950 | , ( "normal" , V3F ) | ||
5951 | , ( "position" , V3F ) | ||
5952 | ] | ||
5953 | , slotUniforms = | ||
5954 | fromList | ||
5955 | [ ( "LightMap" , FTexture2D ) | ||
5956 | , ( "Tex_1002517541" , FTexture2D ) | ||
5957 | , ( "identityLight" , Float ) | ||
5958 | , ( "viewProj" , M44F ) | ||
5959 | , ( "worldMat" , M44F ) | ||
5960 | ] | ||
5961 | , slotPrimitive = Triangles | ||
5962 | , slotPrograms = [ 32 , 33 ] | ||
5963 | } | ||
5964 | , Slot | ||
5965 | { slotName = "textures/gothic_block/blocks18b" | ||
5966 | , slotStreams = | ||
5967 | fromList | ||
5968 | [ ( "color" , V4F ) | ||
5969 | , ( "diffuseUV" , V2F ) | ||
5970 | , ( "lightmapUV" , V2F ) | ||
5971 | , ( "normal" , V3F ) | ||
5972 | , ( "position" , V3F ) | ||
5973 | ] | ||
5974 | , slotUniforms = | ||
5975 | fromList | ||
5976 | [ ( "LightMap" , FTexture2D ) | ||
5977 | , ( "Tex_2639119078" , FTexture2D ) | ||
5978 | , ( "identityLight" , Float ) | ||
5979 | , ( "viewProj" , M44F ) | ||
5980 | , ( "worldMat" , M44F ) | ||
5981 | ] | ||
5982 | , slotPrimitive = Triangles | ||
5983 | , slotPrograms = [ 34 , 35 ] | ||
5984 | } | ||
5985 | , Slot | ||
5986 | { slotName = "textures/gothic_trim/km_arena1tower4" | ||
5987 | , slotStreams = | ||
5988 | fromList | ||
5989 | [ ( "color" , V4F ) | ||
5990 | , ( "diffuseUV" , V2F ) | ||
5991 | , ( "lightmapUV" , V2F ) | ||
5992 | , ( "normal" , V3F ) | ||
5993 | , ( "position" , V3F ) | ||
5994 | ] | ||
5995 | , slotUniforms = | ||
5996 | fromList | ||
5997 | [ ( "LightMap" , FTexture2D ) | ||
5998 | , ( "Tex_3479185666" , FTexture2D ) | ||
5999 | , ( "identityLight" , Float ) | ||
6000 | , ( "viewProj" , M44F ) | ||
6001 | , ( "worldMat" , M44F ) | ||
6002 | ] | ||
6003 | , slotPrimitive = Triangles | ||
6004 | , slotPrograms = [ 36 , 37 ] | ||
6005 | } | ||
6006 | , Slot | ||
6007 | { slotName = "textures/gothic_door/skullarch_a" | ||
6008 | , slotStreams = | ||
6009 | fromList | ||
6010 | [ ( "color" , V4F ) | ||
6011 | , ( "diffuseUV" , V2F ) | ||
6012 | , ( "lightmapUV" , V2F ) | ||
6013 | , ( "normal" , V3F ) | ||
6014 | , ( "position" , V3F ) | ||
6015 | ] | ||
6016 | , slotUniforms = | ||
6017 | fromList | ||
6018 | [ ( "LightMap" , FTexture2D ) | ||
6019 | , ( "Tex_3448884269" , FTexture2D ) | ||
6020 | , ( "identityLight" , Float ) | ||
6021 | , ( "viewProj" , M44F ) | ||
6022 | , ( "worldMat" , M44F ) | ||
6023 | ] | ||
6024 | , slotPrimitive = Triangles | ||
6025 | , slotPrograms = [ 38 , 39 ] | ||
6026 | } | ||
6027 | , Slot | ||
6028 | { slotName = "textures/gothic_door/km_arena1archfinald_bot" | ||
6029 | , slotStreams = | ||
6030 | fromList | ||
6031 | [ ( "color" , V4F ) | ||
6032 | , ( "diffuseUV" , V2F ) | ||
6033 | , ( "lightmapUV" , V2F ) | ||
6034 | , ( "normal" , V3F ) | ||
6035 | , ( "position" , V3F ) | ||
6036 | ] | ||
6037 | , slotUniforms = | ||
6038 | fromList | ||
6039 | [ ( "LightMap" , FTexture2D ) | ||
6040 | , ( "Tex_1201212243" , FTexture2D ) | ||
6041 | , ( "identityLight" , Float ) | ||
6042 | , ( "viewProj" , M44F ) | ||
6043 | , ( "worldMat" , M44F ) | ||
6044 | ] | ||
6045 | , slotPrimitive = Triangles | ||
6046 | , slotPrograms = [ 40 , 41 ] | ||
6047 | } | ||
6048 | , Slot | ||
6049 | { slotName = "textures/gothic_trim/pitted_rust3" | ||
6050 | , slotStreams = | ||
6051 | fromList | ||
6052 | [ ( "color" , V4F ) | ||
6053 | , ( "diffuseUV" , V2F ) | ||
6054 | , ( "lightmapUV" , V2F ) | ||
6055 | , ( "normal" , V3F ) | ||
6056 | , ( "position" , V3F ) | ||
6057 | ] | ||
6058 | , slotUniforms = | ||
6059 | fromList | ||
6060 | [ ( "LightMap" , FTexture2D ) | ||
6061 | , ( "Tex_3389727963" , FTexture2D ) | ||
6062 | , ( "identityLight" , Float ) | ||
6063 | , ( "viewProj" , M44F ) | ||
6064 | , ( "worldMat" , M44F ) | ||
6065 | ] | ||
6066 | , slotPrimitive = Triangles | ||
6067 | , slotPrograms = [ 42 , 43 ] | ||
6068 | } | ||
6069 | , Slot | ||
6070 | { slotName = "textures/gothic_floor/xstairtop4" | ||
6071 | , slotStreams = | ||
6072 | fromList | ||
6073 | [ ( "color" , V4F ) | ||
6074 | , ( "diffuseUV" , V2F ) | ||
6075 | , ( "lightmapUV" , V2F ) | ||
6076 | , ( "normal" , V3F ) | ||
6077 | , ( "position" , V3F ) | ||
6078 | ] | ||
6079 | , slotUniforms = | ||
6080 | fromList | ||
6081 | [ ( "LightMap" , FTexture2D ) | ||
6082 | , ( "Tex_3836020895" , FTexture2D ) | ||
6083 | , ( "identityLight" , Float ) | ||
6084 | , ( "viewProj" , M44F ) | ||
6085 | , ( "worldMat" , M44F ) | ||
6086 | ] | ||
6087 | , slotPrimitive = Triangles | ||
6088 | , slotPrograms = [ 44 , 45 ] | ||
6089 | } | ||
6090 | , Slot | ||
6091 | { slotName = "textures/gothic_block/killblock_i" | ||
6092 | , slotStreams = | ||
6093 | fromList | ||
6094 | [ ( "color" , V4F ) | ||
6095 | , ( "diffuseUV" , V2F ) | ||
6096 | , ( "lightmapUV" , V2F ) | ||
6097 | , ( "normal" , V3F ) | ||
6098 | , ( "position" , V3F ) | ||
6099 | ] | ||
6100 | , slotUniforms = | ||
6101 | fromList | ||
6102 | [ ( "LightMap" , FTexture2D ) | ||
6103 | , ( "Tex_209322640" , FTexture2D ) | ||
6104 | , ( "identityLight" , Float ) | ||
6105 | , ( "viewProj" , M44F ) | ||
6106 | , ( "worldMat" , M44F ) | ||
6107 | ] | ||
6108 | , slotPrimitive = Triangles | ||
6109 | , slotPrograms = [ 46 , 47 ] | ||
6110 | } | ||
6111 | , Slot | ||
6112 | { slotName = "textures/gothic_trim/metalsupsolid" | ||
6113 | , slotStreams = | ||
6114 | fromList | ||
6115 | [ ( "color" , V4F ) | ||
6116 | , ( "diffuseUV" , V2F ) | ||
6117 | , ( "lightmapUV" , V2F ) | ||
6118 | , ( "normal" , V3F ) | ||
6119 | , ( "position" , V3F ) | ||
6120 | ] | ||
6121 | , slotUniforms = | ||
6122 | fromList | ||
6123 | [ ( "LightMap" , FTexture2D ) | ||
6124 | , ( "Tex_2893650486" , FTexture2D ) | ||
6125 | , ( "identityLight" , Float ) | ||
6126 | , ( "viewProj" , M44F ) | ||
6127 | , ( "worldMat" , M44F ) | ||
6128 | ] | ||
6129 | , slotPrimitive = Triangles | ||
6130 | , slotPrograms = [ 48 , 49 ] | ||
6131 | } | ||
6132 | , Slot | ||
6133 | { slotName = "textures/gothic_floor/blocks17floor2" | ||
6134 | , slotStreams = | ||
6135 | fromList | ||
6136 | [ ( "color" , V4F ) | ||
6137 | , ( "diffuseUV" , V2F ) | ||
6138 | , ( "lightmapUV" , V2F ) | ||
6139 | , ( "normal" , V3F ) | ||
6140 | , ( "position" , V3F ) | ||
6141 | ] | ||
6142 | , slotUniforms = | ||
6143 | fromList | ||
6144 | [ ( "LightMap" , FTexture2D ) | ||
6145 | , ( "Tex_3814342582" , FTexture2D ) | ||
6146 | , ( "identityLight" , Float ) | ||
6147 | , ( "viewProj" , M44F ) | ||
6148 | , ( "worldMat" , M44F ) | ||
6149 | ] | ||
6150 | , slotPrimitive = Triangles | ||
6151 | , slotPrograms = [ 50 , 51 ] | ||
6152 | } | ||
6153 | , Slot | ||
6154 | { slotName = "textures/gothic_door/skull_door_c" | ||
6155 | , slotStreams = | ||
6156 | fromList | ||
6157 | [ ( "color" , V4F ) | ||
6158 | , ( "diffuseUV" , V2F ) | ||
6159 | , ( "lightmapUV" , V2F ) | ||
6160 | , ( "normal" , V3F ) | ||
6161 | , ( "position" , V3F ) | ||
6162 | ] | ||
6163 | , slotUniforms = | ||
6164 | fromList | ||
6165 | [ ( "LightMap" , FTexture2D ) | ||
6166 | , ( "Tex_4189195777" , FTexture2D ) | ||
6167 | , ( "identityLight" , Float ) | ||
6168 | , ( "viewProj" , M44F ) | ||
6169 | , ( "worldMat" , M44F ) | ||
6170 | ] | ||
6171 | , slotPrimitive = Triangles | ||
6172 | , slotPrograms = [ 52 , 53 ] | ||
6173 | } | ||
6174 | , Slot | ||
6175 | { slotName = "textures/gothic_wall/skull4" | ||
6176 | , slotStreams = | ||
6177 | fromList | ||
6178 | [ ( "color" , V4F ) | ||
6179 | , ( "diffuseUV" , V2F ) | ||
6180 | , ( "lightmapUV" , V2F ) | ||
6181 | , ( "normal" , V3F ) | ||
6182 | , ( "position" , V3F ) | ||
6183 | ] | ||
6184 | , slotUniforms = | ||
6185 | fromList | ||
6186 | [ ( "LightMap" , FTexture2D ) | ||
6187 | , ( "Tex_2239853403" , FTexture2D ) | ||
6188 | , ( "identityLight" , Float ) | ||
6189 | , ( "viewProj" , M44F ) | ||
6190 | , ( "worldMat" , M44F ) | ||
6191 | ] | ||
6192 | , slotPrimitive = Triangles | ||
6193 | , slotPrograms = [ 54 , 55 ] | ||
6194 | } | ||
6195 | , Slot | ||
6196 | { slotName = "textures/gothic_trim/baseboard09_e" | ||
6197 | , slotStreams = | ||
6198 | fromList | ||
6199 | [ ( "color" , V4F ) | ||
6200 | , ( "diffuseUV" , V2F ) | ||
6201 | , ( "lightmapUV" , V2F ) | ||
6202 | , ( "normal" , V3F ) | ||
6203 | , ( "position" , V3F ) | ||
6204 | ] | ||
6205 | , slotUniforms = | ||
6206 | fromList | ||
6207 | [ ( "LightMap" , FTexture2D ) | ||
6208 | , ( "Tex_2367525081" , FTexture2D ) | ||
6209 | , ( "identityLight" , Float ) | ||
6210 | , ( "viewProj" , M44F ) | ||
6211 | , ( "worldMat" , M44F ) | ||
6212 | ] | ||
6213 | , slotPrimitive = Triangles | ||
6214 | , slotPrograms = [ 56 , 57 ] | ||
6215 | } | ||
6216 | , Slot | ||
6217 | { slotName = "textures/gothic_block/blocks15" | ||
6218 | , slotStreams = | ||
6219 | fromList | ||
6220 | [ ( "color" , V4F ) | ||
6221 | , ( "diffuseUV" , V2F ) | ||
6222 | , ( "lightmapUV" , V2F ) | ||
6223 | , ( "normal" , V3F ) | ||
6224 | , ( "position" , V3F ) | ||
6225 | ] | ||
6226 | , slotUniforms = | ||
6227 | fromList | ||
6228 | [ ( "LightMap" , FTexture2D ) | ||
6229 | , ( "Tex_2523116863" , FTexture2D ) | ||
6230 | , ( "identityLight" , Float ) | ||
6231 | , ( "viewProj" , M44F ) | ||
6232 | , ( "worldMat" , M44F ) | ||
6233 | ] | ||
6234 | , slotPrimitive = Triangles | ||
6235 | , slotPrograms = [ 58 , 59 ] | ||
6236 | } | ||
6237 | , Slot | ||
6238 | { slotName = "textures/gothic_trim/baseboard09_o3" | ||
6239 | , slotStreams = | ||
6240 | fromList | ||
6241 | [ ( "color" , V4F ) | ||
6242 | , ( "diffuseUV" , V2F ) | ||
6243 | , ( "lightmapUV" , V2F ) | ||
6244 | , ( "normal" , V3F ) | ||
6245 | , ( "position" , V3F ) | ||
6246 | ] | ||
6247 | , slotUniforms = | ||
6248 | fromList | ||
6249 | [ ( "LightMap" , FTexture2D ) | ||
6250 | , ( "Tex_2512757607" , FTexture2D ) | ||
6251 | , ( "identityLight" , Float ) | ||
6252 | , ( "viewProj" , M44F ) | ||
6253 | , ( "worldMat" , M44F ) | ||
6254 | ] | ||
6255 | , slotPrimitive = Triangles | ||
6256 | , slotPrograms = [ 60 , 61 ] | ||
6257 | } | ||
6258 | , Slot | ||
6259 | { slotName = "textures/gothic_door/skull_door_f" | ||
6260 | , slotStreams = | ||
6261 | fromList | ||
6262 | [ ( "color" , V4F ) | ||
6263 | , ( "diffuseUV" , V2F ) | ||
6264 | , ( "lightmapUV" , V2F ) | ||
6265 | , ( "normal" , V3F ) | ||
6266 | , ( "position" , V3F ) | ||
6267 | ] | ||
6268 | , slotUniforms = | ||
6269 | fromList | ||
6270 | [ ( "LightMap" , FTexture2D ) | ||
6271 | , ( "Tex_4289279309" , FTexture2D ) | ||
6272 | , ( "identityLight" , Float ) | ||
6273 | , ( "viewProj" , M44F ) | ||
6274 | , ( "worldMat" , M44F ) | ||
6275 | ] | ||
6276 | , slotPrimitive = Triangles | ||
6277 | , slotPrograms = [ 62 , 63 ] | ||
6278 | } | ||
6279 | , Slot | ||
6280 | { slotName = "textures/gothic_wall/supportborder_blue_c" | ||
6281 | , slotStreams = | ||
6282 | fromList | ||
6283 | [ ( "color" , V4F ) | ||
6284 | , ( "diffuseUV" , V2F ) | ||
6285 | , ( "lightmapUV" , V2F ) | ||
6286 | , ( "normal" , V3F ) | ||
6287 | , ( "position" , V3F ) | ||
6288 | ] | ||
6289 | , slotUniforms = | ||
6290 | fromList | ||
6291 | [ ( "LightMap" , FTexture2D ) | ||
6292 | , ( "Tex_2525124732" , FTexture2D ) | ||
6293 | , ( "identityLight" , Float ) | ||
6294 | , ( "viewProj" , M44F ) | ||
6295 | , ( "worldMat" , M44F ) | ||
6296 | ] | ||
6297 | , slotPrimitive = Triangles | ||
6298 | , slotPrograms = [ 64 , 65 ] | ||
6299 | } | ||
6300 | , Slot | ||
6301 | { slotName = "textures/gothic_door/km_arena1archfinalc_top" | ||
6302 | , slotStreams = | ||
6303 | fromList | ||
6304 | [ ( "color" , V4F ) | ||
6305 | , ( "diffuseUV" , V2F ) | ||
6306 | , ( "lightmapUV" , V2F ) | ||
6307 | , ( "normal" , V3F ) | ||
6308 | , ( "position" , V3F ) | ||
6309 | ] | ||
6310 | , slotUniforms = | ||
6311 | fromList | ||
6312 | [ ( "LightMap" , FTexture2D ) | ||
6313 | , ( "Tex_3071107621" , FTexture2D ) | ||
6314 | , ( "identityLight" , Float ) | ||
6315 | , ( "viewProj" , M44F ) | ||
6316 | , ( "worldMat" , M44F ) | ||
6317 | ] | ||
6318 | , slotPrimitive = Triangles | ||
6319 | , slotPrograms = [ 66 , 67 ] | ||
6320 | } | ||
6321 | , Slot | ||
6322 | { slotName = "textures/gothic_floor/metalbridge06broke" | ||
6323 | , slotStreams = | ||
6324 | fromList | ||
6325 | [ ( "color" , V4F ) | ||
6326 | , ( "diffuseUV" , V2F ) | ||
6327 | , ( "lightmapUV" , V2F ) | ||
6328 | , ( "normal" , V3F ) | ||
6329 | , ( "position" , V3F ) | ||
6330 | ] | ||
6331 | , slotUniforms = | ||
6332 | fromList | ||
6333 | [ ( "LightMap" , FTexture2D ) | ||
6334 | , ( "Tex_3921745736" , FTexture2D ) | ||
6335 | , ( "identityLight" , Float ) | ||
6336 | , ( "viewProj" , M44F ) | ||
6337 | , ( "worldMat" , M44F ) | ||
6338 | ] | ||
6339 | , slotPrimitive = Triangles | ||
6340 | , slotPrograms = [ 68 , 69 ] | ||
6341 | } | ||
6342 | , Slot | ||
6343 | { slotName = "textures/gothic_block/killblock" | ||
6344 | , slotStreams = | ||
6345 | fromList | ||
6346 | [ ( "color" , V4F ) | ||
6347 | , ( "diffuseUV" , V2F ) | ||
6348 | , ( "lightmapUV" , V2F ) | ||
6349 | , ( "normal" , V3F ) | ||
6350 | , ( "position" , V3F ) | ||
6351 | ] | ||
6352 | , slotUniforms = | ||
6353 | fromList | ||
6354 | [ ( "LightMap" , FTexture2D ) | ||
6355 | , ( "Tex_3647563961" , FTexture2D ) | ||
6356 | , ( "identityLight" , Float ) | ||
6357 | , ( "viewProj" , M44F ) | ||
6358 | , ( "worldMat" , M44F ) | ||
6359 | ] | ||
6360 | , slotPrimitive = Triangles | ||
6361 | , slotPrograms = [ 70 , 71 ] | ||
6362 | } | ||
6363 | , Slot | ||
6364 | { slotName = "textures/gothic_trim/metalsupport4b" | ||
6365 | , slotStreams = | ||
6366 | fromList | ||
6367 | [ ( "color" , V4F ) | ||
6368 | , ( "diffuseUV" , V2F ) | ||
6369 | , ( "lightmapUV" , V2F ) | ||
6370 | , ( "normal" , V3F ) | ||
6371 | , ( "position" , V3F ) | ||
6372 | ] | ||
6373 | , slotUniforms = | ||
6374 | fromList | ||
6375 | [ ( "LightMap" , FTexture2D ) | ||
6376 | , ( "Tex_3593923076" , FTexture2D ) | ||
6377 | , ( "identityLight" , Float ) | ||
6378 | , ( "viewProj" , M44F ) | ||
6379 | , ( "worldMat" , M44F ) | ||
6380 | ] | ||
6381 | , slotPrimitive = Triangles | ||
6382 | , slotPrograms = [ 72 , 73 ] | ||
6383 | } | ||
6384 | , Slot | ||
6385 | { slotName = "textures/gothic_door/xian_tourneyarch_inside2" | ||
6386 | , slotStreams = | ||
6387 | fromList | ||
6388 | [ ( "color" , V4F ) | ||
6389 | , ( "diffuseUV" , V2F ) | ||
6390 | , ( "lightmapUV" , V2F ) | ||
6391 | , ( "normal" , V3F ) | ||
6392 | , ( "position" , V3F ) | ||
6393 | ] | ||
6394 | , slotUniforms = | ||
6395 | fromList | ||
6396 | [ ( "LightMap" , FTexture2D ) | ||
6397 | , ( "Tex_1435187472" , FTexture2D ) | ||
6398 | , ( "identityLight" , Float ) | ||
6399 | , ( "viewProj" , M44F ) | ||
6400 | , ( "worldMat" , M44F ) | ||
6401 | ] | ||
6402 | , slotPrimitive = Triangles | ||
6403 | , slotPrograms = [ 74 , 75 ] | ||
6404 | } | ||
6405 | , Slot | ||
6406 | { slotName = "textures/gothic_door/skull_door_b" | ||
6407 | , slotStreams = | ||
6408 | fromList | ||
6409 | [ ( "color" , V4F ) | ||
6410 | , ( "diffuseUV" , V2F ) | ||
6411 | , ( "lightmapUV" , V2F ) | ||
6412 | , ( "normal" , V3F ) | ||
6413 | , ( "position" , V3F ) | ||
6414 | ] | ||
6415 | , slotUniforms = | ||
6416 | fromList | ||
6417 | [ ( "LightMap" , FTexture2D ) | ||
6418 | , ( "Tex_1318715778" , FTexture2D ) | ||
6419 | , ( "identityLight" , Float ) | ||
6420 | , ( "viewProj" , M44F ) | ||
6421 | , ( "worldMat" , M44F ) | ||
6422 | ] | ||
6423 | , slotPrimitive = Triangles | ||
6424 | , slotPrograms = [ 76 , 77 ] | ||
6425 | } | ||
6426 | , Slot | ||
6427 | { slotName = "textures/gothic_wall/iron01_ntech3" | ||
6428 | , slotStreams = | ||
6429 | fromList | ||
6430 | [ ( "color" , V4F ) | ||
6431 | , ( "diffuseUV" , V2F ) | ||
6432 | , ( "lightmapUV" , V2F ) | ||
6433 | , ( "normal" , V3F ) | ||
6434 | , ( "position" , V3F ) | ||
6435 | ] | ||
6436 | , slotUniforms = | ||
6437 | fromList | ||
6438 | [ ( "LightMap" , FTexture2D ) | ||
6439 | , ( "Tex_442868841" , FTexture2D ) | ||
6440 | , ( "identityLight" , Float ) | ||
6441 | , ( "viewProj" , M44F ) | ||
6442 | , ( "worldMat" , M44F ) | ||
6443 | ] | ||
6444 | , slotPrimitive = Triangles | ||
6445 | , slotPrograms = [ 78 , 79 ] | ||
6446 | } | ||
6447 | , Slot | ||
6448 | { slotName = "textures/gothic_trim/baseboard09_c3" | ||
6449 | , slotStreams = | ||
6450 | fromList | ||
6451 | [ ( "color" , V4F ) | ||
6452 | , ( "diffuseUV" , V2F ) | ||
6453 | , ( "lightmapUV" , V2F ) | ||
6454 | , ( "normal" , V3F ) | ||
6455 | , ( "position" , V3F ) | ||
6456 | ] | ||
6457 | , slotUniforms = | ||
6458 | fromList | ||
6459 | [ ( "LightMap" , FTexture2D ) | ||
6460 | , ( "Tex_2289735512" , FTexture2D ) | ||
6461 | , ( "identityLight" , Float ) | ||
6462 | , ( "viewProj" , M44F ) | ||
6463 | , ( "worldMat" , M44F ) | ||
6464 | ] | ||
6465 | , slotPrimitive = Triangles | ||
6466 | , slotPrograms = [ 80 , 81 ] | ||
6467 | } | ||
6468 | , Slot | ||
6469 | { slotName = "textures/gothic_block/blocks18c_3" | ||
6470 | , slotStreams = | ||
6471 | fromList | ||
6472 | [ ( "color" , V4F ) | ||
6473 | , ( "diffuseUV" , V2F ) | ||
6474 | , ( "lightmapUV" , V2F ) | ||
6475 | , ( "normal" , V3F ) | ||
6476 | , ( "position" , V3F ) | ||
6477 | ] | ||
6478 | , slotUniforms = | ||
6479 | fromList | ||
6480 | [ ( "LightMap" , FTexture2D ) | ||
6481 | , ( "Tex_3939430064" , FTexture2D ) | ||
6482 | , ( "identityLight" , Float ) | ||
6483 | , ( "viewProj" , M44F ) | ||
6484 | , ( "worldMat" , M44F ) | ||
6485 | ] | ||
6486 | , slotPrimitive = Triangles | ||
6487 | , slotPrograms = [ 82 , 83 ] | ||
6488 | } | ||
6489 | , Slot | ||
6490 | { slotName = "textures/gothic_trim/km_arena1tower4_a" | ||
6491 | , slotStreams = | ||
6492 | fromList | ||
6493 | [ ( "color" , V4F ) | ||
6494 | , ( "diffuseUV" , V2F ) | ||
6495 | , ( "lightmapUV" , V2F ) | ||
6496 | , ( "normal" , V3F ) | ||
6497 | , ( "position" , V3F ) | ||
6498 | ] | ||
6499 | , slotUniforms = | ||
6500 | fromList | ||
6501 | [ ( "LightMap" , FTexture2D ) | ||
6502 | , ( "Tex_3012001075" , FTexture2D ) | ||
6503 | , ( "identityLight" , Float ) | ||
6504 | , ( "viewProj" , M44F ) | ||
6505 | , ( "worldMat" , M44F ) | ||
6506 | ] | ||
6507 | , slotPrimitive = Triangles | ||
6508 | , slotPrograms = [ 84 , 85 ] | ||
6509 | } | ||
6510 | , Slot | ||
6511 | { slotName = "textures/gothic_door/km_arena1archfinald_mid" | ||
6512 | , slotStreams = | ||
6513 | fromList | ||
6514 | [ ( "color" , V4F ) | ||
6515 | , ( "diffuseUV" , V2F ) | ||
6516 | , ( "lightmapUV" , V2F ) | ||
6517 | , ( "normal" , V3F ) | ||
6518 | , ( "position" , V3F ) | ||
6519 | ] | ||
6520 | , slotUniforms = | ||
6521 | fromList | ||
6522 | [ ( "LightMap" , FTexture2D ) | ||
6523 | , ( "Tex_3768122504" , FTexture2D ) | ||
6524 | , ( "identityLight" , Float ) | ||
6525 | , ( "viewProj" , M44F ) | ||
6526 | , ( "worldMat" , M44F ) | ||
6527 | ] | ||
6528 | , slotPrimitive = Triangles | ||
6529 | , slotPrograms = [ 86 , 87 ] | ||
6530 | } | ||
6531 | , Slot | ||
6532 | { slotName = "textures/gothic_trim/skullsvertgray02b" | ||
6533 | , slotStreams = | ||
6534 | fromList | ||
6535 | [ ( "color" , V4F ) | ||
6536 | , ( "diffuseUV" , V2F ) | ||
6537 | , ( "lightmapUV" , V2F ) | ||
6538 | , ( "normal" , V3F ) | ||
6539 | , ( "position" , V3F ) | ||
6540 | ] | ||
6541 | , slotUniforms = | ||
6542 | fromList | ||
6543 | [ ( "LightMap" , FTexture2D ) | ||
6544 | , ( "Tex_2634868983" , FTexture2D ) | ||
6545 | , ( "identityLight" , Float ) | ||
6546 | , ( "viewProj" , M44F ) | ||
6547 | , ( "worldMat" , M44F ) | ||
6548 | ] | ||
6549 | , slotPrimitive = Triangles | ||
6550 | , slotPrograms = [ 88 , 89 ] | ||
6551 | } | ||
6552 | , Slot | ||
6553 | { slotName = "textures/gothic_floor/xstepborder3" | ||
6554 | , slotStreams = | ||
6555 | fromList | ||
6556 | [ ( "color" , V4F ) | ||
6557 | , ( "diffuseUV" , V2F ) | ||
6558 | , ( "lightmapUV" , V2F ) | ||
6559 | , ( "normal" , V3F ) | ||
6560 | , ( "position" , V3F ) | ||
6561 | ] | ||
6562 | , slotUniforms = | ||
6563 | fromList | ||
6564 | [ ( "LightMap" , FTexture2D ) | ||
6565 | , ( "Tex_3269743316" , FTexture2D ) | ||
6566 | , ( "identityLight" , Float ) | ||
6567 | , ( "viewProj" , M44F ) | ||
6568 | , ( "worldMat" , M44F ) | ||
6569 | ] | ||
6570 | , slotPrimitive = Triangles | ||
6571 | , slotPrograms = [ 90 , 91 ] | ||
6572 | } | ||
6573 | , Slot | ||
6574 | { slotName = "textures/gothic_block/killblock_i4" | ||
6575 | , slotStreams = | ||
6576 | fromList | ||
6577 | [ ( "color" , V4F ) | ||
6578 | , ( "diffuseUV" , V2F ) | ||
6579 | , ( "lightmapUV" , V2F ) | ||
6580 | , ( "normal" , V3F ) | ||
6581 | , ( "position" , V3F ) | ||
6582 | ] | ||
6583 | , slotUniforms = | ||
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 | ] | ||
6700 | , streams = [] | ||
6701 | , commands = | ||
6702 | [ SetRenderTarget 0 | ||
6703 | , ClearRenderTarget | ||
6704 | [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1000.0 } | ||
6705 | , ClearImage | ||
6706 | { imageSemantic = Color , clearValue = VV4F (V4 0.0 0.0 0.0 0.0) } | ||
6707 | ] | ||
6708 | , SetProgram 103 | ||
6709 | , SetSamplerUniform "Tex_3694494180" 0 | ||
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)) | ||
6718 | ] | ||
6719 | } | ||
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)) | ||
6741 | ] | ||
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)) | ||
6754 | ] | ||
6755 | } | ||
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 = | ||
6765 | [ DepthOp Lequal True | ||
6766 | , ColorOp | ||
6767 | Blend | ||
6768 | { colorEqSrc = FuncAdd | ||
6769 | , alphaEqSrc = FuncAdd | ||
6770 | , colorFSrc = DstColor | ||
6771 | , colorFDst = Zero | ||
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)) | ||
6777 | ] | ||
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)) | ||
6790 | ] | ||
6791 | } | ||
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 | ||
6803 | Blend | ||
6804 | { colorEqSrc = FuncAdd | ||
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)) | ||
6826 | ] | ||
6827 | } | ||
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 | ] | ||
6863 | } | ||
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 | ] | ||
6935 | } | ||
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)) | ||
6957 | ] | ||
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 | ] | ||
6971 | } | ||
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 | ] | ||
7007 | } | ||
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)) | ||
7029 | ] | ||
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 | ||